Remove remaining MD2 support
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@ -503,7 +503,6 @@ include/IGUITable.h
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include/IGUIButton.h
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include/EMaterialFlags.h
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include/EDeviceTypes.h
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include/IAnimatedMeshMD2.h
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include/IGUIWindow.h
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include/EAttributes.h
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include/S3DVertex.h
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@ -1,79 +0,0 @@
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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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//! Types of standard md2 animations
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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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//! Not an animation, but amount of animation types.
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EMAT_COUNT
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};
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//! Interface for using some special functions of MD2 meshes
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class IAnimatedMeshMD2 : public IAnimatedMesh
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{
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public:
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//! Get frame loop data for a default MD2 animation type.
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/** \param l The EMD2_ANIMATION_TYPE to get the frames for.
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\param outBegin The returned beginning frame for animation type specified.
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\param outEnd The returned ending frame for the animation type specified.
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\param outFPS The number of frames per second, this animation should be played at.
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\return beginframe, endframe and frames per second for a default MD2 animation type. */
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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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//! Get frame loop data for a special MD2 animation type, identified by name.
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/** \param name Name of the animation.
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\param outBegin The returned beginning frame for animation type specified.
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\param outEnd The returned ending frame for the animation type specified.
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\param outFPS The number of frames per second, this animation should be played at.
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\return beginframe, endframe and frames per second for a special MD2 animation type. */
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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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//! Get amount of md2 animations in this file.
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virtual s32 getAnimationCount() const = 0;
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//! Get name of md2 animation.
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/** \param nr: Zero based index of animation. */
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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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@ -7,7 +7,8 @@
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#include "ISceneNode.h"
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#include "IBoneSceneNode.h"
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#include "IAnimatedMeshMD2.h"
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#include "IMesh.h"
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#include "IAnimatedMesh.h"
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namespace irr
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{
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@ -139,31 +140,6 @@ namespace scene
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/** \return Amount of joints in the mesh. */
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virtual u32 getJointCount() const = 0;
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//! Starts a default MD2 animation.
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/** With this method it is easily possible to start a Run,
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Attack, Die or whatever animation, if the mesh contained in
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this scene node is an md2 mesh. Otherwise, nothing happens.
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\param anim: An MD2 animation type, which should be played, for
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example EMAT_STAND for the standing animation.
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\return True if successful, and false if not, for example if
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the mesh in the scene node is not a md2 mesh. */
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virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim) = 0;
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//! Starts a special MD2 animation.
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/** With this method it is easily possible to start a Run,
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Attack, Die or whatever animation, if the mesh contained in
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this scene node is an md2 mesh. Otherwise, nothing happens.
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This method uses a character string to identify the animation.
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If the animation is a standard md2 animation, you might want to
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start this animation with the EMD2_ANIMATION_TYPE enumeration
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instead.
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\param animationName: Name of the animation which should be
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played.
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\return Returns true if successful, and false if not, for
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example if the mesh in the scene node is not an md2 mesh, or no
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animation with this name could be found. */
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virtual bool setMD2Animation(const c8* animationName) = 0;
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//! Returns the currently displayed frame number.
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virtual f32 getFrameNr() const = 0;
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//! Returns the current start frame number.
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@ -54,7 +54,6 @@
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#include "fast_atof.h"
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#include "heapsort.h"
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#include "IAnimatedMesh.h"
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#include "IAnimatedMeshMD2.h"
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#include "IAnimatedMeshSceneNode.h"
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#include "IAttributeExchangingObject.h"
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#include "IAttributes.h"
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@ -669,42 +669,6 @@ bool CAnimatedMeshSceneNode::removeChild(ISceneNode* child)
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return false;
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}
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//! Starts a MD2 animation.
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bool CAnimatedMeshSceneNode::setMD2Animation(EMD2_ANIMATION_TYPE anim)
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{
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if (!Mesh || Mesh->getMeshType() != EAMT_MD2)
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return false;
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IAnimatedMeshMD2* md = (IAnimatedMeshMD2*)Mesh;
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s32 begin, end, speed;
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md->getFrameLoop(anim, begin, end, speed);
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setAnimationSpeed( f32(speed) );
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setFrameLoop(begin, end);
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return true;
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}
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//! Starts a special MD2 animation.
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bool CAnimatedMeshSceneNode::setMD2Animation(const c8* animationName)
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{
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if (!Mesh || Mesh->getMeshType() != EAMT_MD2)
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return false;
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IAnimatedMeshMD2* md = (IAnimatedMeshMD2*)Mesh;
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s32 begin, end, speed;
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if (!md->getFrameLoop(animationName, begin, end, speed))
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return false;
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setAnimationSpeed( (f32)speed );
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setFrameLoop(begin, end);
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return true;
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}
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//! Sets looping mode which is on by default. If set to false,
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//! animations will not be looped.
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void CAnimatedMeshSceneNode::setLoopMode(bool playAnimationLooped)
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@ -110,12 +110,6 @@ namespace scene
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//! or to remove attached childs.
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virtual bool removeChild(ISceneNode* child);
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//! Starts a MD2 animation.
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virtual bool setMD2Animation(EMD2_ANIMATION_TYPE anim);
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//! Starts a special MD2 animation.
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virtual bool setMD2Animation(const c8* animationName);
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//! Returns the current displayed frame number.
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virtual f32 getFrameNr() const;
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//! Returns the current start frame number.
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