irrlicht/source/Irrlicht/CSceneNodeAnimatorCameraMaya.h

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// Copyright (C) 2002-2007 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 "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 first
person shooter
*/
class CSceneNodeAnimatorCameraMaya : public ISceneNodeAnimatorCameraMaya
{
public:
//! Constructor
CSceneNodeAnimatorCameraMaya(gui::ICursorControl* cursor, f32 rotateSpeed = -1500.0f,
f32 zoomSpeed = 200.0f, f32 translationSpeed = 1500.0f);
//! 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);
//! 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;
}
private:
void allKeysUp();
void animate();
bool isMouseKeyDown(s32 key);
void updateAnimationState();
bool MouseKeys[3];
gui::ICursorControl *CursorControl;
core::vector3df Pos;
bool Zooming, Rotating, Moving, Translating;
f32 ZoomSpeed;
f32 RotateSpeed;
f32 TranslateSpeed;
f32 RotateStartX, RotateStartY;
f32 ZoomStartX, ZoomStartY;
f32 TranslateStartX, TranslateStartY;
f32 CurrentZoom;
f32 RotX, RotY;
core::vector3df Target, OldTarget;
core::position2d<f32> MousePos;
};
} // end namespace scene
} // end namespace irr
#endif