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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 __S_ANIMATED_MESH_H_INCLUDED__
+#define __S_ANIMATED_MESH_H_INCLUDED__
+
+#include "IAnimatedMesh.h"
+#include "IMesh.h"
+#include "aabbox3d.h"
+#include "irrArray.h"
+
+namespace irr
+{
+namespace scene
+{
+
+ //! Simple implementation of the IAnimatedMesh interface.
+ struct SAnimatedMesh : public IAnimatedMesh
+ {
+ //! constructor
+ SAnimatedMesh(scene::IMesh* mesh=0, scene::E_ANIMATED_MESH_TYPE type=scene::EAMT_UNKNOWN) : IAnimatedMesh(), FramesPerSecond(25.f), Type(type)
+ {
+ #ifdef _DEBUG
+ setDebugName("SAnimatedMesh");
+ #endif
+ addMesh(mesh);
+ recalculateBoundingBox();
+ }
+
+ //! destructor
+ virtual ~SAnimatedMesh()
+ {
+ // drop meshes
+ for (u32 i=0; i<Meshes.size(); ++i)
+ Meshes[i]->drop();
+ }
+
+ //! Gets the frame count of the animated mesh.
+ /** \return Amount of frames. If the amount is 1, it is a static, non animated mesh. */
+ virtual u32 getFrameCount() const
+ {
+ return Meshes.size();
+ }
+
+ //! Gets the default animation speed of the animated mesh.
+ /** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
+ virtual f32 getAnimationSpeed() const
+ {
+ return FramesPerSecond;
+ }
+
+ //! Gets the frame count of the animated mesh.
+ /** \param fps Frames per second to play the animation with. 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)
+ {
+ FramesPerSecond=fps;
+ }
+
+ //! 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: start frame
+ \param endFrameLoop: end frame
+ \return The animated mesh based on a detail level. */
+ virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1)
+ {
+ if (Meshes.empty())
+ return 0;
+
+ return Meshes[frame];
+ }
+
+ //! adds a Mesh
+ void addMesh(IMesh* mesh)
+ {
+ if (mesh)
+ {
+ mesh->grab();
+ Meshes.push_back(mesh);
+ }
+ }
+
+ //! Returns an axis aligned bounding box of the mesh.
+ /** \return A bounding box of this mesh is returned. */
+ virtual const core::aabbox3d<f32>& getBoundingBox() const
+ {
+ return Box;
+ }
+
+ //! set user axis aligned bounding box
+ virtual void setBoundingBox(const core::aabbox3df& box)
+ {
+ Box = box;
+ }
+
+ //! Recalculates the bounding box.
+ void recalculateBoundingBox()
+ {
+ Box.reset(0,0,0);
+
+ if (Meshes.empty())
+ return;
+
+ Box = Meshes[0]->getBoundingBox();
+
+ for (u32 i=1; i<Meshes.size(); ++i)
+ Box.addInternalBox(Meshes[i]->getBoundingBox());
+ }
+
+ //! Returns the type of the animated mesh.
+ virtual E_ANIMATED_MESH_TYPE getMeshType() const
+ {
+ return Type;
+ }
+
+ //! returns amount of mesh buffers.
+ virtual u32 getMeshBufferCount() const
+ {
+ if (Meshes.empty())
+ return 0;
+
+ return Meshes[0]->getMeshBufferCount();
+ }
+
+ //! returns pointer to a mesh buffer
+ virtual IMeshBuffer* getMeshBuffer(u32 nr) const
+ {
+ if (Meshes.empty())
+ return 0;
+
+ return Meshes[0]->getMeshBuffer(nr);
+ }
+
+ //! 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
+ {
+ if (Meshes.empty())
+ return 0;
+
+ return Meshes[0]->getMeshBuffer(material);
+ }
+
+ //! Set a material flag for all meshbuffers of this mesh.
+ virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
+ {
+ for (u32 i=0; i<Meshes.size(); ++i)
+ Meshes[i]->setMaterialFlag(flag, newvalue);
+ }
+
+ //! set the hardware mapping hint, for driver
+ virtual void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX )
+ {
+ for (u32 i=0; i<Meshes.size(); ++i)
+ Meshes[i]->setHardwareMappingHint(newMappingHint, buffer);
+ }
+
+ //! flags the meshbuffer as changed, reloads hardware buffers
+ virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)
+ {
+ for (u32 i=0; i<Meshes.size(); ++i)
+ Meshes[i]->setDirty(buffer);
+ }
+
+ //! All meshes defining the animated mesh
+ core::array<IMesh*> Meshes;
+
+ //! The bounding box of this mesh
+ core::aabbox3d<f32> Box;
+
+ //! Default animation speed of this mesh.
+ f32 FramesPerSecond;
+
+ //! The type of the mesh.
+ E_ANIMATED_MESH_TYPE Type;
+ };
+
+
+} // end namespace scene
+} // end namespace irr
+
+#endif
+