package gl.animations;
import util.Log;
import worldData.RenderableEntity;
import worldData.Updateable;
/**
* An animation can be used to do predefined movements (which might be continous
* but dont have to be). Some of the most important {@link GLAnimation}s are
* {@link AnimationFaceToCamera} or {@link AnimationRotate}.
*
* @author Spobo
*
*/
public abstract class GLAnimation implements RenderableEntity {
private static final String LOG_TAG = "GLAnimation";
@Override
public Updateable getMyParent() {
Log.e(LOG_TAG, "Get parent called which is not "
+ "implemented for this component!");
return null;
}
@Override
public void setMyParent(Updateable parent) {
// can't have children so the parent does not have to be stored
Log.e(LOG_TAG, "Set parent called which is not "
+ "implemented for this component!");
}
}