// 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