irrlicht/source/Irrlicht/CAnimatedMeshMD2.h

143 lines
3.9 KiB
C++

// Copyright (C) 2002-2009 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();
//! 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);
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX);
//! flags the meshbuffer as changed, reloads hardware buffers
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX);
//! 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;
//
// exposed for loader
//
//! the buffer that contains the most recent animation
SMeshBuffer* InterpolationBuffer;
//! named animations
struct SAnimationData
{
core::stringc name;
s32 begin;
s32 end;
s32 fps;
};
//! scale and translations for keyframes
struct SKeyFrameTransform
{
core::vector3df scale;
core::vector3df translate;
};
//! md2 vertex data
struct SMD2Vert
{
core::vector3d<u8> Pos;
u8 NormalIdx;
};
//! keyframe transformations
core::array<SKeyFrameTransform> FrameTransforms;
//! keyframe vertex data
core::array<SMD2Vert> *FrameList;
//! bounding boxes for each keyframe
core::array<core::aabbox3d<f32> > BoxList;
//! named animations
core::array< SAnimationData > AnimationData;
//! calculates the bounding box
virtual void calculateBoundingBox();
u32 FrameCount;
private:
//! updates the interpolation buffer
void updateInterpolationBuffer(s32 frame, s32 startFrame, s32 endFrame);
};
} // end namespace scene
} // end namespace irr
#endif