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nenya/src/java/com/threerings/jme/model/ModelSpatial.java
T
Michael Bayne c2117ee86d Behold, Nenya, Ring of Water and repository for our media and animation related
goodies, both Java 2D and LWJGL/JME 3D.


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@1 ed5b42cb-e716-0410-a449-f6a68f950b19
2006-06-23 18:07:28 +00:00

116 lines
3.7 KiB
Java

//
// $Id$
//
// Narya library - tools for developing networked games
// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/narya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.jme.model;
import java.io.Externalizable;
import java.io.IOException;
import java.nio.MappedByteBuffer;
import java.nio.channels.FileChannel;
import com.jme.math.Matrix4f;
import com.jme.renderer.Renderer;
import com.jme.scene.Spatial;
/**
* Contains method common to both {@link ModelNode}s and {@link ModelMesh}es.
*/
public interface ModelSpatial
{
/**
* Recursively expands the model bounds of any deformable meshes so that
* they include the current vertex positions.
*/
public void expandModelBounds ();
/**
* Recursively sets the reference transforms for any bones in the model.
*/
public void setReferenceTransforms ();
/**
* Recursively compiles any static meshes to vertex buffer objects (VBOs)
* or display lists.
*
* @param useVBOs if true, use VBOs if the graphics card supports them
* @param useDisplayLists if true and not using VBOs, compile static
* objects to display lists
*/
public void lockStaticMeshes (
Renderer renderer, boolean useVBOs, boolean useDisplayLists);
/**
* Recursively resolves texture references using the given provider.
*/
public void resolveTextures (TextureProvider tprov);
/**
* Recursively requests that the current state of all skinned meshes be
* stored as an animation frame on the next update.
*
* @param frameId the frame id, which uniquely identifies one frame of
* one animation
* @param blend whether or not the stored frames will be retrieved by
* calls to {@link #blendAnimationFrames} as opposed to
* {@link #setAnimationFrames}
*/
public void storeMeshFrame (int frameId, boolean blend);
/**
* Recursively switches all skinned meshes to a stored animation frame for
* the next update.
*/
public void setMeshFrame (int frameId);
/**
* Recursively blends all skinned meshes between two stored animation
* frames for the next update.
*/
public void blendMeshFrames (int frameId1, int frameId2, float alpha);
/**
* Creates or populates and returns a clone of this object using the given
* clone properties.
*
* @param store an instance of this class to populate, or <code>null</code>
* to create a new instance
*/
public Spatial putClone (Spatial store, Model.CloneCreator properties);
/**
* Recursively writes any data buffers to the output channel.
*/
public void writeBuffers (FileChannel out)
throws IOException;
/**
* Recursively reads any data buffers from the input channel.
*/
public void readBuffers (FileChannel in)
throws IOException;
/**
* Recursively slices any data buffers from the buffer map.
*/
public void sliceBuffers (MappedByteBuffer map);
}