110 lines
3.1 KiB
C++
110 lines
3.1 KiB
C++
// Copyright (C) 2002-2007 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#ifndef __C_ANIMATED_MESH_MD2_H_INCLUDED__
|
|
#define __C_ANIMATED_MESH_MD2_H_INCLUDED__
|
|
|
|
#include "IAnimatedMeshMD2.h"
|
|
#include "IMesh.h"
|
|
#include "CMeshBuffer.h"
|
|
#include "IReadFile.h"
|
|
#include "S3DVertex.h"
|
|
#include "irrArray.h"
|
|
#include "irrString.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace scene
|
|
{
|
|
|
|
class CAnimatedMeshMD2 : public IAnimatedMeshMD2
|
|
{
|
|
public:
|
|
|
|
//! constructor
|
|
CAnimatedMeshMD2();
|
|
|
|
//! destructor
|
|
virtual ~CAnimatedMeshMD2();
|
|
|
|
//! loads an md2 file
|
|
virtual bool loadFile(io::IReadFile* file);
|
|
|
|
//! returns the amount of frames in milliseconds. If the amount is 1, it is a static (=non animated) mesh.
|
|
virtual u32 getFrameCount() const;
|
|
|
|
//! 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.
|
|
virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1);
|
|
|
|
//! returns amount of mesh buffers.
|
|
virtual u32 getMeshBufferCount() const;
|
|
|
|
//! returns pointer to a mesh buffer
|
|
virtual IMeshBuffer* getMeshBuffer(u32 nr) const;
|
|
|
|
//! 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;
|
|
|
|
//! returns an axis aligned bounding box
|
|
virtual const core::aabbox3d<f32>& getBoundingBox() const;
|
|
|
|
//! set user axis aligned bounding box
|
|
virtual void setBoundingBox( const core::aabbox3df& box);
|
|
|
|
//! sets a flag of all contained materials to a new value
|
|
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue);
|
|
|
|
//! Returns the type of the animated mesh.
|
|
virtual E_ANIMATED_MESH_TYPE getMeshType() const;
|
|
|
|
//! Returns frame loop data for a special MD2 animation type.
|
|
virtual void getFrameLoop(EMD2_ANIMATION_TYPE,
|
|
s32& outBegin, s32& outEnd, s32& outFps) const;
|
|
|
|
//! Returns frame loop data for a special MD2 animation type.
|
|
virtual bool getFrameLoop(const c8* name,
|
|
s32& outBegin, s32& outEnd, s32& outFps) const;
|
|
|
|
//! Returns amount of md2 animations in this file.
|
|
virtual s32 getAnimationCount() const;
|
|
|
|
//! Returns name of md2 animation.
|
|
//! \param nr: Zero based index of animation.
|
|
virtual const c8* getAnimationName(s32 nr) const;
|
|
|
|
private:
|
|
|
|
//! updates the interpolation buffer
|
|
void updateInterpolationBuffer(s32 frame, s32 startFrame, s32 endFrame);
|
|
|
|
//! calculates the bounding box
|
|
virtual void calculateBoundingBox();
|
|
|
|
core::array<video::S3DVertex> *FrameList;
|
|
core::array<core::aabbox3d<f32> > BoxList;
|
|
u32 FrameCount;
|
|
s32 TriangleCount;
|
|
|
|
SMeshBuffer InterpolationBuffer;
|
|
|
|
struct SFrameData
|
|
{
|
|
core::stringc name;
|
|
s32 begin;
|
|
s32 end;
|
|
s32 fps;
|
|
};
|
|
|
|
core::array< SFrameData > FrameData;
|
|
};
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|
|
|