5 #ifndef __I_ANIMATED_MESH_MD3_H_INCLUDED__ 6 #define __I_ANIMATED_MESH_MD3_H_INCLUDED__ 216 s32 index = Container.linear_search ( search );
218 return &Container[
index];
224 return Container.size();
229 s32 diff = (
s32) new_size - (
s32) Container.allocated_size();
233 for (
s32 i = 0; i < diff; ++i )
234 Container.push_back(e);
240 return Container[
index];
245 return Container[
index];
250 Container.push_back(other);
255 Container = copyMe.Container;
SMD3QuaternionTagList(const SMD3QuaternionTagList ©Me)
bool drop() const
Drops the object. Decrements the reference counter by one.
signed short s16
16 bit signed variable.
void set_used(u32 new_size)
Holding Frames Buffers and Tag Infos.
s32 looping
Looping frames.
core::array< s32 > Indices
float f32
32 bit floating point variable.
SMD3QuaternionTagList & operator=(const SMD3QuaternionTagList ©Me)
SMD3QuaternionTag(const core::stringc &name)
char c8
8 bit character variable.
SMD3QuaternionTag & operator=(const SMD3QuaternionTag ©Me)
virtual ~SMD3QuaternionTag()
T X
X coordinate of the vector.
GLuint const GLchar * name
SMD3QuaternionTagList TagList
Everything in the Irrlicht Engine can be found in this namespace.
core::quaternion rotation
hold a tag info for connecting meshes
Very simple string class with some useful features.
Not an animation, but amount of animation types.
bool operator==(const SMD3QuaternionTag &other) const
s32 fps
Frames per second.
unsigned char u8
8 bit unsigned variable.
struct irr::scene::SMD3Header PACK_STRUCT
SMD3QuaternionTag & operator[](u32 index)
void setto(core::matrix4 &m)
signed int s32
32 bit signed variable.
unsigned int u32
32 bit unsigned variable.
SMD3MeshHeader MeshHeader
core::array< SMD3MeshBuffer * > Buffer
const SMD3QuaternionTag & operator[](u32 index) const
virtual SMD3QuaternionTagList * getTagList(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)=0
get the tag list of the mesh.
const f32 DEGTORAD
32bit Constant for converting from degrees to radians
signed char s8
8 bit signed variable.
Holding Frame Data for a Mesh.
virtual SMD3Mesh * getOriginalMesh()=0
get the original md3 mesh.
4x4 matrix. Mostly used as transformation matrix for 3d calculations.
SMD3QuaternionTag(const core::vector3df &pos, const core::vector3df &angle)
EMD3_ANIMATION_TYPE
Animation list.
virtual ~SMD3QuaternionTagList()
core::array< SMD3TexCoord > Tex
matrix4 getMatrix() const
Creates a matrix from this quaternion.
Interface for using some special functions of MD3 meshes.
SMD3QuaternionTag * get(const core::stringc &name)
void push_back(const SMD3QuaternionTag &other)
holds a associative list of named quaternions
virtual void setInterpolationShift(u32 shift, u32 loopMode)=0
tune how many frames you want to render in between.
Base class of most objects of the Irrlicht Engine.
Quaternion class for representing rotations.
Interface for an animated mesh.
SMD3QuaternionTag(const SMD3QuaternionTag ©Me)
core::array< SMD3Vertex > Vertices