irrlicht-bin/inc/ISceneNodeAnimatorCameraFPS.h

70 lines
2.2 KiB
C++

// 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<SKeyMap>& keymap) = 0;
//! Gets the keyboard mapping for this animator
virtual const core::array<SKeyMap>& 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