2009-07-30 00:58:33 -07:00
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// Copyright (C) 2002-2009 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_ANIMATED_MESH_H_INCLUDED__
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#define __I_ANIMATED_MESH_H_INCLUDED__
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#include "aabbox3d.h"
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#include "IMesh.h"
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namespace irr
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{
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namespace scene
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{
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//! Possible types of (animated) meshes.
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enum E_ANIMATED_MESH_TYPE
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{
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//! Unknown animated mesh type.
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EAMT_UNKNOWN = 0,
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//! Quake 2 MD2 model file
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EAMT_MD2,
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//! Quake 3 MD3 model file
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EAMT_MD3,
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//! Maya .obj static model
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EAMT_OBJ,
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//! Quake 3 .bsp static Map
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EAMT_BSP,
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//! 3D Studio .3ds file
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EAMT_3DS,
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//! My3D Mesh, the file format by Zhuck Dimitry
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EAMT_MY3D,
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//! Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen
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EAMT_LMTS,
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//! Cartography Shop .csm file. This loader was created by Saurav Mohapatra.
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EAMT_CSM,
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//! .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.
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/** The oct file format contains 3D geometry and lightmaps and
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can be loaded directly by Irrlicht */
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EAMT_OCT,
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2010-07-07 09:16:03 -07:00
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//! Halflife MDL model file
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EAMT_MDL_HALFLIFE,
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2009-07-30 00:58:33 -07:00
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//! generic skinned mesh
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EAMT_SKINNED
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};
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2010-07-07 09:16:03 -07:00
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//! Possible types of Animation Type
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enum E_ANIMATION_TYPE
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{
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//! No Animation
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EAMT_STILL,
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//! From Start to End, then Stop ( Limited Line )
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EAMT_WAYPOINT,
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//! Linear Cycling Animation ( Sawtooth )
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EAMT_LOOPING,
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//! Linear bobbing ( Triangle )
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EAMT_PINGPONG,
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};
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//! Names for Animation Type
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const c8* const MeshAnimationTypeNames[] =
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{
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"still",
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"waypoint",
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"looping",
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"pingpong",
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0
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};
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//! Data for holding named Animation Info
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struct KeyFrameInterpolation
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{
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core::stringc Name; // Name of the current Animation/Bone
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E_ANIMATION_TYPE AnimationType; // Type of Animation ( looping, usw..)
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f32 CurrentFrame; // Current Frame
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s32 NextFrame; // Frame which will be used next. For blending
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s32 StartFrame; // Absolute Frame where the current animation start
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s32 Frames; // Relative Frames how much Frames this animation have
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s32 LoopingFrames; // How much of Frames sould be looped
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s32 EndFrame; // Absolute Frame where the current animation ends End = start + frames - 1
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f32 FramesPerSecond; // Speed in Frames/Seconds the animation is played
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f32 RelativeSpeed; // Factor Original fps is modified
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u32 BeginTime; // Animation started at this thime
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u32 EndTime; // Animation end at this time
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u32 LastTime; // Last Keyframe was done at this time
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KeyFrameInterpolation ( const c8 * name = "", s32 start = 0, s32 frames = 0, s32 loopingframes = 0,
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f32 fps = 0.f, f32 relativefps = 1.f )
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: Name ( name ), AnimationType ( loopingframes ? EAMT_LOOPING : EAMT_WAYPOINT),
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StartFrame ( start ), CurrentFrame ( (f32) start ), NextFrame ( start ),
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Frames ( frames ), EndFrame ( start + frames - 1 ),
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FramesPerSecond ( fps ), RelativeSpeed ( relativefps ),
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LoopingFrames ( loopingframes ),
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BeginTime ( 0 ), EndTime ( 0 ), LastTime ( 0 )
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{
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}
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// linear search
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bool operator == ( const KeyFrameInterpolation & other ) const
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{
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return Name.equals_ignore_case ( other.Name );
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}
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};
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//! a List holding named Animations
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typedef core::array < KeyFrameInterpolation > IAnimationList;
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//! a List holding named Skins
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typedef core::array < core::stringc > ISkinList;
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// Current Model per Body
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struct SubModel
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{
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core::stringc name;
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u32 startBuffer;
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u32 endBuffer;
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u32 state;
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};
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struct BodyPart
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{
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core::stringc name;
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u32 defaultModel;
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core::array < SubModel > model;
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};
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//! a List holding named Models and SubModels
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typedef core::array < BodyPart > IBodyList;
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2009-07-30 00:58:33 -07:00
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//! Interface for an animated mesh.
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/** There are already simple implementations of this interface available so
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you don't have to implement this interface on your own if you need to:
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You might want to use irr::scene::SAnimatedMesh, irr::scene::SMesh,
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irr::scene::SMeshBuffer etc. */
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class IAnimatedMesh : public IMesh
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{
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public:
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//! Gets the frame count of the animated mesh.
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/** \return Returns the amount of frames. If the amount is 1,
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it is a static, non animated mesh. */
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virtual u32 getFrameCount() const = 0;
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//! Returns the IMesh interface for a frame.
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/** \param frame: Frame number as zero based index. The maximum
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frame number is getFrameCount() - 1;
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\param detailLevel: Level of detail. 0 is the lowest, 255 the
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highest level of detail. Most meshes will ignore the detail level.
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\param startFrameLoop: Because some animated meshes (.MD2) are
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blended between 2 static frames, and maybe animated in a loop,
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the startFrameLoop and the endFrameLoop have to be defined, to
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prevent the animation to be blended between frames which are
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outside of this loop.
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If startFrameLoop and endFrameLoop are both -1, they are ignored.
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\param endFrameLoop: see startFrameLoop.
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\return Returns the animated mesh based on a detail level. */
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virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1) = 0;
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//! Returns the type of the animated mesh.
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/** In most cases it is not neccessary to use this method.
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This is useful for making a safe downcast. For example,
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if getMeshType() returns EAMT_MD2 it's safe to cast the
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IAnimatedMesh to IAnimatedMeshMD2.
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\returns Type of the mesh. */
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virtual E_ANIMATED_MESH_TYPE getMeshType() const
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{
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return EAMT_UNKNOWN;
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}
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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