156 lines
3.4 KiB
C++
156 lines
3.4 KiB
C++
// Copyright (C) 2002-2007 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 __S_ANIMATED_MESH_H_INCLUDED__
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#define __S_ANIMATED_MESH_H_INCLUDED__
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#include "IAnimatedMesh.h"
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#include "IMesh.h"
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#include "aabbox3d.h"
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#include "irrArray.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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//! Simple implementation of the IAnimatedMesh interface.
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struct SAnimatedMesh : public IAnimatedMesh
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{
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//! constructor
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SAnimatedMesh() : IAnimatedMesh(), Type(EAMT_UNKNOWN)
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{
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#ifdef _DEBUG
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setDebugName("SAnimatedMesh");
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#endif
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}
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//! constructor
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SAnimatedMesh(scene::IMesh* mesh, scene::E_ANIMATED_MESH_TYPE type) : IAnimatedMesh(), Type(type)
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{
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#ifdef _DEBUG
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setDebugName("SAnimatedMesh");
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#endif
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addMesh(mesh);
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recalculateBoundingBox();
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}
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//! destructor
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virtual ~SAnimatedMesh()
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{
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// drop meshes
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for (u32 i=0; i<Meshes.size(); ++i)
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Meshes[i]->drop();
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};
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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, it is a static, non animated mesh.
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virtual u32 getFrameCount() const
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{
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return Meshes.size();
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}
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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 frame number is
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//! getFrameCount() - 1;
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//! \param detailLevel: Level of detail. 0 is the lowest,
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//! 255 the highest level of detail. Most meshes will ignore the detail level.
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//! \param startFrameLoop: start frame
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//! \param endFrameLoop: end frame
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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, s32 startFrameLoop=-1, s32 endFrameLoop=-1)
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{
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if (Meshes.empty())
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return 0;
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return Meshes[frame];
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}
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//! adds a Mesh
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void addMesh(IMesh* mesh)
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{
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if (mesh)
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{
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mesh->grab();
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Meshes.push_back(mesh);
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}
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}
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//! Returns an axis aligned bounding box of the mesh.
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//! \return A bounding box of this mesh is returned.
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virtual const core::aabbox3d<f32>& getBoundingBox() const
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{
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return Box;
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}
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//! set user axis aligned bounding box
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virtual void setBoundingBox( const core::aabbox3df& box)
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{
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Box = box;
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}
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void recalculateBoundingBox()
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{
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Box.reset(0,0,0);
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if (Meshes.empty())
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return;
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Box = Meshes[0]->getBoundingBox();
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for (u32 i=1; i<Meshes.size(); ++i)
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Box.addInternalBox(Meshes[i]->getBoundingBox());
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}
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//! Returns the type of the animated mesh.
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virtual E_ANIMATED_MESH_TYPE getMeshType() const
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{
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return Type;
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}
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//! returns amount of mesh buffers.
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virtual u32 getMeshBufferCount() const
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{
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return 0;
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}
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//! returns pointer to a mesh buffer
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virtual IMeshBuffer* getMeshBuffer(u32 nr) const
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{
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return 0;
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}
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//! Returns pointer to a mesh buffer which fits a material
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/** \param material: material to search for
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\return Returns the pointer to the mesh buffer or
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NULL if there is no such mesh buffer. */
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virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const
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{
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return 0;
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}
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virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
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{
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}
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core::aabbox3d<f32> Box;
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core::array<IMesh*> Meshes;
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E_ANIMATED_MESH_TYPE Type;
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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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