#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
{
class CSceneNodeAnimatorFollowSpline : public ISceneNodeAnimatorFinishing
{
public:
CSceneNodeAnimatorFollowSpline(u32 startTime,
const core::array< core::vector3df >& points,
f32 speed = 1.0f, f32 tightness = 0.5f, bool loop=true, bool pingpong=false);
virtual void animateNode(ISceneNode* node, u32 timeMs);
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const { return ESNAT_FOLLOW_SPLINE; }
virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0);
protected:
s32 clamp(s32 idx, s32 size);
core::array< core::vector3df > Points;
f32 Speed;
f32 Tightness;
u32 StartTime;
bool Loop;
bool PingPong;
};
}
}
#endif