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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
- #pragma once
- #include "aabbox3d.h"
- #include "IMesh.h"
- namespace irr
- {
- namespace scene
- {
- //! 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.
- /** Note that the play-time is usually getFrameCount()-1 as it stops as soon as the last frame-key is reached.
- \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 necessary 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. */
- E_ANIMATED_MESH_TYPE getMeshType() const override
- {
- return EAMT_UNKNOWN;
- }
- };
- } // end namespace scene
- } // end namespace irr
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