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https://github.com/minetest/irrlicht.git
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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
189 lines
5.1 KiB
C++
189 lines
5.1 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 S_ANIMATED_MESH_H_INCLUDED
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#define S_ANIMATED_MESH_H_INCLUDED
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#include "IAnimatedMesh.h"
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#include "IMesh.h"
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#include "aabbox3d.h"
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#include "irrArray.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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//! Simple implementation of the IAnimatedMesh interface.
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struct SAnimatedMesh : public IAnimatedMesh
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{
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//! constructor
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SAnimatedMesh(scene::IMesh* mesh=0, scene::E_ANIMATED_MESH_TYPE type=scene::EAMT_UNKNOWN) : IAnimatedMesh(), FramesPerSecond(25.f), Type(type)
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{
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#ifdef _DEBUG
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setDebugName("SAnimatedMesh");
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#endif
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addMesh(mesh);
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recalculateBoundingBox();
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}
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//! destructor
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virtual ~SAnimatedMesh()
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{
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// drop meshes
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for (u32 i=0; i<Meshes.size(); ++i)
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Meshes[i]->drop();
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}
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//! Gets the frame count of the animated mesh.
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/** \return 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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{
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return Meshes.size();
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}
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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 IMesh interface for a frame.
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/** \param frame: Frame number as zero based index. The maximum frame number is
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getFrameCount() - 1;
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\param detailLevel: Level of detail. 0 is the lowest,
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255 the highest level of detail. Most meshes will ignore the detail level.
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\param startFrameLoop: start frame
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\param endFrameLoop: end frame
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\return 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) IRR_OVERRIDE
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{
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if (Meshes.empty())
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return 0;
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return Meshes[frame];
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}
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//! adds a Mesh
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void addMesh(IMesh* mesh)
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{
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if (mesh)
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{
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mesh->grab();
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Meshes.push_back(mesh);
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}
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}
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//! Returns an axis aligned bounding box of the mesh.
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/** \return A bounding box of this mesh is returned. */
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virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE
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{
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return Box;
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}
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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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{
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Box = box;
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}
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//! Recalculates the bounding box.
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void recalculateBoundingBox()
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{
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Box.reset(0,0,0);
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if (Meshes.empty())
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return;
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Box = Meshes[0]->getBoundingBox();
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for (u32 i=1; i<Meshes.size(); ++i)
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Box.addInternalBox(Meshes[i]->getBoundingBox());
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}
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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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{
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return Type;
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}
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//! returns amount of mesh buffers.
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virtual u32 getMeshBufferCount() const IRR_OVERRIDE
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{
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if (Meshes.empty())
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return 0;
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return Meshes[0]->getMeshBufferCount();
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}
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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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{
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if (Meshes.empty())
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return 0;
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return Meshes[0]->getMeshBuffer(nr);
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}
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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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{
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if (Meshes.empty())
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return 0;
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return Meshes[0]->getMeshBuffer(material);
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}
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//! Set a material flag for all meshbuffers of this mesh.
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virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) IRR_OVERRIDE
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{
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for (u32 i=0; i<Meshes.size(); ++i)
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Meshes[i]->setMaterialFlag(flag, newvalue);
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}
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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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{
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for (u32 i=0; i<Meshes.size(); ++i)
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Meshes[i]->setHardwareMappingHint(newMappingHint, buffer);
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}
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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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{
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for (u32 i=0; i<Meshes.size(); ++i)
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Meshes[i]->setDirty(buffer);
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}
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//! All meshes defining the animated mesh
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core::array<IMesh*> Meshes;
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//! The bounding box of this mesh
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core::aabbox3d<f32> Box;
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//! Default animation speed of this mesh.
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f32 FramesPerSecond;
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//! The type of the mesh.
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E_ANIMATED_MESH_TYPE Type;
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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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