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tyra-linux/engine/inc/renderer/3d/mesh/dynamic/dynamic_mesh.hpp
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2022-07-18 20:32:30 +02:00

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/*
# ______ ____ ___
# | \/ ____| |___|
# | | | \ | |
#-----------------------------------------------------------------------
# Copyright 2022, tyra - https://github.com/h4570/tyra
# Licenced under Apache License 2.0
# Sandro Sobczyński <sandro.sobczynski@gmail.com>
*/
#pragma once
#include "loaders/3d/builder/mesh_builder_data.hpp"
#include "./dynamic_mesh_frame.hpp"
#include "./dynamic_mesh_material_frame.hpp"
#include "./dynamic_mesh_anim_state.hpp"
#include "../mesh.hpp"
namespace Tyra {
class DynamicMesh : public Mesh {
public:
explicit DynamicMesh(const MeshBuilderData& data);
explicit DynamicMesh(const DynamicMesh& mesh);
~DynamicMesh();
/** Returns material, which is a mesh "subgroup". */
DynamicMeshMaterial* getMaterial(const u32& i) const { return materials[i]; }
DynamicMeshMaterial** getMaterials() { return materials; }
const u32& getMaterialsCount() const { return materialsCount; }
const DynamicMeshAnimState& getAnimState() const { return animState; }
/** Count of all vertices. */
inline u32 getVertexCount() { return frames[0]->getVertexCount(); }
/** Returns single frame. */
DynamicMeshFrame* getFrame(const u32& i) { return frames[i]; }
DynamicMeshFrame** getFrames() { return frames; }
/** Count of frames. Static object (not animated) will have only 1 frame. */
const u32& getFramesCount() const { return framesCount; }
const u32& getCurrentAnimationFrame() const { return animState.currentFrame; }
const u32& getNextAnimationFrame() const { return animState.nextFrame; }
const u32& getStartAnimationFrame() const { return animState.startFrame; }
const u32& getEndAnimationFrame() const { return animState.endFrame; }
const u32& getStayAnimationFrame() const { return animState.stayFrame; }
/** @returns bounding box object of current frame. */
const BBox& getCurrentBoundingBox() const {
return frames[animState.currentFrame]->getBBox();
}
/** Loop in one frame */
void playAnimation(const u32& t_frame) { playAnimation(t_frame, t_frame); }
/** Play animation in loop from startFrame to endFrame */
void playAnimation(const u32& t_startFrame, const u32& t_endFrame);
/** Play animation from startFrame to endFrame and after loop in stayFrame
*/
void playAnimation(const u32& t_startFrame, const u32& t_endFrame,
const u32& t_stayFrame);
void setAnimSpeed(const float& t_value) { animState.speed = t_value; }
void animate();
/**
* Check if this class loaded mesh data first.
* Meshes which use loadFrom() method have false there.
*/
const u8& isStayAnimationSet() const { return animState.isStayFrameSet; }
private:
void initMesh();
DynamicMeshAnimState animState;
u32 framesCount, materialsCount;
DynamicMeshFrame** frames;
DynamicMeshMaterial** materials;
};
} // namespace Tyra