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. --- .../source/Irrlicht/CAnimatedMeshMD2.h | 308 ++++++++++----------- 1 file changed, 154 insertions(+), 154 deletions(-) (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CAnimatedMeshMD2.h') diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CAnimatedMeshMD2.h b/libraries/irrlicht-1.8/source/Irrlicht/CAnimatedMeshMD2.h index 0014910..1f336a4 100644 --- a/libraries/irrlicht-1.8/source/Irrlicht/CAnimatedMeshMD2.h +++ b/libraries/irrlicht-1.8/source/Irrlicht/CAnimatedMeshMD2.h @@ -1,154 +1,154 @@ -// 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 __C_ANIMATED_MESH_MD2_H_INCLUDED__ -#define __C_ANIMATED_MESH_MD2_H_INCLUDED__ - -#include "IAnimatedMeshMD2.h" -#include "IMesh.h" -#include "CMeshBuffer.h" -#include "IReadFile.h" -#include "S3DVertex.h" -#include "irrArray.h" -#include "irrString.h" - -namespace irr -{ -namespace scene -{ - - class CAnimatedMeshMD2 : public IAnimatedMeshMD2 - { - public: - - //! constructor - CAnimatedMeshMD2(); - - //! destructor - virtual ~CAnimatedMeshMD2(); - - //! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh. - virtual u32 getFrameCount() const; - - //! 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. */ - virtual f32 getAnimationSpeed() const - { - 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.*/ - virtual void setAnimationSpeed(f32 fps) - { - FramesPerSecond=fps; - } - - //! returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail. Note, that some Meshes will ignore the detail level. - virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1); - - //! returns amount of mesh buffers. - virtual u32 getMeshBufferCount() const; - - //! returns pointer to a mesh buffer - virtual IMeshBuffer* getMeshBuffer(u32 nr) const; - - //! 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. */ - virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const; - - //! returns an axis aligned bounding box - virtual const core::aabbox3d& getBoundingBox() const; - - //! set user axis aligned bounding box - virtual void setBoundingBox( const core::aabbox3df& box); - - //! sets a flag of all contained materials to a new value - virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue); - - //! set the hardware mapping hint, for driver - virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX); - - //! flags the meshbuffer as changed, reloads hardware buffers - virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX); - - //! Returns the type of the animated mesh. - virtual E_ANIMATED_MESH_TYPE getMeshType() const; - - //! Returns frame loop data for a special MD2 animation type. - virtual void getFrameLoop(EMD2_ANIMATION_TYPE, - s32& outBegin, s32& outEnd, s32& outFps) const; - - //! Returns frame loop data for a special MD2 animation type. - virtual bool getFrameLoop(const c8* name, - s32& outBegin, s32& outEnd, s32& outFps) const; - - //! Returns amount of md2 animations in this file. - virtual s32 getAnimationCount() const; - - //! Returns name of md2 animation. - //! \param nr: Zero based index of animation. - virtual const c8* getAnimationName(s32 nr) const; - - - // - // exposed for loader - // - - //! the buffer that contains the most recent animation - SMeshBuffer* InterpolationBuffer; - - //! named animations - struct SAnimationData - { - core::stringc name; - s32 begin; - s32 end; - s32 fps; - }; - - //! scale and translations for keyframes - struct SKeyFrameTransform - { - core::vector3df scale; - core::vector3df translate; - }; - - //! md2 vertex data - struct SMD2Vert - { - core::vector3d Pos; - u8 NormalIdx; - }; - - //! keyframe transformations - core::array FrameTransforms; - - //! keyframe vertex data - core::array *FrameList; - - //! bounding boxes for each keyframe - core::array > BoxList; - - //! named animations - core::array< SAnimationData > AnimationData; - - u32 FrameCount; - - private: - - //! updates the interpolation buffer - void updateInterpolationBuffer(s32 frame, s32 startFrame, s32 endFrame); - - f32 FramesPerSecond; - }; - -} // 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 __C_ANIMATED_MESH_MD2_H_INCLUDED__ +#define __C_ANIMATED_MESH_MD2_H_INCLUDED__ + +#include "IAnimatedMeshMD2.h" +#include "IMesh.h" +#include "CMeshBuffer.h" +#include "IReadFile.h" +#include "S3DVertex.h" +#include "irrArray.h" +#include "irrString.h" + +namespace irr +{ +namespace scene +{ + + class CAnimatedMeshMD2 : public IAnimatedMeshMD2 + { + public: + + //! constructor + CAnimatedMeshMD2(); + + //! destructor + virtual ~CAnimatedMeshMD2(); + + //! returns the amount of frames. If the amount is 1, it is a static (=non animated) mesh. + virtual u32 getFrameCount() const; + + //! 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. */ + virtual f32 getAnimationSpeed() const + { + 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.*/ + virtual void setAnimationSpeed(f32 fps) + { + FramesPerSecond=fps; + } + + //! returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail. Note, that some Meshes will ignore the detail level. + virtual IMesh* getMesh(s32 frame, s32 detailLevel=255, s32 startFrameLoop=-1, s32 endFrameLoop=-1); + + //! returns amount of mesh buffers. + virtual u32 getMeshBufferCount() const; + + //! returns pointer to a mesh buffer + virtual IMeshBuffer* getMeshBuffer(u32 nr) const; + + //! 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. */ + virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const; + + //! returns an axis aligned bounding box + virtual const core::aabbox3d& getBoundingBox() const; + + //! set user axis aligned bounding box + virtual void setBoundingBox( const core::aabbox3df& box); + + //! sets a flag of all contained materials to a new value + virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue); + + //! set the hardware mapping hint, for driver + virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX); + + //! flags the meshbuffer as changed, reloads hardware buffers + virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX); + + //! Returns the type of the animated mesh. + virtual E_ANIMATED_MESH_TYPE getMeshType() const; + + //! Returns frame loop data for a special MD2 animation type. + virtual void getFrameLoop(EMD2_ANIMATION_TYPE, + s32& outBegin, s32& outEnd, s32& outFps) const; + + //! Returns frame loop data for a special MD2 animation type. + virtual bool getFrameLoop(const c8* name, + s32& outBegin, s32& outEnd, s32& outFps) const; + + //! Returns amount of md2 animations in this file. + virtual s32 getAnimationCount() const; + + //! Returns name of md2 animation. + //! \param nr: Zero based index of animation. + virtual const c8* getAnimationName(s32 nr) const; + + + // + // exposed for loader + // + + //! the buffer that contains the most recent animation + SMeshBuffer* InterpolationBuffer; + + //! named animations + struct SAnimationData + { + core::stringc name; + s32 begin; + s32 end; + s32 fps; + }; + + //! scale and translations for keyframes + struct SKeyFrameTransform + { + core::vector3df scale; + core::vector3df translate; + }; + + //! md2 vertex data + struct SMD2Vert + { + core::vector3d Pos; + u8 NormalIdx; + }; + + //! keyframe transformations + core::array FrameTransforms; + + //! keyframe vertex data + core::array *FrameList; + + //! bounding boxes for each keyframe + core::array > BoxList; + + //! named animations + core::array< SAnimationData > AnimationData; + + u32 FrameCount; + + private: + + //! updates the interpolation buffer + void updateInterpolationBuffer(s32 frame, s32 startFrame, s32 endFrame); + + f32 FramesPerSecond; + }; + +} // end namespace scene +} // end namespace irr + +#endif + -- cgit v1.1