Removing Animators when done

If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
Post Reply
teddiebeer
Posts: 5
Joined: Thu Jul 15, 2004 9:45 am

Removing Animators when done

Post by teddiebeer »

Hi All

With my model I am using a FlyStraightAnimator(without looping) for the movement and a RotationAnimator but have a question. According to the docs when finished I can remove the animators using drop(), but, when do I know the animator is finished?, eg. I want to rotate the model to look at a certain point and also move it to that point using above mentioned animators, when it is done, I want to remove the animators. Is there an easy way that I am missing or must I code some extra if statements to check my vectors against?

Regards
Johan (Teddiebeer)
bal
Posts: 829
Joined: Fri Jun 18, 2004 5:19 pm
Location: Geluwe, Belgium

Post by bal »

You can drop them after you defined what they must do. Then the scene manager knows what to do when you call DrawAll(). Correct me if I am wrong :)
General Tools List
General FAQ
System: AMD Barton 2600+, 512MB, 9600XT 256MB, WinXP + FC3
teddiebeer
Posts: 5
Joined: Thu Jul 15, 2004 9:45 am

Post by teddiebeer »

Hi again

I add them in the eventReceiver. ie. I recieve a mouse event, create the animator, add it to the node and drop it. This works as it then animates as it should, but what happens when I receive the next mouse event? Does it remove the previous animator when done or is it still attached to the node, only inactive?

Regards
Teddiebeer
Post Reply