irrlicht/source/Irrlicht/CAnimatedMeshMD3.h

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// Copyright (C) 2002-2007 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"
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);
// IAnimatedMeshMD3
virtual void setInterpolationShift ( u32 shift, u32 loopMode );
virtual SMD3Mesh * getOriginalMesh ();
virtual SMD3QuaterionTagList *getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop);
//IAnimatedMesh
virtual s32 getFrameCount();
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;
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;
SMD3QuaterionTagList TagListIPol;
IMeshBuffer * createMeshBuffer ( const SMD3MeshBuffer *source );
void buildVertexArray ( u32 frameA, u32 frameB, f32 interpolate,
const SMD3MeshBuffer * source,
SMeshBuffer * dest
);
void buildTagArray ( u32 frameA, u32 frameB, f32 interpolate );
void getNormal ( core::vector3df & out, u32 i, u32 j )
{
f32 lng = i * 2.0f * core::PI / 255.0f;
f32 lat = j * 2.0f * core::PI / 255.0f;
out.X = cosf ( lat ) * sinf ( lng );
out.Y = sinf ( lat ) * sinf ( lng );
out.Z = cos ( lng );
}
};
} // end namespace scene
} // end namespace irr
#endif