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!"); } }