// // $Id$ // // Nenya library - tools for developing networked games // Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved // http://www.threerings.net/code/nenya/ // // This library is free software; you can redistribute it and/or modify it // under the terms of the GNU Lesser General Public License as published // by the Free Software Foundation; either version 2.1 of the License, or // (at your option) any later version. // // This library is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public // License along with this library; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA package com.threerings.jme.camera; import com.jme.renderer.Camera; /** * Used to move the camera along a particular path. */ public abstract class CameraPath { /** Used to inform observers when a camera path is completed or aborted. */ public interface Observer { /** * Called when this path is finished (potentially early because another * path was set before this path completed). * * @param path the path that was completed. * * @return true if the observer should remain in the list, false if it * should be removed following this notification. */ public boolean pathCompleted (CameraPath path); } /** * This is called on every frame to allow the path to adjust the position * of the camera. * * @return true if the path is completed and can be disposed, false if it * is not yet completed. */ public abstract boolean tick (float secondsSince); /** * Called if this path is aborted prior to completion due to being replaced * by a new camera path. */ public void abort () { } protected CameraPath (CameraHandler camhand) { _camhand = camhand; } protected CameraHandler _camhand; }