mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-14 03:33:49 +01:00
2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
171 lines
5.6 KiB
C++
171 lines
5.6 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#ifndef __I_SCENE_NODE_ANIMATOR_H_INCLUDED__
|
|
#define __I_SCENE_NODE_ANIMATOR_H_INCLUDED__
|
|
|
|
#include "IReferenceCounted.h"
|
|
#include "vector3d.h"
|
|
#include "ESceneNodeAnimatorTypes.h"
|
|
#include "IAttributeExchangingObject.h"
|
|
#include "IAttributes.h"
|
|
#include "IEventReceiver.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace io
|
|
{
|
|
class IAttributes;
|
|
} // end namespace io
|
|
namespace scene
|
|
{
|
|
class ISceneNode;
|
|
class ISceneManager;
|
|
|
|
//! Animates a scene node. Can animate position, rotation, material, and so on.
|
|
/** A scene node animator is able to animate a scene node in a very simple way. It may
|
|
change its position, rotation, scale and/or material. There are lots of animators
|
|
to choose from. You can create scene node animators with the ISceneManager interface.
|
|
*/
|
|
class ISceneNodeAnimator : public io::IAttributeExchangingObject, public IEventReceiver
|
|
{
|
|
public:
|
|
ISceneNodeAnimator() : IsEnabled(true), PauseTimeSum(0), PauseTimeStart(0), StartTime(0)
|
|
{
|
|
}
|
|
|
|
//! Animates a scene node.
|
|
/** \param node Node to animate.
|
|
\param timeMs Current time in milliseconds. */
|
|
virtual void animateNode(ISceneNode* node, u32 timeMs) =0;
|
|
|
|
//! Creates a clone of this animator.
|
|
/** Please note that you will have to drop
|
|
(IReferenceCounted::drop()) the returned pointer after calling this. */
|
|
virtual ISceneNodeAnimator* createClone(ISceneNode* node,
|
|
ISceneManager* newManager=0) =0;
|
|
|
|
//! Returns true if this animator receives events.
|
|
/** When attached to an active camera, this animator will be
|
|
able to respond to events such as mouse and keyboard events. */
|
|
virtual bool isEventReceiverEnabled() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//! Event receiver, override this function for camera controlling animators
|
|
virtual bool OnEvent(const SEvent& event) _IRR_OVERRIDE_
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//! Returns type of the scene node animator
|
|
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const
|
|
{
|
|
return ESNAT_UNKNOWN;
|
|
}
|
|
|
|
//! Returns if the animator has finished.
|
|
/** This is only valid for non-looping animators with a discrete end state.
|
|
\return true if the animator has finished, false if it is still running. */
|
|
virtual bool hasFinished(void) const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//! Reset a time-based movement by changing the starttime.
|
|
/** By default most animators start on object creation.
|
|
This value is ignored by animators which don't work with a starttime.
|
|
Known problems: CSceneNodeAnimatorRotation currently overwrites this value constantly (might be changed in the future).
|
|
\param time Commonly you will use irr::ITimer::getTime().
|
|
\param resetPauseTime Reset internal pause time for enabling/diabling animators as well
|
|
*/
|
|
virtual void setStartTime(u32 time, bool resetPauseTime=true)
|
|
{
|
|
StartTime = time;
|
|
if ( resetPauseTime )
|
|
{
|
|
PauseTimeStart = 0;
|
|
PauseTimeSum = 0;
|
|
}
|
|
}
|
|
|
|
//! Get the starttime.
|
|
/** This will return 0 for by animators which don't work with a starttime unless a starttime was manually set */
|
|
virtual irr::u32 getStartTime() const
|
|
{
|
|
return StartTime;
|
|
}
|
|
|
|
//! Sets the enabled state of this element.
|
|
/**
|
|
\param enabled When set to false ISceneNodes will not update the animator anymore.
|
|
Animators themselves usually don't care. So manual calls to animateNode still work.
|
|
\param timeNow When set to values > 0 on enabling and disabling an internal timer will be increased by the time disabled time.
|
|
Animator decide themselves how to handle that timer, but generally setting it will allow you to pause an animator, so it
|
|
will continue at the same position when you enable it again. To use that pass irr::ITimer::getTime() as value.
|
|
Animators with no timers will just ignore this.
|
|
*/
|
|
virtual void setEnabled(bool enabled, u32 timeNow=0)
|
|
{
|
|
if ( enabled == IsEnabled )
|
|
return;
|
|
IsEnabled = enabled;
|
|
if ( enabled )
|
|
{
|
|
if ( timeNow > 0 && PauseTimeStart > 0 )
|
|
PauseTimeSum += timeNow-PauseTimeStart;
|
|
}
|
|
else
|
|
{
|
|
PauseTimeStart = timeNow;
|
|
}
|
|
}
|
|
|
|
virtual bool isEnabled() const
|
|
{
|
|
return IsEnabled;
|
|
}
|
|
|
|
//! Writes attributes of the scene node animator.
|
|
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_
|
|
{
|
|
out->addBool("IsEnabled", IsEnabled);
|
|
// timers not serialized as they usually depend on system-time which is different on each application start.
|
|
}
|
|
|
|
//! Reads attributes of the scene node animator.
|
|
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_
|
|
{
|
|
IsEnabled = in->getAttributeAsBool("IsEnabled", IsEnabled);
|
|
PauseTimeSum = 0;
|
|
PauseTimeStart = 0;
|
|
}
|
|
|
|
protected:
|
|
|
|
/** This method can be used by clone() implementations of
|
|
derived classes
|
|
\param toCopyFrom The animator from which the values are copied */
|
|
void cloneMembers(const ISceneNodeAnimator* toCopyFrom)
|
|
{
|
|
IsEnabled = toCopyFrom->IsEnabled;
|
|
PauseTimeSum = toCopyFrom->IsEnabled;
|
|
PauseTimeStart = toCopyFrom->PauseTimeStart;
|
|
StartTime = toCopyFrom->StartTime;
|
|
}
|
|
|
|
bool IsEnabled; //! Only enabled animators are updated
|
|
u32 PauseTimeSum; //! Sum up time which the animator was disabled
|
|
u32 PauseTimeStart; //! Last time setEnabled(false) was called with a timer > 0
|
|
u32 StartTime; //! Used by animators which are time-based, ignored otherwise.
|
|
};
|
|
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|
|
|