mirror of
				https://github.com/luanti-org/luanti.git
				synced 2025-10-31 07:25:22 +01:00 
			
		
		
		
	
		
			
				
	
	
		
			171 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			171 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 Nikolaus Gebhardt
 | |
| // This file is part of the "Irrlicht Engine".
 | |
| // For conditions of distribution and use, see copyright notice in irrlicht.h
 | |
| 
 | |
| #pragma once
 | |
| 
 | |
| #include <vector>
 | |
| #include "IAnimatedMesh.h"
 | |
| #include "IMesh.h"
 | |
| #include "aabbox3d.h"
 | |
| 
 | |
| namespace irr
 | |
| {
 | |
| namespace scene
 | |
| {
 | |
| 
 | |
| //! Simple implementation of the IAnimatedMesh interface.
 | |
| struct SAnimatedMesh final : public IAnimatedMesh
 | |
| {
 | |
| 	//! constructor
 | |
| 	SAnimatedMesh(scene::IMesh *mesh = 0, scene::E_ANIMATED_MESH_TYPE type = scene::EAMT_UNKNOWN) :
 | |
| 			IAnimatedMesh(), FramesPerSecond(25.f), Type(type)
 | |
| 	{
 | |
| #ifdef _DEBUG
 | |
| 		setDebugName("SAnimatedMesh");
 | |
| #endif
 | |
| 		addMesh(mesh);
 | |
| 		recalculateBoundingBox();
 | |
| 	}
 | |
| 
 | |
| 	//! destructor
 | |
| 	virtual ~SAnimatedMesh()
 | |
| 	{
 | |
| 		// drop meshes
 | |
| 		for (auto *mesh : Meshes)
 | |
| 			mesh->drop();
 | |
| 	}
 | |
| 
 | |
| 	f32 getMaxFrameNumber() const override
 | |
| 	{
 | |
| 		return static_cast<f32>(Meshes.size() - 1);
 | |
| 	}
 | |
| 
 | |
| 	//! Gets the default animation speed of the animated mesh.
 | |
| 	/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
 | |
| 	f32 getAnimationSpeed() const override
 | |
| 	{
 | |
| 		return FramesPerSecond;
 | |
| 	}
 | |
| 
 | |
| 	//! Gets the frame count of the animated mesh.
 | |
| 	/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
 | |
| 	The actual speed is set in the scene node the mesh is instantiated in.*/
 | |
| 	void setAnimationSpeed(f32 fps) override
 | |
| 	{
 | |
| 		FramesPerSecond = fps;
 | |
| 	}
 | |
| 
 | |
| 	//! Returns the IMesh interface for a frame.
 | |
| 	/** \param frame: Frame number as zero based index.
 | |
| 	\return The animated mesh based for the given frame */
 | |
| 	IMesh *getMesh(f32 frame) override
 | |
| 	{
 | |
| 		if (Meshes.empty())
 | |
| 			return nullptr;
 | |
| 
 | |
| 		return Meshes[static_cast<s32>(frame)];
 | |
| 	}
 | |
| 
 | |
| 	//! adds a Mesh
 | |
| 	void addMesh(IMesh *mesh)
 | |
| 	{
 | |
| 		if (mesh) {
 | |
| 			mesh->grab();
 | |
| 			Meshes.push_back(mesh);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	//! Returns an axis aligned bounding box of the mesh.
 | |
| 	/** \return A bounding box of this mesh is returned. */
 | |
| 	const core::aabbox3d<f32> &getBoundingBox() const override
 | |
| 	{
 | |
| 		return Box;
 | |
| 	}
 | |
| 
 | |
| 	//! set user axis aligned bounding box
 | |
| 	void setBoundingBox(const core::aabbox3df &box) override
 | |
| 	{
 | |
| 		Box = box;
 | |
| 	}
 | |
| 
 | |
| 	//! Recalculates the bounding box.
 | |
| 	void recalculateBoundingBox()
 | |
| 	{
 | |
| 		Box.reset(0, 0, 0);
 | |
| 
 | |
| 		if (Meshes.empty())
 | |
| 			return;
 | |
| 
 | |
| 		Box = Meshes[0]->getBoundingBox();
 | |
| 
 | |
| 		for (u32 i = 1; i < Meshes.size(); ++i)
 | |
| 			Box.addInternalBox(Meshes[i]->getBoundingBox());
 | |
| 	}
 | |
| 
 | |
| 	//! Returns the type of the animated mesh.
 | |
| 	E_ANIMATED_MESH_TYPE getMeshType() const override
 | |
| 	{
 | |
| 		return Type;
 | |
| 	}
 | |
| 
 | |
| 	//! returns amount of mesh buffers.
 | |
| 	u32 getMeshBufferCount() const override
 | |
| 	{
 | |
| 		if (Meshes.empty())
 | |
| 			return 0;
 | |
| 
 | |
| 		return Meshes[0]->getMeshBufferCount();
 | |
| 	}
 | |
| 
 | |
| 	//! returns pointer to a mesh buffer
 | |
| 	IMeshBuffer *getMeshBuffer(u32 nr) const override
 | |
| 	{
 | |
| 		if (Meshes.empty())
 | |
| 			return 0;
 | |
| 
 | |
| 		return Meshes[0]->getMeshBuffer(nr);
 | |
| 	}
 | |
| 
 | |
| 	//! Returns pointer to a mesh buffer which fits a material
 | |
| 	/** \param material: material to search for
 | |
| 	\return Returns the pointer to the mesh buffer or
 | |
| 	NULL if there is no such mesh buffer. */
 | |
| 	IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const override
 | |
| 	{
 | |
| 		if (Meshes.empty())
 | |
| 			return 0;
 | |
| 
 | |
| 		return Meshes[0]->getMeshBuffer(material);
 | |
| 	}
 | |
| 
 | |
| 	//! set the hardware mapping hint, for driver
 | |
| 	void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
 | |
| 	{
 | |
| 		for (u32 i = 0; i < Meshes.size(); ++i)
 | |
| 			Meshes[i]->setHardwareMappingHint(newMappingHint, buffer);
 | |
| 	}
 | |
| 
 | |
| 	//! flags the meshbuffer as changed, reloads hardware buffers
 | |
| 	void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
 | |
| 	{
 | |
| 		for (u32 i = 0; i < Meshes.size(); ++i)
 | |
| 			Meshes[i]->setDirty(buffer);
 | |
| 	}
 | |
| 
 | |
| 	//! All meshes defining the animated mesh
 | |
| 	std::vector<IMesh *> Meshes;
 | |
| 
 | |
| 	//! The bounding box of this mesh
 | |
| 	core::aabbox3d<f32> Box;
 | |
| 
 | |
| 	//! Default animation speed of this mesh.
 | |
| 	f32 FramesPerSecond;
 | |
| 
 | |
| 	//! The type of the mesh.
 | |
| 	E_ANIMATED_MESH_TYPE Type;
 | |
| };
 | |
| 
 | |
| } // end namespace scene
 | |
| } // end namespace irr
 |