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https://github.com/minetest/irrlicht.git
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3d2a55e788
Basically fixing original Bug#427 reported by MArkus Elfring. Unfortunately there are still more defines (in IrrCompileConfig.h) which also are not nice c++ Lots of files touched for very minor cleanup *sigh* git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6253 dfc29bdd-3216-0410-991c-e03cc46cb475
158 lines
4.7 KiB
C++
158 lines
4.7 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_C_ANIMATED_MESH_MD2_H_INCLUDED
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#define IRR_C_ANIMATED_MESH_MD2_H_INCLUDED
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#include "IAnimatedMeshMD2.h"
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#include "IMesh.h"
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#include "CMeshBuffer.h"
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#include "IReadFile.h"
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#include "S3DVertex.h"
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#include "irrArray.h"
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#include "irrString.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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class CAnimatedMeshMD2 : public IAnimatedMeshMD2
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{
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public:
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//! constructor
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CAnimatedMeshMD2();
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//! destructor
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virtual ~CAnimatedMeshMD2();
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//! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh.
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virtual u32 getFrameCount() const IRR_OVERRIDE;
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//! Gets the default animation speed of the animated mesh.
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/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
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virtual f32 getAnimationSpeed() const IRR_OVERRIDE
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{
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return FramesPerSecond;
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}
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//! Gets the frame count of the animated mesh.
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/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
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The actual speed is set in the scene node the mesh is instantiated in.*/
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virtual void setAnimationSpeed(f32 fps) IRR_OVERRIDE
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{
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FramesPerSecond=fps;
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}
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//! returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail. Note, that some Meshes will ignore the detail level.
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virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) IRR_OVERRIDE;
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//! returns amount of mesh buffers.
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virtual u32 getMeshBufferCount() const IRR_OVERRIDE;
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//! returns pointer to a mesh buffer
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virtual IMeshBuffer* getMeshBuffer(u32 nr) const IRR_OVERRIDE;
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//! Returns pointer to a mesh buffer which fits a material
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/** \param material: material to search for
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\return Returns the pointer to the mesh buffer or
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NULL if there is no such mesh buffer. */
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virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const IRR_OVERRIDE;
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//! returns an axis aligned bounding box
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virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE;
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//! set user axis aligned bounding box
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virtual void setBoundingBox( const core::aabbox3df& box) IRR_OVERRIDE;
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//! sets a flag of all contained materials to a new value
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virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) IRR_OVERRIDE;
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//! set the hardware mapping hint, for driver
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virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) IRR_OVERRIDE;
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//! flags the meshbuffer as changed, reloads hardware buffers
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virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) IRR_OVERRIDE;
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//! Returns the type of the animated mesh.
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virtual E_ANIMATED_MESH_TYPE getMeshType() const IRR_OVERRIDE;
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//! Returns frame loop data for a special MD2 animation type.
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virtual void getFrameLoop(EMD2_ANIMATION_TYPE,
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s32& outBegin, s32& outEnd, s32& outFps) const IRR_OVERRIDE;
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//! Returns frame loop data for a special MD2 animation type.
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virtual bool getFrameLoop(const c8* name,
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s32& outBegin, s32& outEnd, s32& outFps) const IRR_OVERRIDE;
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//! Returns amount of md2 animations in this file.
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virtual s32 getAnimationCount() const IRR_OVERRIDE;
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//! Returns name of md2 animation.
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//! \param nr: Zero based index of animation.
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virtual const c8* getAnimationName(s32 nr) const IRR_OVERRIDE;
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//
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// exposed for loader
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//
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//! the buffer that contains the most recent animation
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SMeshBuffer* InterpolationBuffer;
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//! Frames used to calculate InterpolationBuffer
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u32 InterpolationFirstFrame, InterpolationSecondFrame;
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f32 InterpolationFrameDiv;
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//! named animations
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struct SAnimationData
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{
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core::stringc name;
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s32 begin;
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s32 end;
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s32 fps;
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};
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//! scale and translations for keyframes
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struct SKeyFrameTransform
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{
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core::vector3df scale;
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core::vector3df translate;
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};
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//! md2 vertex data
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struct SMD2Vert
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{
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core::vector3d<u8> Pos;
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u8 NormalIdx;
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};
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//! keyframe transformations
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core::array<SKeyFrameTransform> FrameTransforms;
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//! keyframe vertex data
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core::array<SMD2Vert> *FrameList;
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//! bounding boxes for each keyframe
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core::array<core::aabbox3d<f32> > BoxList;
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//! named animations
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core::array< SAnimationData > AnimationData;
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u32 FrameCount;
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private:
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//! updates the interpolation buffer
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void updateInterpolationBuffer(s32 frame, s32 startFrame, s32 endFrame);
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f32 FramesPerSecond;
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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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