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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.input;
import com.jme3.export.InputCapsule;
import com.jme3.export.JmeExporter;
import com.jme3.export.JmeImporter;
import com.jme3.input.controls.*;
import com.jme3.math.FastMath;
import com.jme3.math.Vector3f;
import com.jme3.renderer.Camera;
import com.jme3.renderer.RenderManager;
import com.jme3.renderer.ViewPort;
import com.jme3.scene.Spatial;
import com.jme3.scene.control.Control;
import com.jme3.util.clone.Cloner;
import com.jme3.util.clone.JmeCloneable;
import java.io.IOException;
/**
* A camera that follows a spatial and can turn around it by dragging the mouse
* @author nehon
*/
public class ChaseCamera implements ActionListener, AnalogListener, Control, JmeCloneable {
protected Spatial target = null;
protected float minVerticalRotation = 0.00f;
protected float maxVerticalRotation = FastMath.PI / 2;
protected float minDistance = 1.0f;
protected float maxDistance = 40.0f;
protected float distance = 20;
protected float rotationSpeed = 1.0f;
protected float rotation = 0;
protected float trailingRotationInertia = 0.05f;
protected float zoomSensitivity = 2f;
protected float rotationSensitivity = 5f;
protected float chasingSensitivity = 5f;
protected float trailingSensitivity = 0.5f;
protected float vRotation = FastMath.PI / 6;
protected boolean smoothMotion = false;
protected boolean trailingEnabled = true;
protected float rotationLerpFactor = 0;
protected float trailingLerpFactor = 0;
protected boolean rotating = false;
protected boolean vRotating = false;
protected float targetRotation = rotation;
protected InputManager inputManager;
protected Vector3f initialUpVec;
protected float targetVRotation = vRotation;
protected float vRotationLerpFactor = 0;
protected float targetDistance = distance;
protected float distanceLerpFactor = 0;
protected boolean zooming = false;
protected boolean trailing = false;
protected boolean chasing = false;
protected boolean veryCloseRotation = true;
protected boolean canRotate;
protected float offsetDistance = 0.002f;
protected Vector3f prevPos;
protected boolean targetMoves = false;
protected boolean enabled = true;
protected Camera cam = null;
protected final Vector3f targetDir = new Vector3f();
protected float previousTargetRotation;
protected final Vector3f pos = new Vector3f();
protected Vector3f targetLocation = new Vector3f(0, 0, 0);
protected boolean dragToRotate = true;
protected Vector3f lookAtOffset = new Vector3f(0, 0, 0);
protected boolean leftClickRotate = true;
protected boolean rightClickRotate = true;
protected Vector3f temp = new Vector3f(0, 0, 0);
protected boolean invertYaxis = false;
protected boolean invertXaxis = false;
/**
* @deprecated use {@link CameraInput#CHASECAM_DOWN}
*/
@Deprecated
public final static String ChaseCamDown = "ChaseCamDown";
/**
* @deprecated use {@link CameraInput#CHASECAM_UP}
*/
@Deprecated
public final static String ChaseCamUp = "ChaseCamUp";
/**
* @deprecated use {@link CameraInput#CHASECAM_ZOOMIN}
*/
@Deprecated
public final static String ChaseCamZoomIn = "ChaseCamZoomIn";
/**
* @deprecated use {@link CameraInput#CHASECAM_ZOOMOUT}
*/
@Deprecated
public final static String ChaseCamZoomOut = "ChaseCamZoomOut";
/**
* @deprecated use {@link CameraInput#CHASECAM_MOVELEFT}
*/
@Deprecated
public final static String ChaseCamMoveLeft = "ChaseCamMoveLeft";
/**
* @deprecated use {@link CameraInput#CHASECAM_MOVERIGHT}
*/
@Deprecated
public final static String ChaseCamMoveRight = "ChaseCamMoveRight";
/**
* @deprecated use {@link CameraInput#CHASECAM_TOGGLEROTATE}
*/
@Deprecated
public final static String ChaseCamToggleRotate = "ChaseCamToggleRotate";
protected boolean zoomin;
protected boolean hideCursorOnRotate = true;
/**
* Constructs the chase camera
* @param cam the application camera
* @param target the spatial to follow
*/
public ChaseCamera(Camera cam, final Spatial target) {
