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do the todo

This commit is contained in:
Lars Mueller 2025-02-04 16:05:34 +01:00
parent a1ed14f4c2
commit 1a8912716f
16 changed files with 38 additions and 319 deletions

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@ -13,8 +13,8 @@ namespace scene
//! 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. */
You might want to use irr::scene::SMesh, irr::scene::SMeshBuffer etc.
*/
class IAnimatedMesh : public IMesh
{
public:
@ -34,22 +34,8 @@ public:
scene node the mesh is instantiated in.*/
virtual void setAnimationSpeed(f32 fps) = 0;
//! Returns the IMesh interface for a frame.
/** \param frame: Frame number, >= 0, <= getMaxFrameNumber()
Linear interpolation is used if this is between two frames.
\return Returns the animated mesh for the given frame */
virtual IMesh *getMesh(f32 frame) = 0;
//! Returns the type of the animated mesh.
/** In most cases it is not necessary 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. */
E_ANIMATED_MESH_TYPE getMeshType() const override
{
return EAMT_UNKNOWN;
}
//! Returns the type of the animated mesh. Useful for safe downcasts.
E_ANIMATED_MESH_TYPE getMeshType() const = 0;
};
} // end namespace scene