105 lines
2.8 KiB
C++
105 lines
2.8 KiB
C++
// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_CAMERA_FPS_SCENE_NODE_H_INCLUDED__
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#define __C_CAMERA_FPS_SCENE_NODE_H_INCLUDED__
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#include "ICursorControl.h"
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#include "CCameraSceneNode.h"
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#include "vector2d.h"
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#include "SKeyMap.h"
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#include "irrArray.h"
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namespace irr
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{
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namespace scene
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{
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class CCameraFPSSceneNode : public CCameraSceneNode
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{
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public:
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//! constructor
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CCameraFPSSceneNode(ISceneNode* parent, ISceneManager* mgr,
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gui::ICursorControl* cursorControl, s32 id,
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f32 rotateSpeed, f32 moveSpeed,f32 jumpSpeed,
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SKeyMap* keyMapArray, s32 keyMapSize, bool noVerticalMovement = false );
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//! destructor
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virtual ~CCameraFPSSceneNode();
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//! It is possible to send mouse and key events to the camera. Most cameras
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//! may ignore this input, but camera scene nodes which are created for
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//! example with scene::ISceneManager::addMayaCameraSceneNode or
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//! scene::ISceneManager::addMeshViewerCameraSceneNode, may want to get this input
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//! for changing their position, look at target or whatever.
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virtual bool OnEvent(const SEvent& event);
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//! OnAnimate() is called just before rendering the whole scene.
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//! nodes may calculate or store animations here, and may do other useful things,
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//! dependent on what they are.
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virtual void OnAnimate(u32 timeMs);
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//! sets the look at target of the camera
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//! \param pos: Look at target of the camera.
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virtual void setTarget(const core::vector3df& pos);
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const { return ESNT_CAMERA_FPS; }
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//! Disables or enables the camera to get key or mouse inputs.
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//! If this is set to true, the camera will respond to key inputs
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//! otherwise not.
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virtual void setInputReceiverEnabled(bool enabled);
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//! Sets the speed that this camera rotates
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virtual void setRotateSpeed(const f32 speed);
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//! Sets the speed that this camera moves
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virtual void setMoveSpeed(const f32 speed);
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//! Gets the rotation speed
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virtual f32 getRotateSpeed();
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// Gets the movement speed
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virtual f32 getMoveSpeed();
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private:
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struct SCamKeyMap
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{
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SCamKeyMap() {};
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SCamKeyMap(s32 a, EKEY_CODE k) : action(a), keycode(k) {}
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s32 action;
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EKEY_CODE keycode;
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};
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void allKeysUp();
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void animate( u32 timeMs );
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bool CursorKeys[6];
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gui::ICursorControl* CursorControl;
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f32 MoveSpeed;
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f32 RotateSpeed;
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f32 JumpSpeed;
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bool firstUpdate;
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s32 LastAnimationTime;
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core::vector3df TargetVector;
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core::array<SCamKeyMap> KeyMap;
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core::position2d<f32> CenterCursor;
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bool NoVerticalMovement;
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};
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} // end namespace
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} // end namespace
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#endif
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