this(cam);
target.addControl(this);
}
/**
* Constructs the chase camera
* if you use this constructor you have to attach the cam later to a spatial
* doing spatial.addControl(chaseCamera);
* @param cam the application camera
*/
public ChaseCamera(Camera cam) {
this.cam = cam;
initialUpVec = cam.getUp().clone();
}
/**
* Constructs the chase camera, and registers inputs
* if you use this constructor you have to attach the cam later to a spatial
* doing spatial.addControl(chaseCamera);
* @param cam the application camera
* @param inputManager the inputManager of the application to register inputs
*/
public ChaseCamera(Camera cam, InputManager inputManager) {
this(cam);
registerWithInput(inputManager);
}
/**
* Constructs the chase camera, and registers inputs
* @param cam the application camera
* @param target the spatial to follow
* @param inputManager the inputManager of the application to register inputs
*/
public ChaseCamera(Camera cam, final Spatial target, InputManager inputManager) {
this(cam, target);
registerWithInput(inputManager);
}
@Override
public void onAction(String name, boolean keyPressed, float tpf) {
if (dragToRotate) {
if (name.equals(CameraInput.CHASECAM_TOGGLEROTATE) && enabled) {
if (keyPressed) {
canRotate = true;
if (hideCursorOnRotate) {
inputManager.setCursorVisible(false);
}
} else {
canRotate = false;
if (hideCursorOnRotate) {
inputManager.setCursorVisible(true);
}
}
}
}
}
@Override
public void onAnalog(String name, float value, float tpf) {
if (name.equals(CameraInput.CHASECAM_MOVELEFT)) {
rotateCamera(-value);
} else if (name.equals(CameraInput.CHASECAM_MOVERIGHT)) {
rotateCamera(value);
} else if (name.equals(CameraInput.CHASECAM_UP)) {
vRotateCamera(value);
} else if (name.equals(CameraInput.CHASECAM_DOWN)) {
vRotateCamera(-value);
} else if (name.equals(CameraInput.CHASECAM_ZOOMIN)) {
zoomCamera(-value);
if (zoomin == false) {
distanceLerpFactor = 0;
}
zoomin = true;
} else if (name.equals(CameraInput.CHASECAM_ZOOMOUT)) {
zoomCamera(+value);
if (zoomin == true) {
distanceLerpFactor = 0;
}
zoomin = false;
}
}
/**
* Registers inputs with the input manager
*
* @param inputManager (alias created)
*/
public final void registerWithInput(InputManager inputManager) {
String[] inputs = {CameraInput.CHASECAM_TOGGLEROTATE,
CameraInput.CHASECAM_DOWN,
CameraInput.CHASECAM_UP,
CameraInput.CHASECAM_MOVELEFT,
CameraInput.CHASECAM_MOVERIGHT,
CameraInput.CHASECAM_ZOOMIN,
CameraInput.CHASECAM_ZOOMOUT};
this.inputManager = inputManager;
if (!invertYaxis) {
inputManager.addMapping(CameraInput.CHASECAM_DOWN,
new MouseAxisTrigger(MouseInput.AXIS_Y, true));
inputManager.addMapping(CameraInput.CHASECAM_UP,
new MouseAxisTrigger(MouseInput.AXIS_Y, false));
} else {
inputManager.addMapping(CameraInput.CHASECAM_DOWN,
new MouseAxisTrigger(MouseInput.AXIS_Y, false));
inputManager.addMapping(CameraInput.CHASECAM_UP,
new MouseAxisTrigger(MouseInput.AXIS_Y, true));
}
inputManager.addMapping(CameraInput.CHASECAM_ZOOMIN,
new MouseAxisTrigger(MouseInput.AXIS_WHEEL, false));
inputManager.addMapping(CameraInput.CHASECAM_ZOOMOUT,
new MouseAxisTrigger(MouseInput.AXIS_WHEEL, true));
if (!invertXaxis) {
inputManager.addMapping(CameraInput.CHASECAM_MOVELEFT,
new MouseAxisTrigger(MouseInput.AXIS_X, true));
inputManager.addMapping(CameraInput.CHASECAM_MOVERIGHT,
new MouseAxisTrigger(MouseInput.AXIS_X, false));
} else {
inputManager.addMapping(CameraInput.CHASECAM_MOVELEFT,
new MouseAxisTrigger(MouseInput.AXIS_X, false));
inputManager.addMapping(CameraInput.CHASECAM_MOVERIGHT,
new MouseAxisTrigger(MouseInput.AXIS_X, true));
}
inputManager.addMapping(CameraInput.CHASECAM_TOGGLEROTATE,
new MouseButtonTrigger(MouseInput.BUTTON_LEFT));
inputManager.addMapping(CameraInput.CHASECAM_TOGGLEROTATE,
new MouseButtonTrigger(MouseInput.BUTTON_RIGHT));
inputManager.addListener(this, inputs);
}
/**
* Cleans up the input mappings from the input manager.
