From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../irrlicht-1.8.1/include/ISceneNodeAnimator.h | 78 ++++++++++++++++++++++ 1 file changed, 78 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/include/ISceneNodeAnimator.h (limited to 'src/others/irrlicht-1.8.1/include/ISceneNodeAnimator.h') diff --git a/src/others/irrlicht-1.8.1/include/ISceneNodeAnimator.h b/src/others/irrlicht-1.8.1/include/ISceneNodeAnimator.h new file mode 100644 index 0000000..e03d975 --- /dev/null +++ b/src/others/irrlicht-1.8.1/include/ISceneNodeAnimator.h @@ -0,0 +1,78 @@ +// 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 "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: + //! Animates a scene node. + /** \param node Node to animate. + \param timeMs Current time in milli seconds. */ + 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) + { + 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; + } + }; + + +} // end namespace scene +} // end namespace irr + +#endif + -- cgit v1.1