112 lines
2.8 KiB
C++
112 lines
2.8 KiB
C++
// Copyright (C) 2002-2008 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_SCENE_NODE_ANIMATOR_CAMERA_MAYA_H_INCLUDED__
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#define __C_SCENE_NODE_ANIMATOR_CAMERA_MAYA_H_INCLUDED__
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#include "ISceneNodeAnimatorCameraMaya.h"
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#include "ICameraSceneNode.h"
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#include "vector2d.h"
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namespace irr
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{
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namespace gui
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{
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class ICursorControl;
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}
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namespace scene
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{
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//! Special scene node animator for FPS cameras
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/** This scene node animator can be attached to a camera to make it act
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like a 3d modelling tool camera
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*/
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class CSceneNodeAnimatorCameraMaya : public ISceneNodeAnimatorCameraMaya
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{
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public:
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//! Constructor
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CSceneNodeAnimatorCameraMaya(gui::ICursorControl* cursor, f32 rotateSpeed = -1500.0f,
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f32 zoomSpeed = 200.0f, f32 translationSpeed = 1500.0f);
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//! Destructor
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virtual ~CSceneNodeAnimatorCameraMaya();
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//! Animates the scene node, currently only works on cameras
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virtual void animateNode(ISceneNode* node, u32 timeMs);
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//! Event receiver
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virtual bool OnEvent(const SEvent& event);
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//! Returns the speed of movement in units per millisecond
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virtual f32 getMoveSpeed() const;
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//! Sets the speed of movement in units per millisecond
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virtual void setMoveSpeed(f32 moveSpeed);
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//! Returns the rotation speed
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virtual f32 getRotateSpeed() const;
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//! Set the rotation speed
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virtual void setRotateSpeed(f32 rotateSpeed);
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//! Returns the zoom speed
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virtual f32 getZoomSpeed() const;
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//! Set the zoom speed
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virtual void setZoomSpeed(f32 zoomSpeed);
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//! This animator will receive events when attached to the active camera
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virtual bool isEventReceiverEnabled() const
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{
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return true;
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}
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//! Returns type of the scene node
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virtual ESCENE_NODE_ANIMATOR_TYPE getType() const
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{
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return ESNAT_CAMERA_MAYA;
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}
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//! Creates a clone of this animator.
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/** Please note that you will have to drop
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(IReferenceCounted::drop()) the returned pointer after calling
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this. */
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virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0);
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private:
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void allKeysUp();
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void animate();
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bool isMouseKeyDown(s32 key);
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bool MouseKeys[3];
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gui::ICursorControl *CursorControl;
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core::vector3df Pos;
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bool Zooming;
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bool Rotating;
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bool Moving;
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bool Translating;
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f32 ZoomSpeed;
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f32 RotateSpeed;
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f32 TranslateSpeed;
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core::position2df RotateStart;
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core::position2df ZoomStart;
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core::position2df TranslateStart;
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f32 CurrentZoom;
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f32 RotX, RotY;
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core::vector3df OldTarget;
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scene::ICameraSceneNode* OldCamera;
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core::position2df MousePos;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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