* Undoes the work of registerWithInput().
* @param mgr the InputManager to clean up
*/
public void cleanupWithInput(InputManager mgr) {
mgr.deleteMapping(CameraInput.CHASECAM_TOGGLEROTATE);
mgr.deleteMapping(CameraInput.CHASECAM_DOWN);
mgr.deleteMapping(CameraInput.CHASECAM_UP);
mgr.deleteMapping(CameraInput.CHASECAM_MOVELEFT);
mgr.deleteMapping(CameraInput.CHASECAM_MOVERIGHT);
mgr.deleteMapping(CameraInput.CHASECAM_ZOOMIN);
mgr.deleteMapping(CameraInput.CHASECAM_ZOOMOUT);
mgr.removeListener(this);
}
/**
* Sets custom triggers for toggling the rotation of the cam
* default are
* new MouseButtonTrigger(MouseInput.BUTTON_LEFT) left mouse button
* new MouseButtonTrigger(MouseInput.BUTTON_RIGHT) right mouse button
*
* @param triggers the triggers to assign
*/
public void setToggleRotationTrigger(Trigger... triggers) {
inputManager.deleteMapping(CameraInput.CHASECAM_TOGGLEROTATE);
inputManager.addMapping(CameraInput.CHASECAM_TOGGLEROTATE, triggers);
inputManager.addListener(this, CameraInput.CHASECAM_TOGGLEROTATE);
}
/**
* Sets custom triggers for zooming in the cam
* default is
* new MouseAxisTrigger(MouseInput.AXIS_WHEEL, true) mouse wheel up
*
* @param triggers the triggers to assign
*/
public void setZoomInTrigger(Trigger... triggers) {
inputManager.deleteMapping(CameraInput.CHASECAM_ZOOMIN);
inputManager.addMapping(CameraInput.CHASECAM_ZOOMIN, triggers);
inputManager.addListener(this, CameraInput.CHASECAM_ZOOMIN);
}
/**
* Sets custom triggers for zooming out the cam
* default is
* new MouseAxisTrigger(MouseInput.AXIS_WHEEL, false) mouse wheel down
*
* @param triggers the triggers to assign
*/
public void setZoomOutTrigger(Trigger... triggers) {
inputManager.deleteMapping(CameraInput.CHASECAM_ZOOMOUT);
inputManager.addMapping(CameraInput.CHASECAM_ZOOMOUT, triggers);
inputManager.addListener(this, CameraInput.CHASECAM_ZOOMOUT);
}
protected void computePosition() {
float hDistance = (distance) * FastMath.sin((FastMath.PI / 2) - vRotation);
pos.set(hDistance * FastMath.cos(rotation), (distance) * FastMath.sin(vRotation), hDistance * FastMath.sin(rotation));
pos.addLocal(target.getWorldTranslation());
}
//rotate the camera around the target on the horizontal plane
protected void rotateCamera(float value) {
if (!canRotate || !enabled) {
return;
}
rotating = true;
targetRotation += value * rotationSpeed;
}
//move the camera toward or away the target
protected void zoomCamera(float value) {
if (!enabled) {
return;
}
zooming = true;
targetDistance += value * zoomSensitivity;
if (targetDistance > maxDistance) {
targetDistance = maxDistance;
}
if (targetDistance < minDistance) {
targetDistance = minDistance;
}
if (veryCloseRotation) {
if ((targetVRotation < minVerticalRotation) && (targetDistance > (minDistance + 1.0f))) {
targetVRotation = minVerticalRotation;
}
}
}
//rotate the camera around the target on the vertical plane
protected void vRotateCamera(float value) {
if (!canRotate || !enabled) {
return;
}
vRotating = true;
float lastGoodRot = targetVRotation;
targetVRotation += value * rotationSpeed;
if (targetVRotation > maxVerticalRotation) {
targetVRotation = lastGoodRot;
}
if (veryCloseRotation) {
if ((targetVRotation < minVerticalRotation) && (targetDistance > (minDistance + 1.0f))) {
targetVRotation = minVerticalRotation;
} else if (targetVRotation < -FastMath.DEG_TO_RAD * 90) {
targetVRotation = lastGoodRot;
}
} else {
if ((targetVRotation < minVerticalRotation)) {
targetVRotation = lastGoodRot;
}
}
}
/**
* Updates the camera, should only be called internally
*
* @param tpf time per frame (in seconds)
*/
protected void updateCamera(float tpf) {
if (enabled) {
targetLocation.set(target.getWorldTranslation()).addLocal(lookAtOffset);
if (smoothMotion) {
//computation of target direction
targetDir.set(targetLocation).subtractLocal(prevPos);
float dist = targetDir.length();
//Low pass filtering on the target position to avoid shaking when physics are enabled.
