irrlicht/source/Irrlicht/CAnimatedMeshMS3D.h

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// 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_MS3D_H_INCLUDED__
#define __C_ANIMATED_MESH_MS3D_H_INCLUDED__
#include "IAnimatedMeshMS3D.h"
#include "IMesh.h"
#include "IReadFile.h"
#include "S3DVertex.h"
#include "irrString.h"
#include "SMeshBuffer.h"
namespace irr
{
namespace video
{
class IVideoDriver;
} // end namespace video
namespace scene
{
class CAnimatedMeshMS3D : public IAnimatedMeshMS3D, public IMesh
{
public:
//! constructor
CAnimatedMeshMS3D(video::IVideoDriver* driver);
//! destructor
virtual ~CAnimatedMeshMS3D();
//! 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 s32 getFrameCount();
//! 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 a pointer to a transformation matrix of a part of the
//! mesh based on a frame time.
virtual core::matrix4* getMatrixOfJoint(s32 jointNumber, s32 frame);
//! Gets joint count.
virtual s32 getJointCount() const;
//! Gets the name of a joint.
virtual const c8* getJointName(s32 number) const;
//! Gets a joint number from its name
virtual s32 getJointNumber(const c8* name) const;
private:
struct SKeyframe
{
f32 timeindex;
core::vector3df data; // translation or rotation
};
struct SJoint
{
core::stringc Name;
s32 Index;
core::vector3df Rotation;
core::vector3df Translation;
core::matrix4 RelativeTransformation;
core::matrix4 AbsoluteTransformation;
core::matrix4 AbsoluteTransformationAnimated;
core::array<SKeyframe> TranslationKeys;
core::array<SKeyframe> RotationKeys;
core::array<u16> VertexIds;
s32 Parent;
core::stringc ParentName;
};
struct SGroup
{
core::stringc Name;
core::array<u16> VertexIds;
u16 MaterialIdx;
};
//! Simple implementation of the IMeshBuffer interface with S3DVertex vertices.
struct SMS3DMeshBuffer : public IMeshBuffer
{
//! constructor
SMS3DMeshBuffer();
//! destructor
~SMS3DMeshBuffer();
//! returns the material of this meshbuffer
virtual const video::SMaterial& getMaterial() const;
//! returns the material of this meshbuffer
virtual video::SMaterial& getMaterial();
//! returns pointer to vertices
virtual const void* getVertices() const;
//! returns pointer to vertices
virtual void* getVertices();
//! returns amount of vertices
virtual u32 getVertexCount() const;
//! returns pointer to Indices
virtual const u16* getIndices() const;
//! returns pointer to Indices
virtual u16* getIndices();
//! returns amount of indices
virtual u32 getIndexCount() 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);
//! returns which type of vertex data is stored.
virtual video::E_VERTEX_TYPE getVertexType() const;
//! returns the byte size (stride, pitch) of the vertex
virtual u32 getVertexPitch() const;
video::SMaterial Material; //! material for this meshBuffer.
core::array<video::S3DVertex> *Vertices; //! Array of vertices
core::array<u16> Indices; //! Array of the Indices.
core::aabbox3d<f32> *BoundingBox;
};
void animate(s32 frame);
void getKeyframeData(const core::array<SKeyframe>& keys, f32 time, core::vector3df& outdata) const;
void getKeyframeRotation(const core::array<SKeyframe>& keys, f32 time, core::vector3df& outdata) const;
core::aabbox3d<f32> BoundingBox;
core::array<video::S3DVertex> Vertices;
core::array<video::S3DVertex> AnimatedVertices;
core::array<u16> Indices;
core::array<SJoint> Joints;
core::array<SGroup> Groups;
core::array<SMS3DMeshBuffer> Buffers;
f32 totalTime;
bool HasAnimation;
s32 lastCalculatedFrame;
video::IVideoDriver* Driver;
};
} // end namespace scene
} // end namespace irr
#endif