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00002
00003
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 }
00076 }
00077
00078 #endif
00079