// Copyright (C) 2002-2008 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, //! generic skinned mesh EAMT_SKINNED }; //! 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: //! Destructor virtual ~IAnimatedMesh() { } //! 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