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171 lines
5.6 KiB
C
171 lines
5.6 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 "IAttributes.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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ISceneNodeAnimator() : IsEnabled(true), PauseTimeSum(0), PauseTimeStart(0), StartTime(0)
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{
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}
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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 milliseconds. */
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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) _IRR_OVERRIDE_
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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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//! Reset a time-based movement by changing the starttime.
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/** By default most animators start on object creation.
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This value is ignored by animators which don't work with a starttime.
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Known problems: CSceneNodeAnimatorRotation currently overwrites this value constantly (might be changed in the future).
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\param time Commonly you will use irr::ITimer::getTime().
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\param resetPauseTime Reset internal pause time for enabling/diabling animators as well
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*/
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virtual void setStartTime(u32 time, bool resetPauseTime=true)
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{
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StartTime = time;
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if ( resetPauseTime )
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{
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PauseTimeStart = 0;
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PauseTimeSum = 0;
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}
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}
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//! Get the starttime.
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/** This will return 0 for by animators which don't work with a starttime unless a starttime was manually set */
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virtual irr::u32 getStartTime() const
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{
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return StartTime;
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}
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//! Sets the enabled state of this element.
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/**
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\param enabled When set to false ISceneNodes will not update the animator anymore.
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Animators themselves usually don't care. So manual calls to animateNode still work.
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\param timeNow When set to values > 0 on enabling and disabling an internal timer will be increased by the time disabled time.
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Animator decide themselves how to handle that timer, but generally setting it will allow you to pause an animator, so it
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will continue at the same position when you enable it again. To use that pass irr::ITimer::getTime() as value.
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Animators with no timers will just ignore this.
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*/
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virtual void setEnabled(bool enabled, u32 timeNow=0)
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{
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if ( enabled == IsEnabled )
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return;
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IsEnabled = enabled;
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if ( enabled )
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{
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if ( timeNow > 0 && PauseTimeStart > 0 )
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PauseTimeSum += timeNow-PauseTimeStart;
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}
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else
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{
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PauseTimeStart = timeNow;
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}
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}
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virtual bool isEnabled() const
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{
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return IsEnabled;
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}
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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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{
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out->addBool("IsEnabled", IsEnabled);
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// timers not serialized as they usually depend on system-time which is different on each application start.
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}
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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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{
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IsEnabled = in->getAttributeAsBool("IsEnabled", IsEnabled);
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PauseTimeSum = 0;
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PauseTimeStart = 0;
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}
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protected:
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/** This method can be used by clone() implementations of
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derived classes
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\param toCopyFrom The animator from which the values are copied */
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void cloneMembers(const ISceneNodeAnimator* toCopyFrom)
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{
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IsEnabled = toCopyFrom->IsEnabled;
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PauseTimeSum = toCopyFrom->IsEnabled;
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PauseTimeStart = toCopyFrom->PauseTimeStart;
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StartTime = toCopyFrom->StartTime;
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}
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bool IsEnabled; //! Only enabled animators are updated
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u32 PauseTimeSum; //! Sum up time which the animator was disabled
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u32 PauseTimeStart; //! Last time setEnabled(false) was called with a timer > 0
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u32 StartTime; //! Used by animators which are time-based, ignored otherwise.
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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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