irrlicht/source/Irrlicht/CCameraFPSSceneNode.h

105 lines
2.8 KiB
C++

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