if (offsetDistance < dist) {
//target moves, start chasing.
chasing = true;
//target moves, start trailing if it has to.
if (trailingEnabled) {
trailing = true;
}
//target moves...
targetMoves = true;
} else {
//if target was moving, we compute a slight offset in rotation to avoid a rough stop of the cam
//We do not if the player is rotating the cam
if (targetMoves && !canRotate) {
if (targetRotation - rotation > trailingRotationInertia) {
targetRotation = rotation + trailingRotationInertia;
} else if (targetRotation - rotation < -trailingRotationInertia) {
targetRotation = rotation - trailingRotationInertia;
}
}
//Target stops
targetMoves = false;
}
//the user is rotating the cam by dragging the mouse
if (canRotate) {
//reset the trailing lerp factor
trailingLerpFactor = 0;
//stop trailing user has the control
trailing = false;
}
if (trailingEnabled && trailing) {
if (targetMoves) {
// Compute the reversed direction of the target.
Vector3f a = targetDir.negate().normalizeLocal();
// the x unit vector
Vector3f b = Vector3f.UNIT_X;
// 2-D is good enough.
a.y = 0;
// Compute the angle between the X axis and the trail.
if (targetDir.z > 0) {
targetRotation = FastMath.TWO_PI - FastMath.acos(a.dot(b));
} else {
targetRotation = FastMath.acos(a.dot(b));
}
if (targetRotation - rotation > FastMath.PI || targetRotation - rotation < -FastMath.PI) {
targetRotation -= FastMath.TWO_PI;
}
// If there is an important change in the direction while trailing,
// reset the lerp factor to avoid jumpy movements.
if (targetRotation != previousTargetRotation && FastMath.abs(targetRotation - previousTargetRotation) > FastMath.PI / 8) {
trailingLerpFactor = 0;
}
previousTargetRotation = targetRotation;
}
//computing lerp factor
trailingLerpFactor = Math.min(trailingLerpFactor + tpf * tpf * trailingSensitivity, 1);
//computing rotation by linear interpolation
rotation = FastMath.interpolateLinear(trailingLerpFactor, rotation, targetRotation);
// If the rotation is near the target rotation, we're good, that's over.
if (targetRotation + 0.01f >= rotation && targetRotation - 0.01f <= rotation) {
trailing = false;
trailingLerpFactor = 0;
}
}
//linear interpolation of the distance while chasing
if (chasing) {
distance = temp.set(targetLocation).subtractLocal(cam.getLocation()).length();
distanceLerpFactor = Math.min(distanceLerpFactor + (tpf * tpf * chasingSensitivity * 0.05f), 1);
distance = FastMath.interpolateLinear(distanceLerpFactor, distance, targetDistance);
if (targetDistance + 0.01f >= distance && targetDistance - 0.01f <= distance) {
distanceLerpFactor = 0;
chasing = false;
}
}
//linear interpolation of the distance while zooming
if (zooming) {
distanceLerpFactor = Math.min(distanceLerpFactor + (tpf * tpf * zoomSensitivity), 1);
distance = FastMath.interpolateLinear(distanceLerpFactor, distance, targetDistance);
if (targetDistance + 0.1f >= distance && targetDistance - 0.1f <= distance) {
zooming = false;
distanceLerpFactor = 0;
}
}
//linear interpolation of the rotation while rotating horizontally
if (rotating) {
rotationLerpFactor = Math.min(rotationLerpFactor + tpf * tpf * rotationSensitivity, 1);
rotation = FastMath.interpolateLinear(rotationLerpFactor, rotation, targetRotation);
if (targetRotation + 0.01f >= rotation && targetRotation - 0.01f <= rotation) {
rotating = false;
rotationLerpFactor = 0;
}
}
//linear interpolation of the rotation while rotating vertically
if (vRotating) {
vRotationLerpFactor = Math.min(vRotationLerpFactor + tpf * tpf * rotationSensitivity, 1);
vRotation = FastMath.interpolateLinear(vRotationLerpFactor, vRotation, targetVRotation);
if (targetVRotation + 0.01f >= vRotation && targetVRotation - 0.01f <= vRotation) {
vRotating = false;
vRotationLerpFactor = 0;
}
}
//computing the position
computePosition();
//setting the position at last
cam.setLocation(pos.addLocal(lookAtOffset));
} else {
//easy no smooth motion
vRotation = targetVRotation;
rotation = targetRotation;
distance = targetDistance;
