mirror of
https://github.com/minetest/minetest.git
synced 2024-12-29 17:37:30 +01:00
178 lines
4.3 KiB
C++
178 lines
4.3 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 "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. */
|
|
u32 getFrameCount() const 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. */
|
|
f32 getAnimationSpeed() const 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.*/
|
|
void setAnimationSpeed(f32 fps) 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. */
|
|
IMesh *getMesh(s32 frame, s32 detailLevel = 255, s32 startFrameLoop = -1, s32 endFrameLoop = -1) 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. */
|
|
const core::aabbox3d<f32> &getBoundingBox() const override
|
|
{
|
|
return Box;
|
|
}
|
|
|
|
//! set user axis aligned bounding box
|
|
void setBoundingBox(const core::aabbox3df &box) 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.
|
|
E_ANIMATED_MESH_TYPE getMeshType() const override
|
|
{
|
|
return Type;
|
|
}
|
|
|
|
//! returns amount of mesh buffers.
|
|
u32 getMeshBufferCount() const override
|
|
{
|
|
if (Meshes.empty())
|
|
return 0;
|
|
|
|
return Meshes[0]->getMeshBufferCount();
|
|
}
|
|
|
|
//! returns pointer to a mesh buffer
|
|
IMeshBuffer *getMeshBuffer(u32 nr) const 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. */
|
|
IMeshBuffer *getMeshBuffer(const video::SMaterial &material) const override
|
|
{
|
|
if (Meshes.empty())
|
|
return 0;
|
|
|
|
return Meshes[0]->getMeshBuffer(material);
|
|
}
|
|
|
|
//! set the hardware mapping hint, for driver
|
|
void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) override
|
|
{
|
|
for (u32 i = 0; i < Meshes.size(); ++i)
|
|
Meshes[i]->setHardwareMappingHint(newMappingHint, buffer);
|
|
}
|
|
|
|
//! flags the meshbuffer as changed, reloads hardware buffers
|
|
void setDirty(E_BUFFER_TYPE buffer = EBT_VERTEX_AND_INDEX) 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
|