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IAnimatedMeshMD2.h
Go to the documentation of this file.
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_ANIMATED_MESH_MD2_H_INCLUDED__
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#define __I_ANIMATED_MESH_MD2_H_INCLUDED__
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#include "
IAnimatedMesh.h
"
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namespace
irr
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{
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namespace
scene
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{
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enum
EMD2_ANIMATION_TYPE
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{
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EMAT_STAND
= 0,
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EMAT_RUN
,
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EMAT_ATTACK
,
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EMAT_PAIN_A
,
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EMAT_PAIN_B
,
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EMAT_PAIN_C
,
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EMAT_JUMP
,
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EMAT_FLIP
,
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EMAT_SALUTE
,
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EMAT_FALLBACK
,
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EMAT_WAVE
,
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EMAT_POINT
,
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EMAT_CROUCH_STAND
,
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EMAT_CROUCH_WALK
,
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EMAT_CROUCH_ATTACK
,
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EMAT_CROUCH_PAIN
,
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EMAT_CROUCH_DEATH
,
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EMAT_DEATH_FALLBACK
,
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EMAT_DEATH_FALLFORWARD
,
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EMAT_DEATH_FALLBACKSLOW
,
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EMAT_BOOM
,
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EMAT_COUNT
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};
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class
IAnimatedMeshMD2
:
public
IAnimatedMesh
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{
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public
:
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virtual
void
getFrameLoop
(
EMD2_ANIMATION_TYPE
l,
s32
& outBegin,
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s32
& outEnd,
s32
& outFPS)
const
= 0;
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virtual
bool
getFrameLoop
(
const
c8
* name,
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s32
& outBegin,
s32
& outEnd,
s32
& outFPS)
const
= 0;
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virtual
s32
getAnimationCount
()
const
= 0;
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virtual
const
c8
*
getAnimationName
(
s32
nr)
const
= 0;
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};
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}
// end namespace scene
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}
// end namespace irr
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#endif
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Irrlicht Engine
Documentation © 2003-2012 by Nikolaus Gebhardt. Generated on Mon Jun 6 2022 20:53:05 for Irrlicht 3D Engine by
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