irrlicht/source/Irrlicht/CSceneNodeAnimatorCameraFPS.h

144 lines
4.3 KiB
C
Raw Normal View History

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef IRR_C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED
#define IRR_C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED
#include "ISceneNodeAnimatorCameraFPS.h"
#include "position2d.h"
#include "SKeyMap.h"
#include "irrArray.h"
namespace irr
{
namespace gui
{
class ICursorControl;
}
namespace scene
{
//! Special scene node animator for FPS cameras
class CSceneNodeAnimatorCameraFPS : public ISceneNodeAnimatorCameraFPS
{
public:
//! Constructor
CSceneNodeAnimatorCameraFPS(gui::ICursorControl* cursorControl,
f32 rotateSpeed = 100.0f, f32 moveSpeed = .5f, f32 jumpSpeed=0.f,
SKeyMap* keyMapArray=0, u32 keyMapSize=0, bool noVerticalMovement=false,
bool invertY=false, float rotateSpeedKeyboard = 0.3f);
//! Destructor
virtual ~CSceneNodeAnimatorCameraFPS();
//! Animates the scene node, currently only works on cameras
virtual void animateNode(ISceneNode* node, u32 timeMs) IRR_OVERRIDE;
//! Event receiver
virtual bool OnEvent(const SEvent& event) IRR_OVERRIDE;
//! Returns the speed of movement in units per second
virtual f32 getMoveSpeed() const IRR_OVERRIDE;
//! Sets the speed of movement in units per second
virtual void setMoveSpeed(f32 moveSpeed) IRR_OVERRIDE;
//! Returns the rotation speed when moving mouse
virtual f32 getRotateSpeed() const IRR_OVERRIDE;
//! Set the rotation speed when moving mouse
virtual void setRotateSpeed(f32 rotateSpeed) IRR_OVERRIDE;
//! Returns the rotation speed when using keyboard
virtual f32 getRotateSpeedKeyboard() const IRR_OVERRIDE
{
return RotateSpeedKeyboard;
}
//! Set the rotation speed when using keyboard
virtual void setRotateSpeedKeyboard(f32 rotateSpeed) IRR_OVERRIDE
{
RotateSpeedKeyboard = rotateSpeed;
}
//! Sets the keyboard mapping for this animator (old style)
//! \param keymap: an array of keyboard mappings, see SKeyMap
//! \param count: the size of the keyboard map array
virtual void setKeyMap(SKeyMap *map, u32 count) IRR_OVERRIDE;
//! Sets the keyboard mapping for this animator
//! \param keymap The new keymap array
virtual void setKeyMap(const core::array<SKeyMap>& keymap) IRR_OVERRIDE;
//! Gets the keyboard mapping for this animator
virtual const core::array<SKeyMap>& getKeyMap() const IRR_OVERRIDE;
//! Sets whether vertical movement should be allowed.
virtual void setVerticalMovement(bool allow) IRR_OVERRIDE;
//! Sets whether the Y axis of the mouse should be inverted.
/** If enabled then moving the mouse down will cause
the camera to look up. It is disabled by default. */
virtual void setInvertMouse(bool invert) IRR_OVERRIDE;
//! This animator will receive events when attached to the active camera
virtual bool isEventReceiverEnabled() const IRR_OVERRIDE
{
return true;
}
//! Returns the type of this animator
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const IRR_OVERRIDE
{
return ESNAT_CAMERA_FPS;
}
//! Creates a clone of this animator.
/** Please note that you will have to drop
(IReferenceCounted::drop()) the returned pointer once you're
done with it. */
virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0) IRR_OVERRIDE;
//! Writes attributes of the scene node animator.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const IRR_OVERRIDE;
//! Reads attributes of the scene node animator.
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0) IRR_OVERRIDE;
private:
void allKeysUp();
gui::ICursorControl *CursorControl;
Bugfix: FPS camera animator on X11 no longer tries grabbing mouse events. Basically behavior about that is back to how it was in Irrlicht 1.8 - not perfect, but useable. So window still jumps a bit when dragging toolbar, but no longer outside the sreen. And it's possible again to alt+tab to other windows. The problem was caused by a combination of FPS camera changes and that we stopped doing mouse-coordinate clipping in the Linux device in r5593. Basically that clipping had the side-effect that the fps-camera never considered a mouse "outside" on Linux. Now on Linux we only update after we get a mouse-event (which we still get when the mouse is outside the window). On Windows we still grab the mouse in the camera, thought that's likely _not_ the best way to do that. Windows has some mouse-grabbing support, and I suppose we could use that (or camera should check if that is used as it also can be set by users I think). So maybe in future this can be further improved. Other operating systems (OSX) should behave like in 1.8 I hope, but as usual I can't test. Also did a few minor cleanups in the camera. - Back to using animateNode time instead of real-time. That's because that was not causing the problems I thought back then it might cause as time is only used for keyboard input and not mouse input. - Moved updating CursorPos to the rest of the code checking CursorControl Note: A future improvement would be to add support for systems without CursorControl object (could still use mouse-events to get it working usually). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6142 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-10-26 20:50:18 +01:00
bool GrabMouse;
f32 MaxVerticalAngle;
bool NoVerticalMovement;
f32 MoveSpeed;
f32 RotateSpeedKeyboard;
f32 RotateSpeed;
f32 JumpSpeed;
// -1.0f for inverted mouse, defaults to 1.0f
f32 MouseYDirection;
s32 LastAnimationTime;
core::array<SKeyMap> KeyMap;
core::position2d<f32> CenterCursor, CursorPos;
Bugfix: FPS camera animator on X11 no longer tries grabbing mouse events. Basically behavior about that is back to how it was in Irrlicht 1.8 - not perfect, but useable. So window still jumps a bit when dragging toolbar, but no longer outside the sreen. And it's possible again to alt+tab to other windows. The problem was caused by a combination of FPS camera changes and that we stopped doing mouse-coordinate clipping in the Linux device in r5593. Basically that clipping had the side-effect that the fps-camera never considered a mouse "outside" on Linux. Now on Linux we only update after we get a mouse-event (which we still get when the mouse is outside the window). On Windows we still grab the mouse in the camera, thought that's likely _not_ the best way to do that. Windows has some mouse-grabbing support, and I suppose we could use that (or camera should check if that is used as it also can be set by users I think). So maybe in future this can be further improved. Other operating systems (OSX) should behave like in 1.8 I hope, but as usual I can't test. Also did a few minor cleanups in the camera. - Back to using animateNode time instead of real-time. That's because that was not causing the problems I thought back then it might cause as time is only used for keyboard input and not mouse input. - Moved updating CursorPos to the rest of the code checking CursorControl Note: A future improvement would be to add support for systems without CursorControl object (could still use mouse-events to get it working usually). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6142 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-10-26 20:50:18 +01:00
bool HadMouseEvent;
bool CursorKeys[EKA_COUNT];
bool firstUpdate;
bool firstInput;
};
} // end namespace scene
} // end namespace irr
#endif // IRR_C_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED