b6f5317ad2
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@158 ed5b42cb-e716-0410-a449-f6a68f950b19
92 lines
3.1 KiB
Java
92 lines
3.1 KiB
Java
//
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// $Id$
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//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/nenya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.jme.model;
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import com.jme.renderer.Renderer;
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import com.jme.scene.Spatial;
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/**
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* Contains method common to both {@link ModelNode}s and {@link ModelMesh}es.
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*/
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public interface ModelSpatial
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{
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/**
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* Recursively expands the model bounds of any deformable meshes so that
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* they include the current vertex positions.
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*/
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public void expandModelBounds ();
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/**
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* Recursively sets the reference transforms for any bones in the model.
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*/
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public void setReferenceTransforms ();
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/**
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* Recursively compiles any static meshes to vertex buffer objects (VBOs)
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* or display lists.
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*
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* @param useVBOs if true, use VBOs if the graphics card supports them
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* @param useDisplayLists if true and not using VBOs, compile static
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* objects to display lists
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*/
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public void lockStaticMeshes (
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Renderer renderer, boolean useVBOs, boolean useDisplayLists);
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/**
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* Recursively resolves texture references using the given provider.
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*/
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public void resolveTextures (TextureProvider tprov);
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/**
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* Recursively requests that the current state of all skinned meshes be
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* stored as an animation frame on the next update.
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*
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* @param frameId the frame id, which uniquely identifies one frame of
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* one animation
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* @param blend whether or not the stored frames will be retrieved by
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* calls to {@link #blendAnimationFrames} as opposed to
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* {@link #setAnimationFrames}
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*/
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public void storeMeshFrame (int frameId, boolean blend);
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/**
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* Recursively switches all skinned meshes to a stored animation frame for
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* the next update.
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*/
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public void setMeshFrame (int frameId);
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/**
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* Recursively blends all skinned meshes between two stored animation
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* frames for the next update.
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*/
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public void blendMeshFrames (int frameId1, int frameId2, float alpha);
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/**
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* Creates or populates and returns a clone of this object using the given
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* clone properties.
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*
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* @param store an instance of this class to populate, or <code>null</code>
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* to create a new instance
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*/
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public Spatial putClone (Spatial store, Model.CloneCreator properties);
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}
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