70 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			70 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 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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| 
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| #pragma once
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| 
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| #include "aabbox3d.h"
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| #include "IMesh.h"
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| 
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| namespace irr
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| {
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| namespace scene
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| {
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| //! Interface for an animated mesh.
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| /** There are already simple implementations of this interface available so
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| you don't have to implement this interface on your own if you need to:
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| You might want to use irr::scene::SAnimatedMesh, irr::scene::SMesh,
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| irr::scene::SMeshBuffer etc. */
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| class IAnimatedMesh : public IMesh
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| {
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| public:
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| 	//! Gets the frame count of the animated mesh.
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| 	/** Note that the play-time is usually getFrameCount()-1 as it stops as soon as the last frame-key is reached.
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| 	\return The amount of frames. If the amount is 1,
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| 	it is a static, non animated mesh. 	*/
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| 	virtual u32 getFrameCount() const = 0;
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| 
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| 	//! Gets the animation speed of the animated mesh.
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| 	/** \return The number of frames per second to play the
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| 	animation with by default. If the amount is 0,
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| 	it is a static, non animated mesh. */
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| 	virtual f32 getAnimationSpeed() const = 0;
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| 
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| 	//! Sets the animation speed of the animated mesh.
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| 	/** \param fps Number of frames per second to play the
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| 	animation with by default. If the amount is 0,
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| 	it is not animated. The actual speed is set in the
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| 	scene node the mesh is instantiated in.*/
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| 	virtual void setAnimationSpeed(f32 fps) = 0;
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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
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| 	frame number is getFrameCount() - 1;
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| 	\param detailLevel: Level of detail. 0 is the lowest, 255 the
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| 	highest level of detail. Most meshes will ignore the detail level.
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| 	\param startFrameLoop: Because some animated meshes (.MD2) are
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| 	blended between 2 static frames, and maybe animated in a loop,
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| 	the startFrameLoop and the endFrameLoop have to be defined, to
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| 	prevent the animation to be blended between frames which are
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| 	outside of this loop.
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| 	If startFrameLoop and endFrameLoop are both -1, they are ignored.
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| 	\param endFrameLoop: see startFrameLoop.
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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 = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) = 0;
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| 
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| 	//! Returns the type of the animated mesh.
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| 	/** In most cases it is not necessary to use this method.
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| 	This is useful for making a safe downcast. For example,
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| 	if getMeshType() returns EAMT_MD2 it's safe to cast the
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| 	IAnimatedMesh to IAnimatedMeshMD2.
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| 	\returns Type of the mesh. */
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| 	E_ANIMATED_MESH_TYPE getMeshType() const override
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| 	{
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| 		return EAMT_UNKNOWN;
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| 	}
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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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