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// 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 __EXTANTZ_CAMERA_H_INCLUDED__
#define __EXTANTZ_CAMERA_H_INCLUDED__
#ifdef __cplusplus
#include <ISceneNodeAnimator.h>
#include <vector2d.h>
#include <position2d.h>
#include <SKeyMap.h>
#include <irrArray.h>
#include <ICameraSceneNode.h>
using namespace irr;
using namespace scene;
extern "C"{
#else
typedef struct extantzCamera extantzCamera;
typedef struct ICameraSceneNode ICameraSceneNode;
#endif
typedef struct
{
float x, y, z;
float r, s, t;
float jump;
} cameraMove;
cameraMove *getCameraMove(ICameraSceneNode *camera);
#ifdef __cplusplus
}
//namespace irr::gui
//{
// class ICursorControl;
//}
namespace irr
{
namespace scene
{
ICameraSceneNode *addExtantzCamera(ISceneManager* sm, ISceneNode* parent, f32 rotateSpeed, f32 moveSpeed, s32 id, bool noVerticalMovement, f32 jumpSpeed, bool invertMouseY, bool makeActive);
class extantzCamera : public ISceneNodeAnimator
{
public:
//! Constructor
// extantzCamera(gui::ICursorControl* cursorControl, f32 rotateSpeed = 100.0f, f32 moveSpeed = .5f, f32 jumpSpeed=0.f, bool noVerticalMovement=false, bool invertY=false);
extantzCamera(f32 rotateSpeed = 100.0f, f32 moveSpeed = .5f, f32 jumpSpeed=0.f, bool noVerticalMovement=false, bool invertY=false);
//! Destructor
virtual ~extantzCamera();
//! Animates the scene node, currently only works on cameras
virtual void animateNode(ISceneNode* node, u32 timeMs);
//! 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 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 false;
}
//! 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);
cameraMove move;
private:
f32 MaxVerticalAngle;
f32 MoveSpeed;
f32 RotateSpeed;
f32 JumpSpeed;
// -1.0f for inverted mouse, defaults to 1.0f
f32 MouseYDirection;
s32 LastAnimationTime;
core::position2d<f32> CenterCursor, CursorPos;
bool firstUpdate;
bool NoVerticalMovement;
};
};
};
#endif
#endif // __EXTANTZ_CAMERA_H_INCLUDED__
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