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59fc4401f1
The commit also establishes a precedent of leaving off the `virtual` keyword in overrides. Although not strictly necessary, I believe this is good for readability because it makes it clear it is an override and not a pure virtual function, and it helps keep line lengths shorter. We should move towards eliminating the macro altogether, but the definition has been left in with a note on deprecation so that in-progress work will not suffer merge conflicts.
190 lines
4.9 KiB
C++
190 lines
4.9 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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u32 getFrameCount() const 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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f32 getAnimationSpeed() const 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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void setAnimationSpeed(f32 fps) 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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IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) 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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const core::aabbox3d<f32>& getBoundingBox() const 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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void setBoundingBox(const core::aabbox3df& box) 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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E_ANIMATED_MESH_TYPE getMeshType() const 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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u32 getMeshBufferCount() const 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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IMeshBuffer* getMeshBuffer(u32 nr) const 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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IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const 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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void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) 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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void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) 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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void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) 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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