Game cam and eye banking, control schemes

- ShapeBaseData has two new properties.  cameraCanBank indicates that
the game object may bank its eye/camera, if supported by the object.
mountedImagesBank indicates that mounted images should bank with the
eye/camera in first person view.  Both default to false.
- Player supports 1st person eye and 3rd person camera banking when
making use of the new ExtendedMove class.
- Camera class supports banking when making use of the new ExtendedMove
class.
- GameConnection now has an idea of a control scheme.  This determines
how game objects should respond to input events.  A control scheme may
be set by either the server or client.  Current control schemes are:
-- Absolute rotation (likely though the ExtendedMove class)
-- Add relative yaw (from mouse or gamepad) to absolute rotation.
-- Add relative pitch (from mouse or gamepad) to absolute rotation.
- Player class supports the new control schemes when using the
ExtendedMove class.
- Camera class supports the new control scheme when using the
ExtendedMove class.
This commit is contained in:
DavidWyand-GG 2013-04-09 16:14:19 -04:00
parent 2805ec81c8
commit 660250cccf
10 changed files with 570 additions and 127 deletions

View file

@ -91,6 +91,14 @@ private:
IDisplayDevice* mDisplayDevice; ///< Optional client display device that imposes rendering properties.
/// @}
/// @name Client side control scheme that may be referenced by control objects
/// @{
bool mUpdateControlScheme; ///< Set to notify client or server of control scheme change
bool mAbsoluteRotation; ///< Use absolute rotation values from client, likely through ExtendedMove
bool mAddYawToAbsRot; ///< Add relative yaw control to the absolute rotation calculation. Only useful with mAbsoluteRotation.
bool mAddPitchToAbsRot; ///< Add relative pitch control to the absolute rotation calculation. Only useful with mAbsoluteRotation.
/// @}
public:
/// @name Protocol Versions
@ -270,6 +278,12 @@ public:
const IDisplayDevice* getDisplayDevice() const { return mDisplayDevice; }
void setDisplayDevice(IDisplayDevice* display) { mDisplayDevice = display; }
void clearDisplayDevice() { mDisplayDevice = NULL; }
void setControlSchemeParameters(bool absoluteRotation, bool addYawToAbsRot, bool addPitchToAbsRot);
bool getControlSchemeAbsoluteRotation() {return mAbsoluteRotation;}
bool getControlSchemeAddYawToAbsRot() {return mAddYawToAbsRot;}
bool getControlSchemeAddPitchToAbsRot() {return mAddPitchToAbsRot;}
/// @}
void detectLag();