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- // 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
|