// Copyright (C) 2002-2012 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__ #define __C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__ #include "ISceneNodeAnimatorCameraFPS.h" #include "vector2d.h" #include "position2d.h" #include "SKeyMap.h" #include "irrArray.h" namespace irr { namespace gui { class ICursorControl; } namespace scene { //! Special scene node animator for FPS cameras class CSceneNodeAnimatorCameraFPS : public ISceneNodeAnimatorCameraFPS { public: //! Constructor CSceneNodeAnimatorCameraFPS(gui::ICursorControl* cursorControl, f32 rotateSpeed = 100.0f, f32 moveSpeed = .5f, f32 jumpSpeed=0.f, SKeyMap* keyMapArray=0, u32 keyMapSize=0, bool noVerticalMovement=false, bool invertY=false); //! Destructor virtual ~CSceneNodeAnimatorCameraFPS(); //! Animates the scene node, currently only works on cameras virtual void animateNode(ISceneNode* node, u32 timeMs); //! Event receiver virtual bool OnEvent(const SEvent& event); //! Returns the speed of movement in units per second virtual f32 getMoveSpeed() const; //! Sets the speed of movement in units per second virtual void setMoveSpeed(f32 moveSpeed); //! Returns the rotation speed virtual f32 getRotateSpeed() const; //! Set the rotation speed virtual void setRotateSpeed(f32 rotateSpeed); //! Sets the keyboard mapping for this animator (old style) //! \param keymap: an array of keyboard mappings, see SKeyMap //! \param count: the size of the keyboard map array virtual void setKeyMap(SKeyMap *map, u32 count); //! Sets the keyboard mapping for this animator //! \param keymap The new keymap array virtual void setKeyMap(const core::array& keymap); //! Gets the keyboard mapping for this animator virtual const core::array& getKeyMap() const; //! Sets whether vertical movement should be allowed. virtual void setVerticalMovement(bool allow); //! Sets whether the Y axis of the mouse should be inverted. /** If enabled then moving the mouse down will cause the camera to look up. It is disabled by default. */ virtual void setInvertMouse(bool invert); //! This animator will receive events when attached to the active camera virtual bool isEventReceiverEnabled() const { return true; } //! Returns the type of this animator virtual ESCENE_NODE_ANIMATOR_TYPE getType() const { return ESNAT_CAMERA_FPS; } //! Creates a clone of this animator. /** Please note that you will have to drop (IReferenceCounted::drop()) the returned pointer once you're done with it. */ virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0); private: void allKeysUp(); gui::ICursorControl *CursorControl; f32 MaxVerticalAngle; f32 MoveSpeed; f32 RotateSpeed; f32 JumpSpeed; // -1.0f for inverted mouse, defaults to 1.0f f32 MouseYDirection; s32 LastAnimationTime; core::array KeyMap; core::position2d CenterCursor, CursorPos; bool CursorKeys[EKA_COUNT]; bool firstUpdate; bool firstInput; bool NoVerticalMovement; }; } // end namespace scene } // end namespace irr #endif // __C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__