From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- libraries/irrlicht-1.8/include/IAnimatedMesh.h | 230 ++++++++++++------------- 1 file changed, 115 insertions(+), 115 deletions(-) (limited to 'libraries/irrlicht-1.8/include/IAnimatedMesh.h') diff --git a/libraries/irrlicht-1.8/include/IAnimatedMesh.h b/libraries/irrlicht-1.8/include/IAnimatedMesh.h index 3e08528..ec6eee0 100644 --- a/libraries/irrlicht-1.8/include/IAnimatedMesh.h +++ b/libraries/irrlicht-1.8/include/IAnimatedMesh.h @@ -1,115 +1,115 @@ -// 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 - -#ifndef __I_ANIMATED_MESH_H_INCLUDED__ -#define __I_ANIMATED_MESH_H_INCLUDED__ - -#include "aabbox3d.h" -#include "IMesh.h" - -namespace irr -{ -namespace scene -{ - //! Possible types of (animated) meshes. - enum E_ANIMATED_MESH_TYPE - { - //! Unknown animated mesh type. - EAMT_UNKNOWN = 0, - - //! Quake 2 MD2 model file - EAMT_MD2, - - //! Quake 3 MD3 model file - EAMT_MD3, - - //! Maya .obj static model - EAMT_OBJ, - - //! Quake 3 .bsp static Map - EAMT_BSP, - - //! 3D Studio .3ds file - EAMT_3DS, - - //! My3D Mesh, the file format by Zhuck Dimitry - EAMT_MY3D, - - //! Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen - EAMT_LMTS, - - //! Cartography Shop .csm file. This loader was created by Saurav Mohapatra. - EAMT_CSM, - - //! .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter. - /** The oct file format contains 3D geometry and lightmaps and - can be loaded directly by Irrlicht */ - EAMT_OCT, - - //! Halflife MDL model file - EAMT_MDL_HALFLIFE, - - //! generic skinned mesh - EAMT_SKINNED - }; - - //! 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. - /** \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 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. - \returns Type of the mesh. */ - virtual E_ANIMATED_MESH_TYPE getMeshType() const - { - return EAMT_UNKNOWN; - } - }; - -} // end namespace scene -} // end namespace irr - -#endif - +// 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 + +#ifndef __I_ANIMATED_MESH_H_INCLUDED__ +#define __I_ANIMATED_MESH_H_INCLUDED__ + +#include "aabbox3d.h" +#include "IMesh.h" + +namespace irr +{ +namespace scene +{ + //! Possible types of (animated) meshes. + enum E_ANIMATED_MESH_TYPE + { + //! Unknown animated mesh type. + EAMT_UNKNOWN = 0, + + //! Quake 2 MD2 model file + EAMT_MD2, + + //! Quake 3 MD3 model file + EAMT_MD3, + + //! Maya .obj static model + EAMT_OBJ, + + //! Quake 3 .bsp static Map + EAMT_BSP, + + //! 3D Studio .3ds file + EAMT_3DS, + + //! My3D Mesh, the file format by Zhuck Dimitry + EAMT_MY3D, + + //! Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen + EAMT_LMTS, + + //! Cartography Shop .csm file. This loader was created by Saurav Mohapatra. + EAMT_CSM, + + //! .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter. + /** The oct file format contains 3D geometry and lightmaps and + can be loaded directly by Irrlicht */ + EAMT_OCT, + + //! Halflife MDL model file + EAMT_MDL_HALFLIFE, + + //! generic skinned mesh + EAMT_SKINNED + }; + + //! 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. + /** \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 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. + \returns Type of the mesh. */ + virtual E_ANIMATED_MESH_TYPE getMeshType() const + { + return EAMT_UNKNOWN; + } + }; + +} // end namespace scene +} // end namespace irr + +#endif + -- cgit v1.1