79 lines
2.3 KiB
C
79 lines
2.3 KiB
C
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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_SCENE_NODE_ANIMATOR_H_INCLUDED__
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#define __I_SCENE_NODE_ANIMATOR_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "vector3d.h"
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#include "ESceneNodeAnimatorTypes.h"
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#include "IAttributeExchangingObject.h"
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#include "IEventReceiver.h"
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namespace irr
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{
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namespace io
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{
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class IAttributes;
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} // end namespace io
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namespace scene
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{
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class ISceneNode;
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class ISceneManager;
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//! Animates a scene node. Can animate position, rotation, material, and so on.
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/** A scene node animator is able to animate a scene node in a very simple way. It may
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change its position, rotation, scale and/or material. There are lots of animators
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to choose from. You can create scene node animators with the ISceneManager interface.
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*/
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class ISceneNodeAnimator : public io::IAttributeExchangingObject, public IEventReceiver
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{
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public:
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//! Animates a scene node.
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/** \param node Node to animate.
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\param timeMs Current time in milli seconds. */
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virtual void animateNode(ISceneNode* node, u32 timeMs) =0;
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//! Creates a clone of this animator.
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/** Please note that you will have to drop
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(IReferenceCounted::drop()) the returned pointer after calling this. */
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virtual ISceneNodeAnimator* createClone(ISceneNode* node,
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ISceneManager* newManager=0) =0;
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//! Returns true if this animator receives events.
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/** When attached to an active camera, this animator will be
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able to respond to events such as mouse and keyboard events. */
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virtual bool isEventReceiverEnabled() const
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{
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return false;
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}
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//! Event receiver, override this function for camera controlling animators
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virtual bool OnEvent(const SEvent& event)
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{
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return false;
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}
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//! Returns type of the scene node animator
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virtual ESCENE_NODE_ANIMATOR_TYPE getType() const
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{
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return ESNAT_UNKNOWN;
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}
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//! Returns if the animator has finished.
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/** This is only valid for non-looping animators with a discrete end state.
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\return true if the animator has finished, false if it is still running. */
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virtual bool hasFinished(void) const
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{
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return false;
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}
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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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