2009-07-30 00:58:33 -07:00
|
|
|
// 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 __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,
|
|
|
|
|
2010-07-07 09:16:03 -07:00
|
|
|
//! Halflife MDL model file
|
|
|
|
EAMT_MDL_HALFLIFE,
|
|
|
|
|
2009-07-30 00:58:33 -07:00
|
|
|
//! generic skinned mesh
|
|
|
|
EAMT_SKINNED
|
|
|
|
};
|
|
|
|
|
2010-07-07 09:16:03 -07:00
|
|
|
|
|
|
|
//! Possible types of Animation Type
|
|
|
|
enum E_ANIMATION_TYPE
|
|
|
|
{
|
|
|
|
//! No Animation
|
|
|
|
EAMT_STILL,
|
|
|
|
//! From Start to End, then Stop ( Limited Line )
|
2010-07-09 13:55:57 -07:00
|
|
|
EAMT_WAYPOINT,
|
2010-07-07 09:16:03 -07:00
|
|
|
//! Linear Cycling Animation ( Sawtooth )
|
|
|
|
EAMT_LOOPING,
|
|
|
|
//! Linear bobbing ( Triangle )
|
2010-07-18 05:07:57 -07:00
|
|
|
EAMT_PINGPONG
|
2010-07-07 09:16:03 -07:00
|
|
|
};
|
|
|
|
|
|
|
|
//! 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),
|
2010-07-09 13:55:57 -07:00
|
|
|
CurrentFrame ( (f32) start ), NextFrame ( start ), StartFrame ( start ),
|
|
|
|
Frames ( frames ), LoopingFrames ( loopingframes ), EndFrame ( start + frames - 1 ),
|
2010-07-07 09:16:03 -07:00
|
|
|
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;
|
|
|
|
|
|
|
|
|
2009-07-30 00:58:33 -07:00
|
|
|
//! 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
|
|
|
|
|