/* Copyright 2010 Christian Matt
*
* This file is part of PonkOut.
*
* PonkOut is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* PonkOut is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with PonkOut. If not, see <http://www.gnu.org/licenses/>.
*/
package ponkOut.graphics;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.vector.Matrix4f;
import org.lwjgl.util.vector.Vector3f;
public class Camera {
private static Vector3f position;
private static float rotX, rotY, rotZ;
public static void init(Vector3f position) {
setPosition(position);
rotX = 0.0f;
rotY = 0.0f;
rotZ = 0.0f;
}
/**
* apply rotation and translation matrices
*/
public static void applyTransformation() {
// rotX += InputManager.getInstance().getMouseMovementY();
// rotY -= InputManager.getInstance().getMouseMovementX();
GL11.glTranslatef(-position.x, -position.y, -position.z);
GL11.glRotatef(-rotX, 1.0f, 0.0f, 0.0f);
GL11.glRotatef(-rotY, 0.0f, 1.0f, 0.0f);
GL11.glRotatef(-rotZ, 0.0f, 0.0f, 1.0f);
}
/**
* apply rotations without applying translations
*/
public static void rotateOnly() {
rotateOnly(false);
}
/**
* apply rotations without applying translations
*
* @param inverse
* inverse transformation is applied if true
*/
public static void rotateOnly(boolean inverse) {
if (inverse) {
GL11.glRotatef(rotZ, 0.0f, 0.0f, 1.0f);
GL11.glRotatef(rotY, 0.0f, 1.0f, 0.0f);
GL11.glRotatef(rotX, 1.0f, 0.0f, 0.0f);
} else {
GL11.glRotatef(-rotX, 1.0f, 0.0f, 0.0f);
GL11.glRotatef(-rotY, 0.0f, 1.0f, 0.0f);
GL11.glRotatef(-rotZ, 0.0f, 0.0f, 1.0f);
}
}
public static Matrix4f getTransformation() {
Matrix4f matrix = new Matrix4f();
matrix.translate(new Vector3f(-position.x, -position.y, -position.z));
// convert angles from degrees to radians
matrix.rotate((float) ((-rotX) * Math.PI / 180.0), new Vector3f(1.0f, 0.0f, 0.0f));
matrix.rotate((float) ((-rotY) * Math.PI / 180.0), new Vector3f(0.0f, 1.0f, 0.0f));
matrix.rotate((float) ((-rotZ) * Math.PI / 180.0), new Vector3f(0.0f, 0.0f, 1.0f));
return matrix;
}
public static void setPosition(Vector3f position) {
Camera.position = new Vector3f(position.x, position.y, position.z);
}
public static void setRotation(float x, float y, float z) {
rotX = x;
rotY = y;
rotZ = z;
}
}