mirror of
https://github.com/minetest/irrlicht.git
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413 lines
11 KiB
C++
413 lines
11 KiB
C++
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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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#include "CSceneNodeAnimatorCameraFPS.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "Keycodes.h"
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#include "ICursorControl.h"
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#include "ICameraSceneNode.h"
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#include "ISceneNodeAnimatorCollisionResponse.h"
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#include "os.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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//! constructor
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CSceneNodeAnimatorCameraFPS::CSceneNodeAnimatorCameraFPS(gui::ICursorControl* cursorControl,
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f32 rotateSpeed, f32 moveSpeed, f32 jumpSpeed,
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SKeyMap* keyMapArray, u32 keyMapSize, bool noVerticalMovement, bool invertY, float rotateSpeedKeyboard)
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: CursorControl(cursorControl), MaxVerticalAngle(88.0f), NoVerticalMovement(noVerticalMovement),
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MoveSpeed(moveSpeed), RotateSpeedKeyboard(rotateSpeedKeyboard), RotateSpeed(rotateSpeed),
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JumpSpeed(jumpSpeed),
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MouseYDirection(invertY ? -1.0f : 1.0f),
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LastAnimationTime(0), firstUpdate(true), firstInput(true)
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{
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#ifdef _DEBUG
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setDebugName("CCameraSceneNodeAnimatorFPS");
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#endif
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if (CursorControl)
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CursorControl->grab();
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allKeysUp();
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// create key map
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if (!keyMapArray || !keyMapSize)
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{
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// create default key map
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KeyMap.push_back(SKeyMap(EKA_MOVE_FORWARD, irr::KEY_UP));
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KeyMap.push_back(SKeyMap(EKA_MOVE_BACKWARD, irr::KEY_DOWN));
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KeyMap.push_back(SKeyMap(EKA_STRAFE_LEFT, irr::KEY_LEFT));
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KeyMap.push_back(SKeyMap(EKA_STRAFE_RIGHT, irr::KEY_RIGHT));
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KeyMap.push_back(SKeyMap(EKA_JUMP_UP, irr::KEY_KEY_J));
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}
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else
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{
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// create custom key map
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setKeyMap(keyMapArray, keyMapSize);
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}
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}
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//! destructor
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CSceneNodeAnimatorCameraFPS::~CSceneNodeAnimatorCameraFPS()
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{
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if (CursorControl)
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CursorControl->drop();
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}
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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::addFPSCameraSceneNode, may want to get this input
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//! for changing their position, look at target or whatever.
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bool CSceneNodeAnimatorCameraFPS::OnEvent(const SEvent& evt)
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{
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switch(evt.EventType)
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{
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case EET_KEY_INPUT_EVENT:
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for (u32 i=0; i<KeyMap.size(); ++i)
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{
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if (KeyMap[i].KeyCode == evt.KeyInput.Key)
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{
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CursorKeys[KeyMap[i].Action] = evt.KeyInput.PressedDown;
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return true;
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}
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}
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break;
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default:
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break;
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}
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return false;
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}
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void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, u32 timeMs)
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{
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if (!node || node->getType() != ESNT_CAMERA)
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return;
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timeMs = os::Timer::getRealTime(); // User input is always in real-time
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ICameraSceneNode* camera = static_cast<ICameraSceneNode*>(node);
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if (firstUpdate)
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{
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camera->updateAbsolutePosition();
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if (CursorControl )
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{
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CursorControl->setPosition(0.5f, 0.5f);
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CursorPos = CenterCursor = CursorControl->getRelativePosition(false);
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}
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LastAnimationTime = timeMs;
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firstUpdate = false;
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}
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// If the camera isn't the active camera, and receiving input, then don't process it.
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if(!camera->isInputReceiverEnabled())
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{
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firstInput = true;
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return;
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}
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if ( firstInput )
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{
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allKeysUp();
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firstInput = false;
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}
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scene::ISceneManager * smgr = camera->getSceneManager();
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if(smgr && smgr->getActiveCamera() != camera)
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return;
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if ( CursorControl )
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CursorPos = CursorControl->getRelativePosition();
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// get time
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f32 timeDiff = (f32) ( timeMs - LastAnimationTime );
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LastAnimationTime = timeMs;
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// Update rotation
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core::vector3df target = (camera->getTarget() - camera->getAbsolutePosition());
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core::vector3df relativeRotation = target.getHorizontalAngle();
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if (CursorControl)
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{
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bool reset = false;
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if (CursorPos != CenterCursor)
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{
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relativeRotation.Y -= (CenterCursor.X - CursorPos.X) * RotateSpeed;
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relativeRotation.X -= (CenterCursor.Y - CursorPos.Y) * RotateSpeed * MouseYDirection;
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reset = true;
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}
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if ( !reset )
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{
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// TODO: not sure if this case is still needed. Might be it was only something
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// that was necessary when someone tried to use mouse-events in the past.
