1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-06-27 16:36:03 +00:00
luanti/irr/include/IAnimatedMesh.h
Lars Müller fde6384a09
Fix and clean up skeletal animation (#15722)
* Fix attachments lagging behind their parents (#14818)
* Fix animation blending (#14817)
* Bring back cool guy as another .x smoke test
* Add .x mesh loader unittest
* Do bounding box & matrix calculation at proper point in time
* Remove obsolete `SAnimatedMesh`
2025-06-01 23:21:35 +02:00

42 lines
1.3 KiB
C++

// 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
#pragma once
#include "IMesh.h"
namespace irr
{
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::SMesh, irr::scene::SMeshBuffer etc.
*/
class IAnimatedMesh : public IMesh
{
public:
//! Gets the maximum frame number, 0 if the mesh is static.
virtual f32 getMaxFrameNumber() 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 type of the animated mesh. Useful for safe downcasts.
E_ANIMATED_MESH_TYPE getMeshType() const = 0;
};
} // end namespace scene
} // end namespace irr