Retour
Version Originale

./aip/1.8aipmod/include/SAnimatedMesh.h :


// Copyright (C) 2002-2011 Nikolaus Gebhardt

// This file is part of the "Irrlicht Engine".

// For conditions of distribution and use, see copyright notice in irrlicht.h


#ifndef __S_ANIMATED_MESH_H_INCLUDED__
#define __S_ANIMATED_MESH_H_INCLUDED__

#include "IAnimatedMesh.h"
#include "IMesh.h"
#include "aabbox3d.h"
#include "irrArray.h"

namespace irr
{
namespace scene
{

	//! Simple implementation of the IAnimatedMesh interface.

	struct SAnimatedMesh : public IAnimatedMesh
	{
		//! constructor

		SAnimatedMesh(scene::IMesh* mesh=0, scene::E_ANIMATED_MESH_TYPE type=scene::EAMT_UNKNOWN) : IAnimatedMesh(), Type(type)
		{
			#ifdef _DEBUG
			setDebugName("SAnimatedMesh");
			#endif
			addMesh(mesh);
			recalculateBoundingBox();
		}


		//! destructor

		virtual ~SAnimatedMesh()
		{
			// drop meshes

			for (u32 i=0; i<Meshes.size(); ++i)
				Meshes[i]->drop();
		}


		//! Gets the frame count of the animated mesh.

		/** \return Amount of frames. If the amount is 1, it is a static, non animated mesh. */
		virtual u32 getFrameCount() const
		{
			return Meshes.size();
		}


		//! Returns the IMesh interface for a frame.

		/** \param frame: Frame number as zero based index. The maximum frame number is
		getFrameCount() - 1;
		\param detailLevel: Level of detail. 0 is the lowest,
		255 the highest level of detail. Most meshes will ignore the detail level.
		\param startFrameLoop: start frame
		\param endFrameLoop: end frame
		\return The animated mesh based on a detail level. */
		virtual IMesh* getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop=-1, s32 endFrameLoop=-1)
		{
			if (Meshes.empty())
				return 0;

			return Meshes[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. */
		virtual const core::aabbox3d<f32>& getBoundingBox() const
		{
			return Box;
		}


		//! set user axis aligned bounding box

		virtual void setBoundingBox(const core::aabbox3df& box)
		{
			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.

		virtual E_ANIMATED_MESH_TYPE getMeshType() const
		{
			return Type;
		}


		//! returns amount of mesh buffers.

		virtual u32 getMeshBufferCount() const
		{
			if (Meshes.empty())
				return 0;

			return Meshes[0]->getMeshBufferCount();
		}


		//! returns pointer to a mesh buffer

		virtual IMeshBuffer* getMeshBuffer(u32 nr) const
		{
			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. */
		virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const
		{
			if (Meshes.empty())
				return 0;

			return Meshes[0]->getMeshBuffer(material);
		}


		//! Set a material flag for all meshbuffers of this mesh.

		virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
		{
			for (u32 i=0; i<Meshes.size(); ++i)
				Meshes[i]->setMaterialFlag(flag, newvalue);
		}

		//! set the hardware mapping hint, for driver

		virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX )
		{
			for (u32 i=0; i<Meshes.size(); ++i)
				Meshes[i]->setHardwareMappingHint(newMappingHint, buffer);
		}

		//! flags the meshbuffer as changed, reloads hardware buffers

		virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)
		{
			for (u32 i=0; i<Meshes.size(); ++i)
				Meshes[i]->setDirty(buffer);
		}

		//! All meshes defining the animated mesh

		core::array<IMesh*> Meshes;

		//! The bounding box of this mesh

		core::aabbox3d<f32> Box;

		//! Tyhe type fo the mesh.

		E_ANIMATED_MESH_TYPE Type;
	};


} // end namespace scene

} // end namespace irr


#endif

Options Liens officiels Caractéristiques Statistiques Communauté
Corrections
irrlicht
irrklang
irredit
irrxml
xhtml 1.0
css 2.1
Propulsé par FluxBB
Traduit par FluxBB.fr
882 membres
1429 sujets
11119 messages
Dernier membre inscrit: LiseBuisson96
24 invités en ligne
Aucun membre connecté
RSS Feed