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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 IRR_OVERRIDE
- {
- 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 IRR_OVERRIDE
- {
- 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) IRR_OVERRIDE
- {
- 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) IRR_OVERRIDE
- {
- 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 IRR_OVERRIDE
- {
- return Box;
- }
- //! set user axis aligned bounding box
- virtual void setBoundingBox(const core::aabbox3df& box) IRR_OVERRIDE
- {
- 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 IRR_OVERRIDE
- {
- return Type;
- }
- //! returns amount of mesh buffers.
- virtual u32 getMeshBufferCount() const IRR_OVERRIDE
- {
- if (Meshes.empty())
- return 0;
- return Meshes[0]->getMeshBufferCount();
- }
- //! returns pointer to a mesh buffer
- virtual IMeshBuffer* getMeshBuffer(u32 nr) const IRR_OVERRIDE
- {
- 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 IRR_OVERRIDE
- {
- 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) IRR_OVERRIDE
- {
- 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 ) IRR_OVERRIDE
- {
- 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) IRR_OVERRIDE
- {
- 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
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