// Copyright (C) 2002-2011 Nikolaus Gebhardt / Thomas Alten // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __C_ANIMATED_MESH_MD3_H_INCLUDED__ #define __C_ANIMATED_MESH_MD3_H_INCLUDED__ #include "IAnimatedMeshMD3.h" #include "IReadFile.h" #include "IFileSystem.h" #include "irrArray.h" #include "irrString.h" #include "SMesh.h" #include "SMeshBuffer.h" #include "IQ3Shader.h" namespace irr { namespace scene { class CAnimatedMeshMD3 : public IAnimatedMeshMD3 { public: //! constructor CAnimatedMeshMD3( ); //! destructor virtual ~CAnimatedMeshMD3(); //! loads a quake3 md3 file virtual bool loadModelFile( u32 modelIndex, io::IReadFile* file, io::IFileSystem* fs, video::IVideoDriver * driver ); // IAnimatedMeshMD3 virtual void setInterpolationShift ( u32 shift, u32 loopMode ); virtual SMD3Mesh * getOriginalMesh (); virtual SMD3QuaternionTagList *getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop); //IAnimatedMesh virtual u32 getFrameCount() const; virtual IMesh* getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop); virtual const core::aabbox3d<f32>& getBoundingBox() const; virtual E_ANIMATED_MESH_TYPE getMeshType() const; //! returns amount of mesh buffers. virtual u32 getMeshBufferCount() const { return 0; } //! returns pointer to a mesh buffer virtual IMeshBuffer* getMeshBuffer(u32 nr) const { return 0; } //! 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 { return 0; } virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) { return; } //! 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); //! set user axis aligned bounding box virtual void setBoundingBox(const core::aabbox3df& box) { return; } private: //! animates one frame inline void Animate (u32 frame); video::SMaterial Material; //! hold original compressed MD3 Info SMD3Mesh *Mesh; u32 IPolShift; u32 LoopMode; f32 Scaling; //! Cache Info struct SCacheInfo { SCacheInfo ( s32 frame = -1, s32 start = -1, s32 end = -1 ) : Frame ( frame ), startFrameLoop ( start ), endFrameLoop ( end ) {} bool operator == ( const SCacheInfo &other ) const { return 0 == memcmp ( this, &other, sizeof ( SCacheInfo ) ); } s32 Frame; s32 startFrameLoop; s32 endFrameLoop; }; SCacheInfo Current; //! return a Mesh per frame SMesh MeshIPol; SMD3QuaternionTagList TagListIPol; IMeshBuffer * createMeshBuffer ( const SMD3MeshBuffer *source, io::IFileSystem* fs, video::IVideoDriver * driver ); void buildVertexArray ( u32 frameA, u32 frameB, f32 interpolate, const SMD3MeshBuffer * source, SMeshBufferLightMap * dest ); void buildTagArray ( u32 frameA, u32 frameB, f32 interpolate ); }; } // end namespace scene } // end namespace irr #endif
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