irrlicht/include/SAnimatedMesh.h

167 lines
3.8 KiB
C++

// Copyright (C) 2002-2008 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __S_ANIMATED_MESH_H_INCLUDED__
#define __S_ANIMATED_MESH_H_INCLUDED__
#include "IAnimatedMesh.h"
#include "IMesh.h"
#include "aabbox3d.h"
#include "irrArray.h"
namespace irr
{
namespace scene
{
//! Simple implementation of the IAnimatedMesh interface.
struct SAnimatedMesh : public IAnimatedMesh
{
//! constructor
SAnimatedMesh(scene::IMesh* mesh=0, scene::E_ANIMATED_MESH_TYPE type=scene::EAMT_UNKNOWN) : IAnimatedMesh(), Type(type)
{
#ifdef _DEBUG
setDebugName("SAnimatedMesh");
#endif
addMesh(mesh);
recalculateBoundingBox();
}
//! destructor
virtual ~SAnimatedMesh()
{
// drop meshes
for (u32 i=0; i<Meshes.size(); ++i)
Meshes[i]->drop();
}
//! Gets the frame count of the animated mesh.
/** \return Amount of frames. If the amount is 1, it is a static, non animated mesh. */
virtual u32 getFrameCount() const
{
return Meshes.size();
}
//! Returns the IMesh interface for a frame.
/** \param frame: Frame number as zero based index. The maximum frame number is
getFrameCount() - 1;
\param detailLevel: Level of detail. 0 is the lowest,
255 the highest level of detail. Most meshes will ignore the detail level.
\param startFrameLoop: start frame
\param endFrameLoop: end frame
\return The animated mesh based on a detail level. */
virtual IMesh* getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop=-1, s32 endFrameLoop=-1)
{
if (Meshes.empty())
return 0;
return Meshes[frame];
}
//! adds a Mesh
void addMesh(IMesh* mesh)
{
if (mesh)
{
mesh->grab();
Meshes.push_back(mesh);
}
}
//! Returns an axis aligned bounding box of the mesh.
/** \return A bounding box of this mesh is returned. */
virtual const core::aabbox3d<f32>& getBoundingBox() const
{
return Box;
}
//! set user axis aligned bounding box
virtual void setBoundingBox( const core::aabbox3df& box)
{
Box = box;
}
//! Recalculates the bounding box.
void recalculateBoundingBox()
{
Box.reset(0,0,0);
if (Meshes.empty())
return;
Box = Meshes[0]->getBoundingBox();
for (u32 i=1; i<Meshes.size(); ++i)
Box.addInternalBox(Meshes[i]->getBoundingBox());
}
//! Returns the type of the animated mesh.
virtual E_ANIMATED_MESH_TYPE getMeshType() const
{
return Type;
}
//! returns amount of mesh buffers.
virtual u32 getMeshBufferCount() const
{
if (Meshes.empty())
return 0;
return Meshes[0]->getMeshBufferCount();
}
//! returns pointer to a mesh buffer
virtual IMeshBuffer* getMeshBuffer(u32 nr) const
{
if (Meshes.empty())
return 0;
return Meshes[0]->getMeshBuffer(nr);
}
//! 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
{
if (Meshes.empty())
return 0;
return Meshes[0]->getMeshBuffer(material);
}
//! Set a material flag for all meshbuffers of this mesh.
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
{
for (u32 i=0; i<Meshes.size(); ++i)
Meshes[i]->setMaterialFlag(flag, newvalue);
}
//! The bounding box of this mesh
core::aabbox3d<f32> Box;
//! All meshes defining the animated mesh
core::array<IMesh*> Meshes;
//! Tyhe type fo the mesh.
E_ANIMATED_MESH_TYPE Type;
};
} // end namespace scene
} // end namespace irr
#endif