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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 __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<SKeyMap>& keymap);
//! Gets the keyboard mapping for this animator
virtual const core::array<SKeyMap>& 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<SKeyMap> KeyMap;
core::position2d<f32> 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__
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