// 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 __C_ANIMATED_MESH_MD2_H_INCLUDED__ #define __C_ANIMATED_MESH_MD2_H_INCLUDED__ #include "IAnimatedMeshMD2.h" #include "IMesh.h" #include "CMeshBuffer.h" #include "IReadFile.h" #include "S3DVertex.h" #include "irrArray.h" #include "irrString.h" namespace irr { namespace scene { class CAnimatedMeshMD2 : public IAnimatedMeshMD2 { public: //! constructor CAnimatedMeshMD2(); //! destructor virtual ~CAnimatedMeshMD2(); //! returns the amount of frames in milliseconds. If the amount is 1, it is a static (=non animated) mesh. virtual u32 getFrameCount() const; //! 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. virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1); //! returns amount of mesh buffers. virtual u32 getMeshBufferCount() const; //! returns pointer to a mesh buffer virtual IMeshBuffer* getMeshBuffer(u32 nr) const; //! 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; //! returns an axis aligned bounding box virtual const core::aabbox3d<f32>& getBoundingBox() const; //! set user axis aligned bounding box virtual void setBoundingBox( const core::aabbox3df& box); //! sets a flag of all contained materials to a new value virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue); //! set the hardware mapping hint, for driver virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX); //! flags the meshbuffer as changed, reloads hardware buffers virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX); //! Returns the type of the animated mesh. virtual E_ANIMATED_MESH_TYPE getMeshType() const; //! Returns frame loop data for a special MD2 animation type. virtual void getFrameLoop(EMD2_ANIMATION_TYPE, s32& outBegin, s32& outEnd, s32& outFps) const; //! Returns frame loop data for a special MD2 animation type. virtual bool getFrameLoop(const c8* name, s32& outBegin, s32& outEnd, s32& outFps) const; //! Returns amount of md2 animations in this file. virtual s32 getAnimationCount() const; //! Returns name of md2 animation. //! \param nr: Zero based index of animation. virtual const c8* getAnimationName(s32 nr) const; // // exposed for loader // //! the buffer that contains the most recent animation SMeshBuffer* InterpolationBuffer; //! named animations struct SAnimationData { core::stringc name; s32 begin; s32 end; s32 fps; }; //! scale and translations for keyframes struct SKeyFrameTransform { core::vector3df scale; core::vector3df translate; }; //! md2 vertex data struct SMD2Vert { core::vector3d<u8> Pos; u8 NormalIdx; }; //! keyframe transformations core::array<SKeyFrameTransform> FrameTransforms; //! keyframe vertex data core::array<SMD2Vert> *FrameList; //! bounding boxes for each keyframe core::array<core::aabbox3d<f32> > BoxList; //! named animations core::array< SAnimationData > AnimationData; u32 FrameCount; private: //! updates the interpolation buffer void updateInterpolationBuffer(s32 frame, s32 startFrame, s32 endFrame); }; } // end namespace scene } // end namespace irr #endif
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