2020-01-03 20:05:16 +01:00
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// Copyright (C) 2002-2012 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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2021-08-27 21:20:42 +02:00
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#ifndef IRR_I_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED
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#define IRR_I_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED
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2020-01-03 20:05:16 +01:00
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#include "ISceneNodeAnimator.h"
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#include "IEventReceiver.h"
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#include "irrArray.h"
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namespace irr
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{
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struct SKeyMap;
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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 first person shooter
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*/
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class ISceneNodeAnimatorCameraFPS : public ISceneNodeAnimator
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{
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public:
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//! Returns the speed of movement in units per millisecond
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virtual f32 getMoveSpeed() const = 0;
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//! Sets the speed of movement in units per millisecond
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virtual void setMoveSpeed(f32 moveSpeed) = 0;
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//! Returns the rotation speed when using keyboard
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virtual f32 getRotateSpeedKeyboard() const = 0;
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//! Set the rotation speed when using keyboard
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virtual void setRotateSpeedKeyboard(f32 rotateSpeed) = 0;
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//! Returns the rotation speed in degrees when using mouse
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/** The degrees are equivalent to a half screen movement of the mouse,
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i.e. if the mouse cursor had been moved to the border of the screen since
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the last animation. */
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virtual f32 getRotateSpeed() const = 0;
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//! Set the rotation speed in degrees when using mouse
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virtual void setRotateSpeed(f32 rotateSpeed) = 0;
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//! Sets the keyboard mapping for this animator (old style)
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/** \param map Array of keyboard mappings, see irr::SKeyMap
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\param count Size of the keyboard map array. */
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virtual void setKeyMap(SKeyMap *map, u32 count) = 0;
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//! Sets the keyboard mapping for this animator
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//! \param keymap The new keymap array
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virtual void setKeyMap(const core::array<SKeyMap>& keymap) = 0;
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//! Gets the keyboard mapping for this animator
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virtual const core::array<SKeyMap>& getKeyMap() const = 0;
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//! Sets whether vertical movement should be allowed.
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/** If vertical movement is enabled then the camera may fight with
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gravity causing camera shake. Disable this if the camera has
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a collision animator with gravity enabled. */
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virtual void setVerticalMovement(bool allow) = 0;
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//! Sets whether the Y axis of the mouse should be inverted.
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/** If enabled then moving the mouse down will cause
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the camera to look up. It is disabled by default. */
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virtual void setInvertMouse(bool invert) = 0;
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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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