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+// Copyright (C) 2002-2012 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,
+
+ //! Halflife MDL model file
+ EAMT_MDL_HALFLIFE,
+
+ //! 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:
+
+ //! Gets the frame count of the animated mesh.
+ /** \return The amount of frames. If the amount is 1,
+ it is a static, non animated mesh. */
+ virtual u32 getFrameCount() const = 0;
+
+ //! Gets the animation speed of the animated mesh.
+ /** \return The number of frames per second to play the
+ animation with by default. If the amount is 0,
+ it is a static, non animated mesh. */
+ virtual f32 getAnimationSpeed() const = 0;
+
+ //! Sets the animation speed of the animated mesh.
+ /** \param fps Number of frames per second to play the
+ animation with by default. If the amount is 0,
+ it is not animated. The actual speed is set in the
+ scene node the mesh is instantiated in.*/
+ virtual void setAnimationSpeed(f32 fps) =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
+