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1d58677e18
Removing includes which were not needed by headers Note that if you include those headers directly (instead of including irrlicht.h) you may have to add some new includes now. Thought I generally tried to avoid removing headers where it leads to too much changes in user-code Reason was mainly that IntelliSense in VisualStudio 17.7 added a new feature which shows those unused headers :) Has to be used a bit careful as it doesn't know about defines and other platforms And I only did clean up public headers so far (will probably do some more later or another time) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6524 dfc29bdd-3216-0410-991c-e03cc46cb475
168 lines
5.6 KiB
C++
168 lines
5.6 KiB
C++
// 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 IRR_I_SCENE_NODE_ANIMATOR_H_INCLUDED
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#define IRR_I_SCENE_NODE_ANIMATOR_H_INCLUDED
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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/disabling 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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