Nirtcpp 2.1.0
Nirtcpp is a high-performance c++ graphics engine.
|
Interface for dynamic creation of scene node animators. More...
#include <nirtcpp/core/engine/ISceneNodeAnimatorFactory.hpp>
Public Member Functions | |
virtual ISceneNodeAnimator * | createSceneNodeAnimator (ESCENE_NODE_ANIMATOR_TYPE type, ISceneNode *target)=0 |
creates a scene node animator based on its type id | |
virtual ISceneNodeAnimator * | createSceneNodeAnimator (const c8 *typeName, ISceneNode *target)=0 |
creates a scene node animator based on its type name | |
virtual u32 | getCreatableSceneNodeAnimatorTypeCount () const =0 |
returns amount of scene node animator types this factory is able to create | |
virtual ESCENE_NODE_ANIMATOR_TYPE | getCreateableSceneNodeAnimatorType (u32 idx) const =0 |
returns type of a creatable scene node animator type | |
virtual const c8 * | getCreateableSceneNodeAnimatorTypeName (u32 idx) const =0 |
returns type name of a creatable scene node animator type | |
virtual const c8 * | getCreateableSceneNodeAnimatorTypeName (ESCENE_NODE_ANIMATOR_TYPE type) const =0 |
returns type name of a creatable scene node animator type | |
Public Member Functions inherited from nirt::IReferenceCounted | |
IReferenceCounted () | |
Constructor. | |
virtual | ~IReferenceCounted () |
Destructor. | |
void | grab () const |
Grabs the object. Increments the reference counter by one. | |
bool | drop () const |
Drops the object. Decrements the reference counter by one. | |
s32 | getReferenceCount () const |
Get the reference count. | |
const c8 * | getDebugName () const |
Returns the debug name of the object. | |
Additional Inherited Members | |
Protected Member Functions inherited from nirt::IReferenceCounted | |
void | setDebugName (const c8 *newName) |
Sets the debug name of the object. | |
Interface for dynamic creation of scene node animators.
To be able to add custom scene node animators to Nirtcpp and to make it possible for the scene manager to save and load those external animators, simply implement this interface and register it in you scene manager via ISceneManager::registerSceneNodeAnimatorFactory. Note: When implementing your own scene node factory, don't call ISceneNodeManager::grab() to increase the reference counter of the scene node manager. This is not necessary because the scene node manager will grab() the factory anyway, and otherwise cyclic references will be created and the scene manager and all its nodes won't get deallocated.
|
pure virtual |
creates a scene node animator based on its type name
typeName | Type of the scene node animator to add. |
target | Target scene node of the new animator. |
|
pure virtual |
creates a scene node animator based on its type id
type | Type of the scene node animator to add. |
target | Target scene node of the new animator. |
|
pure virtual |
returns type of a creatable scene node animator type
idx | Index of scene node animator type in this factory. Must be a value between 0 and getCreatableSceneNodeTypeCount() |
|
pure virtual |
returns type name of a creatable scene node animator type
type | Type of scene node animator. |
|
pure virtual |
returns type name of a creatable scene node animator type
idx | Index of scene node animator type in this factory. Must be a value between 0 and getCreatableSceneNodeAnimatorTypeCount() |