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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_MAYA_H_INCLUDED__
#define __C_SCENE_NODE_ANIMATOR_CAMERA_MAYA_H_INCLUDED__
#include "ISceneNodeAnimatorCameraMaya.h"
#include "ICameraSceneNode.h"
#include "vector2d.h"
namespace irr
{
namespace gui
{
class ICursorControl;
}
namespace scene
{
//! Special scene node animator for FPS cameras
/** This scene node animator can be attached to a camera to make it act
like a 3d modelling tool camera
*/
class CSceneNodeAnimatorCameraMaya : public ISceneNodeAnimatorCameraMaya
{
public:
//! Constructor
CSceneNodeAnimatorCameraMaya(gui::ICursorControl* cursor, f32 rotateSpeed = -1500.f,
f32 zoomSpeed = 200.f, f32 translationSpeed = 1500.f, f32 distance=70.f);
//! Destructor
virtual ~CSceneNodeAnimatorCameraMaya();
//! 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 millisecond
virtual f32 getMoveSpeed() const;
//! Sets the speed of movement in units per millisecond
virtual void setMoveSpeed(f32 moveSpeed);
//! Returns the rotation speed
virtual f32 getRotateSpeed() const;
//! Set the rotation speed
virtual void setRotateSpeed(f32 rotateSpeed);
//! Returns the zoom speed
virtual f32 getZoomSpeed() const;
//! Set the zoom speed
virtual void setZoomSpeed(f32 zoomSpeed);
//! Returns the current distance, i.e. orbit radius
virtual f32 getDistance() const;
//! Set the distance
virtual void setDistance(f32 distance);
//! This animator will receive events when attached to the active camera
virtual bool isEventReceiverEnabled() const
{
return true;
}
//! Returns type of the scene node
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const
{
return ESNAT_CAMERA_MAYA;
}
//! Creates a clone of this animator.
/** Please note that you will have to drop
(IReferenceCounted::drop()) the returned pointer after calling
this. */
virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0);
private:
void allKeysUp();
void animate();
bool isMouseKeyDown(s32 key) const;
bool MouseKeys[3];
gui::ICursorControl *CursorControl;
scene::ICameraSceneNode* OldCamera;
core::vector3df OldTarget;
core::vector3df LastCameraTarget; // to find out if the camera target was moved outside this animator
core::position2df RotateStart;
core::position2df ZoomStart;
core::position2df TranslateStart;
core::position2df MousePos;
f32 ZoomSpeed;
f32 RotateSpeed;
f32 TranslateSpeed;
f32 CurrentZoom;
f32 RotX, RotY;
bool Zooming;
bool Rotating;
bool Moving;
bool Translating;
};
} // end namespace scene
} // end namespace irr
#endif
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