105 lines
2.6 KiB
C++
105 lines
2.6 KiB
C++
// Copyright (C) 2002-2007 Nikolaus Gebhardt / Thomas Alten
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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 __C_ANIMATED_MESH_MD3_H_INCLUDED__
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#define __C_ANIMATED_MESH_MD3_H_INCLUDED__
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#include "IAnimatedMeshMD3.h"
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#include "IReadFile.h"
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#include "IFileSystem.h"
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#include "irrArray.h"
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#include "irrString.h"
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#include "SMesh.h"
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#include "SMeshBuffer.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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class CAnimatedMeshMD3 : public IAnimatedMeshMD3
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{
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public:
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//! constructor
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CAnimatedMeshMD3();
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//! destructor
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virtual ~CAnimatedMeshMD3();
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//! loads a quake3 md3 file
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virtual bool loadModelFile( u32 modelIndex, io::IReadFile* file);
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// IAnimatedMeshMD3
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virtual void setInterpolationShift ( u32 shift, u32 loopMode );
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virtual SMD3Mesh * getOriginalMesh ();
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virtual SMD3QuaterionTagList *getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop);
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//IAnimatedMesh
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virtual s32 getFrameCount();
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virtual IMesh* getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop);
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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virtual E_ANIMATED_MESH_TYPE getMeshType() const;
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private:
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//! animates one frame
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inline void Animate (u32 frame);
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video::SMaterial Material;
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//! hold original compressed MD3 Info
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SMD3Mesh *Mesh;
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u32 IPolShift;
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u32 LoopMode;
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f32 Scaling;
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//! Cache Info
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struct SCacheInfo
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{
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SCacheInfo ( s32 frame = -1, s32 start = -1, s32 end = -1 )
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: Frame ( frame ), startFrameLoop ( start ),
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endFrameLoop ( end ) {}
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bool operator == ( const SCacheInfo &other ) const
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{
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return 0 == memcmp ( this, &other, sizeof ( SCacheInfo ) );
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}
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s32 Frame;
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s32 startFrameLoop;
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s32 endFrameLoop;
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};
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SCacheInfo Current;
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//! return a Mesh per frame
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SMesh MeshIPol;
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SMD3QuaterionTagList TagListIPol;
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IMeshBuffer * createMeshBuffer ( const SMD3MeshBuffer *source );
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void buildVertexArray ( u32 frameA, u32 frameB, f32 interpolate,
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const SMD3MeshBuffer * source,
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SMeshBuffer * dest
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);
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void buildTagArray ( u32 frameA, u32 frameB, f32 interpolate );
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void getNormal ( core::vector3df & out, u32 i, u32 j )
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{
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f32 lng = i * 2.0f * core::PI / 255.0f;
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f32 lat = j * 2.0f * core::PI / 255.0f;
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out.X = cosf ( lat ) * sinf ( lng );
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out.Y = sinf ( lat ) * sinf ( lng );
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out.Z = cos ( lng );
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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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