Avoid warning and make local variable lower-case.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
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source/Irrlicht/CSceneNodeAnimatorFollowSpline.h
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62
source/Irrlicht/CSceneNodeAnimatorFollowSpline.h
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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 __C_SCENE_NODE_ANIMATOR_FOLLOW_SPLINE_H_INCLUDED__
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#define __C_SCENE_NODE_ANIMATOR_FOLLOW_SPLINE_H_INCLUDED__
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#include "ISceneNode.h"
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#include "irrArray.h"
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#include "ISceneNodeAnimatorFinishing.h"
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namespace irr
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{
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namespace scene
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{
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//! Scene node animator based free code Matthias Gall wrote and sent in. (Most of
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//! this code is written by him, I only modified bits.)
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class CSceneNodeAnimatorFollowSpline : public ISceneNodeAnimatorFinishing
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{
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public:
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//! constructor
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CSceneNodeAnimatorFollowSpline(u32 startTime,
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const core::array< core::vector3df >& points,
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f32 speed = 1.0f, f32 tightness = 0.5f, bool loop=true, bool pingpong=false);
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//! animates a scene node
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virtual void animateNode(ISceneNode* node, u32 timeMs) _IRR_OVERRIDE_;
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//! Writes attributes of the scene node animator.
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virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const _IRR_OVERRIDE_;
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//! Reads attributes of the scene node animator.
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virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) _IRR_OVERRIDE_;
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//! Returns type of the scene node animator
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virtual ESCENE_NODE_ANIMATOR_TYPE getType() const _IRR_OVERRIDE_ { return ESNAT_FOLLOW_SPLINE; }
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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
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this. */
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virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0) _IRR_OVERRIDE_;
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protected:
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//! clamps a the value idx to fit into range 0..size-1
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s32 clamp(s32 idx, s32 size);
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core::array< core::vector3df > Points;
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f32 Speed;
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f32 Tightness;
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bool Loop;
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bool PingPong;
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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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