stk-code_catmod/lib/irrlicht/source/Irrlicht/CSceneNodeAnimatorFollowSpline.h
hikerstk 974deca5e1 Added our own irrlicht version - not used atm.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-11-01 02:00:02 +00:00

64 lines
1.9 KiB
C++

// 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 __C_SCENE_NODE_ANIMATOR_FOLLOW_SPLINE_H_INCLUDED__
#define __C_SCENE_NODE_ANIMATOR_FOLLOW_SPLINE_H_INCLUDED__
#include "ISceneNode.h"
#include "irrArray.h"
#include "ISceneNodeAnimatorFinishing.h"
namespace irr
{
namespace scene
{
//! Scene node animator based free code Matthias Gall wrote and sent in. (Most of
//! this code is written by him, I only modified bits.)
class CSceneNodeAnimatorFollowSpline : public ISceneNodeAnimatorFinishing
{
public:
//! constructor
CSceneNodeAnimatorFollowSpline(u32 startTime,
const core::array< core::vector3df >& points,
f32 speed = 1.0f, f32 tightness = 0.5f, bool loop=true, bool pingpong=false);
//! animates a scene node
virtual void animateNode(ISceneNode* node, u32 timeMs);
//! Writes attributes of the scene node animator.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
//! Reads attributes of the scene node animator.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node animator
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const { return ESNAT_FOLLOW_SPLINE; }
//! 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);
protected:
//! clamps a the value idx to fit into range 0..size-1
s32 clamp(s32 idx, s32 size);
core::array< core::vector3df > Points;
f32 Speed;
f32 Tightness;
u32 StartTime;
bool Loop;
bool PingPong;
};
} // end namespace scene
} // end namespace irr
#endif