mirror of
https://github.com/minetest/minetest.git
synced 2024-12-23 14:42:24 +01:00
70 lines
2.6 KiB
C
70 lines
2.6 KiB
C
|
// 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
|