package com.plusminus.craft; | |
import org.lwjgl.opengl.GL11; | |
import org.lwjgl.util.vector.Vector3f; | |
/*** | |
* Utility class which mimicks a first person shooters camera perspective | |
* @author Vincent | |
*/ | |
public class FirstPersonCameraController { | |
private Vector3f position = null; | |
private float yaw = 0.0f; | |
private float pitch = 0.0f; | |
/*** | |
* Create a camera at location x,y,z facing down the z axis | |
* @param x | |
* @param y | |
* @param z | |
*/ | |
public FirstPersonCameraController(float x, float y, float z) | |
{ | |
//instantiate position Vector3f to the x y z params. | |
position = new Vector3f(x, y, z); | |
} | |
//increment the camera's current yaw rotation | |
public void incYaw(float amount) | |
{ | |
yaw += amount; | |
} | |
public float getYaw() { | |
return this.yaw; | |
} | |
//increment the camera's current yaw rotation | |
public void incPitch(float amount) | |
{ | |
pitch += amount; | |
} | |
public float getPitch() { | |
return this.pitch; | |
} | |
public void walkForward(float distance, boolean camera_lock) | |
{ | |
position.x -= distance * (float)Math.sin(Math.toRadians(yaw)); | |
position.z += distance * (float)Math.cos(Math.toRadians(yaw)); | |
if (!camera_lock) | |
{ | |
position.y += distance * (float)Math.sin(Math.toRadians(pitch)); | |
} | |
} | |
public void walkBackwards(float distance, boolean camera_lock) | |
{ | |
position.x += distance * (float)Math.sin(Math.toRadians(yaw)); | |
position.z -= distance * (float)Math.cos(Math.toRadians(yaw)); | |
if (!camera_lock) | |
{ | |
position.y -= distance * (float)Math.sin(Math.toRadians(pitch)); | |
} | |
} | |
public void strafeLeft(float distance) | |
{ | |
position.x -= distance * (float)Math.sin(Math.toRadians(yaw-90)); | |
position.z += distance * (float)Math.cos(Math.toRadians(yaw-90)); | |
} | |
public void strafeRight(float distance) | |
{ | |
position.x -= distance * (float)Math.sin(Math.toRadians(yaw+90)); | |
position.z += distance * (float)Math.cos(Math.toRadians(yaw+90)); | |
} | |
public void moveUp(float distance) { | |
position.y -= distance; | |
} | |
public void applyCameraTransformation() | |
{ | |
//roatate the pitch around the X axis | |
GL11.glRotatef(pitch, 1.0f, 0.0f, 0.0f); | |
//roatate the yaw around the Y axis | |
GL11.glRotatef(yaw, 0.0f, 1.0f, 0.0f); | |
//translate to the position vector's location | |
GL11.glTranslatef(position.x, position.y, position.z); | |
} | |
public Vector3f getPosition() { | |
return this.position; | |
} | |
public void setYawAndPitch(float yaw, float pitch) { | |
this.yaw = yaw; | |
this.pitch = pitch; | |
} | |
/** | |
* Processes the given Nether warp factor (should generally be 8.0f or | |
* 1/8.0f, depending on the direction we're headed). | |
* | |
* @param multiplier | |
*/ | |
public void processNetherWarp(float multiplier) | |
{ | |
this.position.x *= multiplier; | |
this.position.z *= multiplier; | |
} | |
} |