193 lines
5.4 KiB
C
193 lines
5.4 KiB
C
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// Copyright (C) 2002-2007 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 __C_ANIMATED_MESH_MS3D_H_INCLUDED__
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#define __C_ANIMATED_MESH_MS3D_H_INCLUDED__
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#include "IAnimatedMeshMS3D.h"
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#include "IMesh.h"
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#include "IReadFile.h"
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#include "S3DVertex.h"
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#include "irrString.h"
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#include "SMeshBuffer.h"
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namespace irr
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{
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namespace video
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{
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class IVideoDriver;
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} // end namespace video
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namespace scene
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{
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class CAnimatedMeshMS3D : public IAnimatedMeshMS3D, public IMesh
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{
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public:
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//! constructor
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CAnimatedMeshMS3D(video::IVideoDriver* driver);
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//! destructor
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virtual ~CAnimatedMeshMS3D();
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//! loads an md2 file
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virtual bool loadFile(io::IReadFile* file);
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//! returns the amount of frames in milliseconds. If the amount is 1, it is a static (=non animated) mesh.
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virtual s32 getFrameCount();
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//! 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.
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virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1);
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//! returns amount of mesh buffers.
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virtual u32 getMeshBufferCount() const;
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//! returns pointer to a mesh buffer
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virtual IMeshBuffer* getMeshBuffer(u32 nr) const;
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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;
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//! returns an axis aligned bounding box
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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//! set user axis aligned bounding box
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virtual void setBoundingBox( const core::aabbox3df& box);
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//! sets a flag of all contained materials to a new value
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virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue);
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//! Returns the type of the animated mesh.
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virtual E_ANIMATED_MESH_TYPE getMeshType() const;
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//! Returns a pointer to a transformation matrix of a part of the
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//! mesh based on a frame time.
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virtual core::matrix4* getMatrixOfJoint(s32 jointNumber, s32 frame);
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//! Gets joint count.
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virtual s32 getJointCount() const;
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//! Gets the name of a joint.
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virtual const c8* getJointName(s32 number) const;
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//! Gets a joint number from its name
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virtual s32 getJointNumber(const c8* name) const;
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private:
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struct SKeyframe
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{
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f32 timeindex;
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core::vector3df data; // translation or rotation
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};
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struct SJoint
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{
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core::stringc Name;
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s32 Index;
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core::vector3df Rotation;
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core::vector3df Translation;
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core::matrix4 RelativeTransformation;
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core::matrix4 AbsoluteTransformation;
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core::matrix4 AbsoluteTransformationAnimated;
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core::array<SKeyframe> TranslationKeys;
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core::array<SKeyframe> RotationKeys;
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core::array<u16> VertexIds;
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s32 Parent;
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core::stringc ParentName;
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};
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struct SGroup
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{
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core::stringc Name;
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core::array<u16> VertexIds;
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u16 MaterialIdx;
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};
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//! Simple implementation of the IMeshBuffer interface with S3DVertex vertices.
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struct SMS3DMeshBuffer : public IMeshBuffer
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{
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//! constructor
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SMS3DMeshBuffer();
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//! destructor
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~SMS3DMeshBuffer();
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//! returns the material of this meshbuffer
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virtual const video::SMaterial& getMaterial() const;
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//! returns the material of this meshbuffer
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virtual video::SMaterial& getMaterial();
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//! returns pointer to vertices
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virtual const void* getVertices() const;
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//! returns pointer to vertices
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virtual void* getVertices();
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//! returns amount of vertices
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virtual u32 getVertexCount() const;
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//! returns pointer to Indices
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virtual const u16* getIndices() const;
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//! returns pointer to Indices
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virtual u16* getIndices();
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//! returns amount of indices
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virtual u32 getIndexCount() const;
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//! returns an axis aligned bounding box
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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//! set user axis aligned bounding box
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virtual void setBoundingBox( const core::aabbox3df& box);
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//! returns which type of vertex data is stored.
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virtual video::E_VERTEX_TYPE getVertexType() const;
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//! returns the byte size (stride, pitch) of the vertex
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virtual u32 getVertexPitch() const;
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video::SMaterial Material; //! material for this meshBuffer.
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core::array<video::S3DVertex> *Vertices; //! Array of vertices
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core::array<u16> Indices; //! Array of the Indices.
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core::aabbox3d<f32> *BoundingBox;
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};
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void animate(s32 frame);
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void getKeyframeData(const core::array<SKeyframe>& keys, f32 time, core::vector3df& outdata) const;
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void getKeyframeRotation(const core::array<SKeyframe>& keys, f32 time, core::vector3df& outdata) const;
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core::aabbox3d<f32> BoundingBox;
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core::array<video::S3DVertex> Vertices;
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core::array<video::S3DVertex> AnimatedVertices;
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core::array<u16> Indices;
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core::array<SJoint> Joints;
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core::array<SGroup> Groups;
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core::array<SMS3DMeshBuffer> Buffers;
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f32 totalTime;
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bool HasAnimation;
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s32 lastCalculatedFrame;
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video::IVideoDriver* Driver;
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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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