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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
74 lines
2.8 KiB
C++
74 lines
2.8 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_I_ANIMATED_MESH_H_INCLUDED
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#define IRR_I_ANIMATED_MESH_H_INCLUDED
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#include "aabbox3d.h"
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#include "IMesh.h"
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namespace irr
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{
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namespace scene
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{
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//! Interface for an animated mesh.
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/** There are already simple implementations of this interface available so
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you don't have to implement this interface on your own if you need to:
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You might want to use irr::scene::SAnimatedMesh, irr::scene::SMesh,
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irr::scene::SMeshBuffer etc. */
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class IAnimatedMesh : public IMesh
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{
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public:
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//! Gets the frame count of the animated mesh.
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/** Note that the play-time is usually getFrameCount()-1 as it stops as soon as the last frame-key is reached.
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\return The amount of frames. If the amount is 1,
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it is a static, non animated mesh. */
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virtual u32 getFrameCount() const = 0;
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//! Gets the animation speed of the animated mesh.
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/** \return The number of frames per second to play the
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animation with by default. If the amount is 0,
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it is a static, non animated mesh. */
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virtual f32 getAnimationSpeed() const = 0;
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//! Sets the animation speed of the animated mesh.
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/** \param fps Number of frames per second to play the
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animation with by default. If the amount is 0,
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it is not animated. The actual speed is set in the
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scene node the mesh is instantiated in.*/
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virtual void setAnimationSpeed(f32 fps) =0;
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//! Returns the IMesh interface for a frame.
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/** \param frame: Frame number as zero based index. The maximum
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frame number is getFrameCount() - 1;
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\param detailLevel: Level of detail. 0 is the lowest, 255 the
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highest level of detail. Most meshes will ignore the detail level.
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\param startFrameLoop: Because some animated meshes (.MD2) are
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blended between 2 static frames, and maybe animated in a loop,
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the startFrameLoop and the endFrameLoop have to be defined, to
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prevent the animation to be blended between frames which are
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outside of this loop.
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If startFrameLoop and endFrameLoop are both -1, they are ignored.
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\param endFrameLoop: see startFrameLoop.
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\return Returns the animated mesh based on a detail level. */
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virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) = 0;
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//! Returns the type of the animated mesh.
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/** In most cases it is not necessary to use this method.
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This is useful for making a safe downcast. For example,
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if getMeshType() returns EAMT_MD2 it's safe to cast the
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IAnimatedMesh to IAnimatedMeshMD2.
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\returns Type of the mesh. */
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virtual E_ANIMATED_MESH_TYPE getMeshType() const IRR_OVERRIDE
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{
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return EAMT_UNKNOWN;
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}
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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