computePosition();
cam.setLocation(pos.addLocal(lookAtOffset));
}
//keeping track on the previous position of the target
prevPos.set(targetLocation);
//the cam looks at the target
cam.lookAt(targetLocation, initialUpVec);
}
}
/**
* Return the enabled/disabled state of the camera
* @return true if the camera is enabled
*/
public boolean isEnabled() {
return enabled;
}
/**
* Enable or disable the camera
* @param enabled true to enable
*/
public void setEnabled(boolean enabled) {
this.enabled = enabled;
if (enabled) {
this.canRotate = !dragToRotate; //On enable, set back to correct state
} else {
canRotate = false; // reset this flag in-case it was on before
}
}
/**
* Returns the max zoom distance of the camera (default is 40)
*
* @return maxDistance the configured distance (in world units)
*/
public float getMaxDistance() {
return maxDistance;
}
/**
* Sets the max zoom distance of the camera (default is 40)
*
* @param maxDistance the desired distance (in world units, default=40)
*/
public void setMaxDistance(float maxDistance) {
this.maxDistance = maxDistance;
if (maxDistance < distance) {
zoomCamera(maxDistance - distance);
}
}
/**
* Returns the min zoom distance of the camera (default is 1)
*
* @return minDistance the configured distance (in world units)
*/
public float getMinDistance() {
return minDistance;
}
/**
* Sets the min zoom distance of the camera (default is 1)
*
* @param minDistance the desired distance (in world units, default=1)
*/
public void setMinDistance(float minDistance) {
this.minDistance = minDistance;
if (minDistance > distance) {
zoomCamera(distance - minDistance);
}
}
/**
* clone this camera for a spatial
*
* @param spatial ignored
* @return never
*/
@Deprecated
@Override
public Control cloneForSpatial(Spatial spatial) {
throw new UnsupportedOperationException();
}
@Override
public Object jmeClone() {
ChaseCamera cc = new ChaseCamera(cam, inputManager);
cc.target = target;
cc.setMaxDistance(getMaxDistance());
cc.setMinDistance(getMinDistance());
return cc;
}
@Override
public void cloneFields(Cloner cloner, Object original) {
this.target = cloner.clone(target);
computePosition();
prevPos = new Vector3f(target.getWorldTranslation());
cam.setLocation(pos);
}
/**
* Sets the spatial for the camera control, should only be used internally
*
* @param spatial the desired camera target, or null for none
*/
@Override
public void setSpatial(Spatial spatial) {
target = spatial;
if (spatial == null) {
return;
}
computePosition();
prevPos = new Vector3f(target.getWorldTranslation());
cam.setLocation(pos);
}
/**
* update the camera control, should only be used internally
*
* @param tpf time per frame (in seconds)
*/
@Override
public void update(float tpf) {
updateCamera(tpf);
}
/**
* renders the camera control, should only be used internally
*
* @param rm ignored
* @param vp ignored
*/
@Override
public void render(RenderManager rm, ViewPort vp) {
//nothing to render
}
/**
* Write the camera
* @param ex the exporter
* @throws IOException from the exporter
*/
@Override
public void write(JmeExporter ex) throws IOException {
throw new UnsupportedOperationException("remove ChaseCamera before saving");
}
/**
* Read the camera
*
* @param im the importer (not null)
* @throws IOException from the importer
*/
@Override
public void read(JmeImporter im) throws IOException {
InputCapsule ic = im.getCapsule(this);
maxDistance = ic.readFloat("maxDistance", 40);
minDistance = ic.readFloat("minDistance", 1);
}
/**
* @return The maximal vertical rotation angle in radian of the camera around the target
*/
public float getMaxVerticalRotation() {
return maxVerticalRotation;
}
/**
* Sets the maximal vertical rotation angle in radian of the camera around the target. Default is Pi/2;
*
* @param maxVerticalRotation the desired angle (in radians, default=Pi/2)
*/
public void setMaxVerticalRotation(float maxVerticalRotation) {
this.maxVerticalRotation = maxVerticalRotation;
}
/**
*
* @return The minimal vertical rotation angle in radian of the camera around the target
