📄 ms3d.h
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///////////////////////////////////////////////////////////////////////
// Model class
// Handles all mesh/model stuff
///////////////////////////////////////////////////////////////////////
#ifndef _MS3D_H_
#define _MS3D_H_
#include "../global.h"
#include "ms3dformat.h"
#include "model.h"
class GcMS3D : public GcModel
{
public:
GcMS3D();
virtual ~GcMS3D();
// Load the model
bool Load(char *fileName, char *skinName) { return false; }
bool Load(char *fileName);
// Load the skin
bool LoadSkin(char *skinName, uint index) { /* Not used in this model format */ return false; }
void SetNumberOfSkins(uint num) { /* Not used in this model format */ }
void SetActiveSkin(uint index) { /* Not used in this model format */ }
// Render / Animate
bool Animate(int startFrame, int endFrame, float percent) { return true; }
bool RenderKeyFrame(int frame = 0);
// Unload the model
void Destroy();
protected:
// Meshes used
int m_numMeshes;
Mesh * m_meshes;
// Materials used
int m_numMaterials;
Material * m_materials;
// Triangles used
int m_numTriangles;
Triangle * m_triangles;
// Vertices Used
int m_numVertices;
Vertex * m_vertices;
// Joint information
int m_numJoints;
Joint * m_joints;
// Timer variable
//Timer * m_timer;
// Total animation time
double m_totalTime;
// Is the animation looping?
bool m_looping;
};
#endif /* _MODEL_H_ */
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