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Interface for an animated mesh. More...
#include <IAnimatedMesh.h>
Public Member Functions | |
virtual u32 | getFrameCount () const =0 |
Gets the frame count of the animated mesh. | |
virtual IMesh * | getMesh (s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1)=0 |
Returns the IMesh interface for a frame. | |
virtual E_ANIMATED_MESH_TYPE | getMeshType () const |
Returns the type of the animated mesh. | |
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virtual const core::aabbox3d < f32 > & | getBoundingBox () const =0 |
Get an axis aligned bounding box of the mesh. | |
virtual IMeshBuffer * | getMeshBuffer (u32 nr) const =0 |
Get pointer to a mesh buffer. | |
virtual IMeshBuffer * | getMeshBuffer (const video::SMaterial &material) const =0 |
Get pointer to a mesh buffer which fits a material. | |
virtual u32 | getMeshBufferCount () const =0 |
Get the amount of mesh buffers. | |
virtual void | setBoundingBox (const core::aabbox3df &box)=0 |
Set user-defined axis aligned bounding box. | |
virtual void | setDirty (E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)=0 |
Flag the meshbuffer as changed, reloads hardware buffers. | |
virtual void | setHardwareMappingHint (E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)=0 |
Set the hardware mapping hint. | |
virtual void | setMaterialFlag (video::E_MATERIAL_FLAG flag, bool newvalue)=0 |
Sets a flag of all contained materials to a new value. | |
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bool | drop () const |
Drops the object. Decrements the reference counter by one. | |
const c8 * | getDebugName () const |
Returns the debug name of the object. | |
s32 | getReferenceCount () const |
Get the reference count. | |
void | grab () const |
Grabs the object. Increments the reference counter by one. | |
IReferenceCounted () | |
Constructor. | |
virtual | ~IReferenceCounted () |
Destructor. |
Additional Inherited Members | |
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void | setDebugName (const c8 *newName) |
Sets the debug name of the object. |
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.
Definition at line 59 of file IAnimatedMesh.h.
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pure virtual |
Gets the frame count of the animated mesh.
\return Returns the amount of frames. If the amount is 1,
it is a static, non animated mesh.
Implemented in irr::scene::SAnimatedMesh.
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pure virtual |
Returns the IMesh interface for a frame.
\param frame: Frame number as zero based index. The maximum
frame number is getFrameCount() - 1;
detailLevel,: | Level of detail. 0 is the lowest, 255 the highest level of detail. Most meshes will ignore the detail level. |
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. |
endFrameLoop,: | see startFrameLoop. |
Implemented in irr::scene::SAnimatedMesh.
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inlinevirtual |
Returns the type of the animated mesh.
In most cases it is not neccessary 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.
Reimplemented in irr::scene::SAnimatedMesh.
Definition at line 89 of file IAnimatedMesh.h.
References irr::scene::EAMT_UNKNOWN.
The Irrlicht
Engine Documentation © 2003-2010 by Nikolaus Gebhardt. Generated
on Fri Mar 21 2014 04:40:29 by Doxygen
(1.8.1.2) |