Irrlicht Engine: IAnimatedMeshMD2.h Source File

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# IAnimatedMeshMD2.h

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    00001 // Copyright (C) 2002-2010 Nikolaus Gebhardt
    00002 // This file is part of the "Irrlicht Engine".
    00003 // For conditions of distribution and use, see copyright notice in irrlicht.h
    00004
    00005 #ifndef __I_ANIMATED_MESH_MD2_H_INCLUDED__
    00006 #define __I_ANIMATED_MESH_MD2_H_INCLUDED__
    00007
    00008 #include "IAnimatedMesh.h"
    00009
    00010 namespace irr
    00011 {
    00012 namespace scene
    00013 {
    00014
    00016         enum EMD2_ANIMATION_TYPE
    00017         {
    00018                 EMAT_STAND = 0,
    00019                 EMAT_RUN,
    00020                 EMAT_ATTACK,
    00021                 EMAT_PAIN_A,
    00022                 EMAT_PAIN_B,
    00023                 EMAT_PAIN_C,
    00024                 EMAT_JUMP,
    00025                 EMAT_FLIP,
    00026                 EMAT_SALUTE,
    00027                 EMAT_FALLBACK,
    00028                 EMAT_WAVE,
    00029                 EMAT_POINT,
    00030                 EMAT_CROUCH_STAND,
    00031                 EMAT_CROUCH_WALK,
    00032                 EMAT_CROUCH_ATTACK,
    00033                 EMAT_CROUCH_PAIN,
    00034                 EMAT_CROUCH_DEATH,
    00035                 EMAT_DEATH_FALLBACK,
    00036                 EMAT_DEATH_FALLFORWARD,
    00037                 EMAT_DEATH_FALLBACKSLOW,
    00038                 EMAT_BOOM,
    00039
    00041                 EMAT_COUNT
    00042         };
    00043
    00045         class IAnimatedMeshMD2 : public IAnimatedMesh
    00046         {
    00047         public:
    00048
    00050
    00055                 virtual void getFrameLoop(EMD2_ANIMATION_TYPE l, s32& outBegin,
    00056                         s32& outEnd, s32& outFPS) const = 0;
    00057
    00059
    00064                 virtual bool getFrameLoop(const c8* name,
    00065                         s32& outBegin, s32& outEnd, s32& outFPS) const = 0;
    00066
    00068                 virtual s32 getAnimationCount() const = 0;
    00069
    00071
    00072                 virtual const c8* getAnimationName(s32 nr) const = 0;
    00073         };
    00074
    00075 } // end namespace scene
    00076 } // end namespace irr
    00077
    00078 #endif
    00079

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