116 lines
3.5 KiB
C
116 lines
3.5 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 __I_ANIMATED_MESH_H_INCLUDED__
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#define __I_ANIMATED_MESH_H_INCLUDED__
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#include "IUnknown.h"
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#include "aabbox3d.h"
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namespace irr
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{
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namespace scene
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{
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class IMesh;
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enum E_ANIMATED_MESH_TYPE
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{
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//! Unknown animated mesh type.
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EAMT_UNKNOWN = 0,
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//! Quake 2 MD2 model file
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EAMT_MD2,
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//! Quake 3 MD3 model file
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EAMT_MD3,
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//! Milkshape 3d skeletal animation file
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EAMT_MS3D,
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//! Maya .obj not animated model
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EAMT_OBJ,
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//! Quake 3 .bsp Map, not animated
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EAMT_BSP,
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//! 3D Studio .3ds file
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EAMT_3DS,
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//! Microsoft Direct3D .x-file. Can contain static and skeletal animated
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//! skinned meshes. This is the standard and best supported
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//! format of the Irrlicht Engine.
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EAMT_X,
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//! My3D Mesh, the file format by Zhuck Dimitry
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EAMT_MY3D,
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//! Pulsar LMTools (.lmts) file. The Irrlicht loader for this was written by
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//! Jonas Petersen
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EAMT_LMTS,
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//! Cartography Shop .csm file. The loader for this was created by Saurav Mohapatra.
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EAMT_CSM,
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//! .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.
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//! The oct file format contains 3D geometry and lightmaps and can
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//! be loaded directly by Irrlicht
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EAMT_OCT,
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//! Blitz Basic .b3d file, the file format by Mark Sibly
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EAMT_B3D
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};
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//! Interface for an animated mesh.
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/** There are already simple implementations of this interface available so
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you don't have to implement this interface on your own if you need to:
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You might want to use irr::scene::SAnimatedMesh, irr::scene::SMesh,
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irr::scene::SMeshBuffer etc. */
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class IAnimatedMesh : public virtual IUnknown
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{
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public:
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//! destructor
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virtual ~IAnimatedMesh() {};
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//! Gets the frame count of the animated mesh.
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/** \return Returns the amount of frames. If the amount is 1, it is a
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static, non animated mesh. */
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virtual s32 getFrameCount() = 0;
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//! Returns the IMesh interface for a frame.
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/** \param frame: Frame number as zero based index. The maximum frame number is
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getFrameCount() - 1;
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\param detailLevel: Level of detail. 0 is the lowest,
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255 the highest level of detail. Most meshes will ignore the detail level.
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\param startFrameLoop: Because some animated meshes (.MD2) are blended between 2
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static frames, and maybe animated in a loop, the startFrameLoop and the endFrameLoop
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have to be defined, to prevent the animation to be blended between frames which are
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outside of this loop.
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If startFrameLoop and endFrameLoop are both -1, they are ignored.
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\param endFrameLoop: see startFrameLoop.
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\return Returns the animated mesh based on a detail level. */
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virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) = 0;
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//! Returns an axis aligned bounding box of the mesh.
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/** \return A bounding box of this mesh is returned. */
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virtual const core::aabbox3d<f32>& getBoundingBox() const = 0;
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//! Returns the type of the animated mesh.
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/** In most cases it is not neccessary to use this method.
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This is useful for making a save downcast, for example
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if getMeshType() returns EAMT_MD2, its save to cast the
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IAnimatedMesh to IAnimatedMeshMD2.
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\returns Type of the mesh. */
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virtual E_ANIMATED_MESH_TYPE getMeshType() const
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{
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return EAMT_UNKNOWN;
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}
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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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