// Copyright (C) 2002-2011 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __C_SCENE_NODE_ANIMATOR_CAMERA_MAYA_H_INCLUDED__ #define __C_SCENE_NODE_ANIMATOR_CAMERA_MAYA_H_INCLUDED__ #include "ISceneNodeAnimatorCameraMaya.h" #include "ICameraSceneNode.h" #include "vector2d.h" namespace irr { namespace gui { class ICursorControl; } namespace scene { //! Special scene node animator for FPS cameras /** This scene node animator can be attached to a camera to make it act like a 3d modelling tool camera */ class CSceneNodeAnimatorCameraMaya : public ISceneNodeAnimatorCameraMaya { public: //! Constructor CSceneNodeAnimatorCameraMaya(gui::ICursorControl* cursor, f32 rotateSpeed = -1500.0f, f32 zoomSpeed = 200.0f, f32 translationSpeed = 1500.0f); //! Destructor virtual ~CSceneNodeAnimatorCameraMaya(); //! Animates the scene node, currently only works on cameras virtual void animateNode(ISceneNode* node, u32 timeMs); //! Event receiver virtual bool OnEvent(const SEvent& event); //! Returns the speed of movement in units per millisecond virtual f32 getMoveSpeed() const; //! Sets the speed of movement in units per millisecond virtual void setMoveSpeed(f32 moveSpeed); //! Returns the rotation speed virtual f32 getRotateSpeed() const; //! Set the rotation speed virtual void setRotateSpeed(f32 rotateSpeed); //! Returns the zoom speed virtual f32 getZoomSpeed() const; //! Set the zoom speed virtual void setZoomSpeed(f32 zoomSpeed); //! This animator will receive events when attached to the active camera virtual bool isEventReceiverEnabled() const { return true; } //! Returns type of the scene node virtual ESCENE_NODE_ANIMATOR_TYPE getType() const { return ESNAT_CAMERA_MAYA; } //! Creates a clone of this animator. /** Please note that you will have to drop (IReferenceCounted::drop()) the returned pointer after calling this. */ virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0); private: void allKeysUp(); void animate(); bool isMouseKeyDown(s32 key); bool MouseKeys[3]; gui::ICursorControl *CursorControl; core::vector3df Pos; bool Zooming; bool Rotating; bool Moving; bool Translating; f32 ZoomSpeed; f32 RotateSpeed; f32 TranslateSpeed; core::position2df RotateStart; core::position2df ZoomStart; core::position2df TranslateStart; f32 CurrentZoom; f32 RotX, RotY; core::vector3df OldTarget; core::vector3df LastCameraTarget; // to find out if the camera target was moved outside this animator scene::ICameraSceneNode* OldCamera; core::position2df MousePos; }; } // end namespace scene } // end namespace irr #endif
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