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// But not too expensive, test on all platforms before removing.
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// Special case, mouse is whipped outside of window before it can update.
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video::IVideoDriver* driver = smgr->getVideoDriver();
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core::vector2d<u32> mousepos(u32(CursorPos.X), u32(CursorPos.Y));
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core::rect<u32> screenRect(0, 0, driver->getScreenSize().Width, driver->getScreenSize().Height);
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// Only if we are moving outside quickly.
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reset = !screenRect.isPointInside(mousepos);
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}
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if(reset)
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{
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CursorControl->setPosition(0.5f, 0.5f);
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CenterCursor = CursorControl->getRelativePosition(false); // often no longer 0.5 due to int/float conversions
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CursorPos = CenterCursor;
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}
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}
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// keyboard rotation
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if (CursorKeys[EKA_ROTATE_LEFT])
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relativeRotation.Y -= timeDiff * RotateSpeedKeyboard;
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if (CursorKeys[EKA_ROTATE_RIGHT])
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relativeRotation.Y += timeDiff * RotateSpeedKeyboard;
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// X < MaxVerticalAngle or X > 360-MaxVerticalAngle
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if (relativeRotation.X > MaxVerticalAngle*2 &&
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relativeRotation.X < 360.0f-MaxVerticalAngle)
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{
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relativeRotation.X = 360.0f-MaxVerticalAngle;
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}
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else
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if (relativeRotation.X > MaxVerticalAngle &&
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relativeRotation.X < 360.0f-MaxVerticalAngle)
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{
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relativeRotation.X = MaxVerticalAngle;
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}
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// set target
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core::vector3df pos = camera->getPosition();
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target.set(0,0, core::max_(1.f, pos.getLength())); // better float precision than (0,0,1) in target-pos calculation in camera
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core::vector3df movedir(target);
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core::matrix4 mat;
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mat.setRotationDegrees(core::vector3df(relativeRotation.X, relativeRotation.Y, 0));
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mat.transformVect(target);
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if (NoVerticalMovement)
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{
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mat.setRotationDegrees(core::vector3df(0, relativeRotation.Y, 0));
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mat.transformVect(movedir);
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}
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else
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{
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movedir = target;
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}
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movedir.normalize();
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if (CursorKeys[EKA_MOVE_FORWARD])
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pos += movedir * timeDiff * MoveSpeed;
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if (CursorKeys[EKA_MOVE_BACKWARD])
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pos -= movedir * timeDiff * MoveSpeed;
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// strafing
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core::vector3df strafevect(target);
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strafevect = strafevect.crossProduct(camera->getUpVector());
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if (NoVerticalMovement)
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strafevect.Y = 0.0f;
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strafevect.normalize();
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if (CursorKeys[EKA_STRAFE_LEFT])
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pos += strafevect * timeDiff * MoveSpeed;
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if (CursorKeys[EKA_STRAFE_RIGHT])
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pos -= strafevect * timeDiff * MoveSpeed;
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// For jumping, we find the collision response animator attached to our camera
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// and if it's not falling, we tell it to jump.
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if (CursorKeys[EKA_JUMP_UP])
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{
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const ISceneNodeAnimatorList& animators = camera->getAnimators();
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ISceneNodeAnimatorList::ConstIterator it = animators.begin();
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while(it != animators.end())
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{
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if(ESNAT_COLLISION_RESPONSE == (*it)->getType())
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{
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ISceneNodeAnimatorCollisionResponse * collisionResponse =
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static_cast<ISceneNodeAnimatorCollisionResponse *>(*it);
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if(!collisionResponse->isFalling())
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collisionResponse->jump(JumpSpeed);
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}
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it++;
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}
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}
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// write translation
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camera->setPosition(pos);
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// write right target
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target += pos;
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camera->setTarget(target);
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}
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void CSceneNodeAnimatorCameraFPS::allKeysUp()
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{
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for (u32 i=0; i<EKA_COUNT; ++i)
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CursorKeys[i] = false;
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}
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//! Sets the rotation speed
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void CSceneNodeAnimatorCameraFPS::setRotateSpeed(f32 speed)
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{
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RotateSpeed = speed;
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}
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//! Sets the movement speed
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void CSceneNodeAnimatorCameraFPS::setMoveSpeed(f32 speed)
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{
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MoveSpeed = speed;
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}
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//! Gets the rotation speed
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f32 CSceneNodeAnimatorCameraFPS::getRotateSpeed() const
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{
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return RotateSpeed;
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}
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// Gets the movement speed
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f32 CSceneNodeAnimatorCameraFPS::getMoveSpeed() const
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{
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return MoveSpeed;
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}
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//! Sets the keyboard mapping for this animator
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void CSceneNodeAnimatorCameraFPS::setKeyMap(SKeyMap *map, u32 count)
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{
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// clear the keymap
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KeyMap.clear();
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// add actions
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for (u32 i=0; i<count; ++i)
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{
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KeyMap.push_back(map[i]);
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}
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}
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void CSceneNodeAnimatorCameraFPS::setKeyMap(const core::array<SKeyMap>& keymap)
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{
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KeyMap=keymap;
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}
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const core::array<SKeyMap>& CSceneNodeAnimatorCameraFPS::getKeyMap() const
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{
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return KeyMap;
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}
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//! Sets whether vertical movement should be allowed.
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void CSceneNodeAnimatorCameraFPS::setVerticalMovement(bool allow)
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{
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NoVerticalMovement = !allow;
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}
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//! Sets whether the Y axis of the mouse should be inverted.
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void CSceneNodeAnimatorCameraFPS::setInvertMouse(bool invert)
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{
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if (invert)
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MouseYDirection = -1.0f;
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else
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MouseYDirection = 1.0f;
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}
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ISceneNodeAnimator* CSceneNodeAnimatorCameraFPS::createClone(ISceneNode* node, ISceneManager* newManager)
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{
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CSceneNodeAnimatorCameraFPS * newAnimator =
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new CSceneNodeAnimatorCameraFPS(CursorControl, RotateSpeed, MoveSpeed, JumpSpeed,
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0, 0, NoVerticalMovement);
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newAnimator->cloneMembers(this);
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newAnimator->setKeyMap(KeyMap);
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return newAnimator;
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}
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void CSceneNodeAnimatorCameraFPS::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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ISceneNodeAnimator::serializeAttributes(out, options);
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out->addFloat("MaxVerticalAngle", MaxVerticalAngle);
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out->addBool("NoVerticalMovement", NoVerticalMovement);
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out->addFloat("MoveSpeed", MoveSpeed);
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out->addFloat("RotateSpeedKeyboard", RotateSpeedKeyboard);
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out->addFloat("RotateSpeed", RotateSpeed);
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out->addFloat("JumpSpeed", JumpSpeed);
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out->addFloat("MouseYDirection", MouseYDirection);
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out->addInt("KeyMapSize", (s32)KeyMap.size());
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for ( u32 i=0; i < KeyMap.size(); ++i )
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{
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core::stringc name("Action");
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name += core::stringc(i);
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out->addInt(name.c_str(), (int)KeyMap[i].Action);
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name = core::stringc("KeyCode") + core::stringc(i);
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out->addInt(name.c_str(), (int)KeyMap[i].KeyCode);
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}
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}
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void CSceneNodeAnimatorCameraFPS::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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ISceneNodeAnimator::deserializeAttributes(in, options);
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MaxVerticalAngle = in->getAttributeAsFloat("MaxVerticalAngle", MaxVerticalAngle);
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NoVerticalMovement = in->getAttributeAsBool("NoVerticalMovement", NoVerticalMovement);
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MoveSpeed = in->getAttributeAsFloat("MoveSpeed", MoveSpeed);
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RotateSpeedKeyboard = in->getAttributeAsFloat("RotateSpeedKeyboard", RotateSpeedKeyboard);
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RotateSpeed = in->getAttributeAsFloat("RotateSpeed", RotateSpeed);
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JumpSpeed = in->getAttributeAsFloat("JumpSpeed", JumpSpeed);
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MouseYDirection = in->getAttributeAsFloat("MouseYDirection", MouseYDirection);
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if ( in->findAttribute("KeyMapSize") )
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{
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KeyMap.clear();
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s32 keyMapSize = in->getAttributeAsInt("KeyMapSize");
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for ( u32 i=0; i < (u32)keyMapSize; ++i )
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{
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SKeyMap keyMapEntry;
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core::stringc name("Action");
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name += core::stringc(i);
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keyMapEntry.Action = static_cast<EKEY_ACTION>(in->getAttributeAsInt(name.c_str()));
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name = core::stringc("KeyCode") + core::stringc(i);
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keyMapEntry.KeyCode = static_cast<EKEY_CODE>(in->getAttributeAsInt(name.c_str()));
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KeyMap.push_back(keyMapEntry);
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}
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}
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}
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} // namespace scene
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} // namespace irr
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