irrlicht/include/IAnimatedMesh.h

194 lines
5.6 KiB
C++

// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_ANIMATED_MESH_H_INCLUDED__
#define __I_ANIMATED_MESH_H_INCLUDED__
#include "aabbox3d.h"
#include "IMesh.h"
namespace irr
{
namespace scene
{
//! Possible types of (animated) meshes.
enum E_ANIMATED_MESH_TYPE
{
//! Unknown animated mesh type.
EAMT_UNKNOWN = 0,
//! Quake 2 MD2 model file
EAMT_MD2,
//! Quake 3 MD3 model file
EAMT_MD3,
//! Maya .obj static model
EAMT_OBJ,
//! Quake 3 .bsp static Map
EAMT_BSP,
//! 3D Studio .3ds file
EAMT_3DS,
//! My3D Mesh, the file format by Zhuck Dimitry
EAMT_MY3D,
//! Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen
EAMT_LMTS,
//! Cartography Shop .csm file. This loader was created by Saurav Mohapatra.
EAMT_CSM,
//! .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.
/** The oct file format contains 3D geometry and lightmaps and
can be loaded directly by Irrlicht */
EAMT_OCT,
//! Halflife MDL model file
EAMT_MDL_HALFLIFE,
//! generic skinned mesh
EAMT_SKINNED
};
//! Possible types of Animation Type
enum E_ANIMATION_TYPE
{
//! No Animation
EAMT_STILL,
//! From Start to End, then Stop ( Limited Line )
EAMT_WAYPOINT,
//! Linear Cycling Animation ( Sawtooth )
EAMT_LOOPING,
//! Linear bobbing ( Triangle )
EAMT_PINGPONG
};
//! Names for Animation Type
const c8* const MeshAnimationTypeNames[] =
{
"still",
"waypoint",
"looping",
"pingpong",
0
};
//! Data for holding named Animation Info
struct KeyFrameInterpolation
{
core::stringc Name; // Name of the current Animation/Bone
E_ANIMATION_TYPE AnimationType; // Type of Animation ( looping, usw..)
f32 CurrentFrame; // Current Frame
s32 NextFrame; // Frame which will be used next. For blending
s32 StartFrame; // Absolute Frame where the current animation start
s32 Frames; // Relative Frames how much Frames this animation have
s32 LoopingFrames; // How much of Frames sould be looped
s32 EndFrame; // Absolute Frame where the current animation ends End = start + frames - 1
f32 FramesPerSecond; // Speed in Frames/Seconds the animation is played
f32 RelativeSpeed; // Factor Original fps is modified
u32 BeginTime; // Animation started at this thime
u32 EndTime; // Animation end at this time
u32 LastTime; // Last Keyframe was done at this time
KeyFrameInterpolation ( const c8 * name = "", s32 start = 0, s32 frames = 0, s32 loopingframes = 0,
f32 fps = 0.f, f32 relativefps = 1.f )
: Name ( name ), AnimationType ( loopingframes ? EAMT_LOOPING : EAMT_WAYPOINT),
CurrentFrame ( (f32) start ), NextFrame ( start ), StartFrame ( start ),
Frames ( frames ), LoopingFrames ( loopingframes ), EndFrame ( start + frames - 1 ),
FramesPerSecond ( fps ), RelativeSpeed ( relativefps ),
BeginTime ( 0 ), EndTime ( 0 ), LastTime ( 0 )
{
}
// linear search
bool operator == ( const KeyFrameInterpolation & other ) const
{
return Name.equals_ignore_case ( other.Name );
}
};
//! a List holding named Animations
typedef core::array < KeyFrameInterpolation > IAnimationList;
//! a List holding named Skins
typedef core::array < core::stringc > ISkinList;
// Current Model per Body
struct SubModel
{
core::stringc name;
u32 startBuffer;
u32 endBuffer;
u32 state;
};
struct BodyPart
{
core::stringc name;
u32 defaultModel;
core::array < SubModel > model;
};
//! a List holding named Models and SubModels
typedef core::array < BodyPart > IBodyList;
//! Interface for an animated mesh.
/** There are already simple implementations of this interface available so
you don't have to implement this interface on your own if you need to:
You might want to use irr::scene::SAnimatedMesh, irr::scene::SMesh,
irr::scene::SMeshBuffer etc. */
class IAnimatedMesh : public IMesh
{
public:
//! Gets the frame count of the animated mesh.
/** \return Returns the amount of frames. If the amount is 1,
it is a static, non animated mesh. */
virtual u32 getFrameCount() const = 0;
//! 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: Because some animated meshes (.MD2) are
blended between 2 static frames, and maybe animated in a loop,
the startFrameLoop and the endFrameLoop have to be defined, to
prevent the animation to be blended between frames which are
outside of this loop.
If startFrameLoop and endFrameLoop are both -1, they are ignored.
\param endFrameLoop: see startFrameLoop.
\return Returns the animated mesh based on a detail level. */
virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) = 0;
//! Returns the type of the animated mesh.
/** In most cases it is not neccessary to use this method.
This is useful for making a safe downcast. For example,
if getMeshType() returns EAMT_MD2 it's safe to cast the
IAnimatedMesh to IAnimatedMeshMD2.
\returns Type of the mesh. */
virtual E_ANIMATED_MESH_TYPE getMeshType() const
{
return EAMT_UNKNOWN;
}
};
} // end namespace scene
} // end namespace irr
#endif