// 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 __I_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__ #define __I_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__ #include "ISceneNodeAnimator.h" #include "IEventReceiver.h" #include "irrArray.h" namespace irr { struct SKeyMap; 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 first person shooter */ class ISceneNodeAnimatorCameraFPS : public ISceneNodeAnimator { public: //! Returns the speed of movement in units per millisecond virtual f32 getMoveSpeed() const = 0; //! Sets the speed of movement in units per millisecond virtual void setMoveSpeed(f32 moveSpeed) = 0; //! Returns the rotation speed in degrees /** The degrees are equivalent to a half screen movement of the mouse, i.e. if the mouse cursor had been moved to the border of the screen since the last animation. */ virtual f32 getRotateSpeed() const = 0; //! Set the rotation speed in degrees virtual void setRotateSpeed(f32 rotateSpeed) = 0; //! Sets the keyboard mapping for this animator (old style) /** \param map Array of keyboard mappings, see irr::SKeyMap \param count Size of the keyboard map array. */ virtual void setKeyMap(SKeyMap *map, u32 count) = 0; //! Sets the keyboard mapping for this animator //! \param keymap The new keymap array virtual void setKeyMap(const core::array& keymap) = 0; //! Gets the keyboard mapping for this animator virtual const core::array& getKeyMap() const = 0; //! Sets whether vertical movement should be allowed. /** If vertical movement is enabled then the camera may fight with gravity causing camera shake. Disable this if the camera has a collision animator with gravity enabled. */ virtual void setVerticalMovement(bool allow) = 0; //! 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) = 0; }; } // end namespace scene } // end namespace irr #endif