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Viewing changes to source/Irrlicht/CSceneNodeAnimatorFollowSpline.h

  • Committer: Mantas Kriaučiūnas
  • Date: 2011-07-18 13:06:25 UTC
  • Revision ID: mantas@akl.lt-20110718130625-c5pvifp61e7kj1ol
Included whole irrlicht SVN libraries to work around launchpad recipe issue with quilt, see https://answers.launchpad.net/launchpad/+question/165193

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// Copyright (C) 2002-2011 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);
 
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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;
 
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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);
 
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                //! Returns type of the scene node animator
 
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                virtual ESCENE_NODE_ANIMATOR_TYPE getType() const { 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);
 
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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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                u32 StartTime;
 
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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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