*/
public float getMinVerticalRotation() {
return minVerticalRotation;
}
/**
* Sets the minimal vertical rotation angle in radian of the camera around the target default is 0;
*
* @param minHeight the desired angle (in radians, default=0)
*/
public void setMinVerticalRotation(float minHeight) {
this.minVerticalRotation = minHeight;
}
/**
* @return True is smooth motion is enabled for this chase camera
*/
public boolean isSmoothMotion() {
return smoothMotion;
}
/**
* Enables smooth motion for this chase camera
*
* @param smoothMotion true to enable, false to disable (default=false)
*/
public void setSmoothMotion(boolean smoothMotion) {
this.smoothMotion = smoothMotion;
}
/**
* returns the chasing sensitivity
* @return the sensitivity
*/
public float getChasingSensitivity() {
return chasingSensitivity;
}
/**
*
* Sets the chasing sensitivity, the lower the value the slower the camera will follow the target when it moves
* default is 5
* Only has an effect if smoothMotion is set to true and trailing is enabled
*
* @param chasingSensitivity the desired value (default=5)
*/
public void setChasingSensitivity(float chasingSensitivity) {
this.chasingSensitivity = chasingSensitivity;
}
/**
* Returns the rotation sensitivity
* @return the sensitivity
*/
public float getRotationSensitivity() {
return rotationSensitivity;
}
/**
* Sets the rotation sensitivity. The lower the value, the slower the camera will rotate around the target when dragging with the mouse.
* default is 5, values over 5 should have no effect.
* If you want a significant slow down try values below 1.
* Only has an effect if smoothMotion is set to true
*
* @param rotationSensitivity the desired value (default=5)
*/
public void setRotationSensitivity(float rotationSensitivity) {
this.rotationSensitivity = rotationSensitivity;
}
/**
* returns true if the trailing is enabled
* @return true if enabled, otherwise false
*/
public boolean isTrailingEnabled() {
return trailingEnabled;
}
/**
* Enable the camera trailing : The camera smoothly go in the targets trail when it moves.
* Only has an effect if smoothMotion is set to true
*
* @param trailingEnabled true to enable, false to disable (default=true)
*/
public void setTrailingEnabled(boolean trailingEnabled) {
this.trailingEnabled = trailingEnabled;
}
/**
*
* returns the trailing rotation inertia
* @return the inertia
*/
public float getTrailingRotationInertia() {
return trailingRotationInertia;
}
/**
* Sets the trailing rotation inertia : default is 0.1. This causes the camera to stop roughly when the target stops moving
* before the camera reaches the trail position.
* Only has an effect if smoothMotion is set to true and trailing is enabled
*
* @param trailingRotationInertia the desired value (default=0.05)
*/
public void setTrailingRotationInertia(float trailingRotationInertia) {
this.trailingRotationInertia = trailingRotationInertia;
}
/**
* returns the trailing sensitivity
* @return the sensitivity
*/
public float getTrailingSensitivity() {
return trailingSensitivity;
}
/**
* Only has an effect if smoothMotion is set to true and trailing is enabled
* Sets the trailing sensitivity, the lower the value, the slower the camera will go in the target trail when it moves.
* default is 0.5;
*
* @param trailingSensitivity the desired value (default=0.5)
*/
public void setTrailingSensitivity(float trailingSensitivity) {
this.trailingSensitivity = trailingSensitivity;
}
/**
* returns the zoom sensitivity
* @return the sensitivity
*/
public float getZoomSensitivity() {
return zoomSensitivity;
}
/**
* Sets the zoom sensitivity, the lower the value, the slower the camera will zoom in and out.
* default is 2.
*
* @param zoomSensitivity the desired factor (default=2)
*/
public void setZoomSensitivity(float zoomSensitivity) {
this.zoomSensitivity = zoomSensitivity;
}
/**
* Returns the rotation speed when the mouse is moved.
*
* @return the rotation speed when the mouse is moved.
*/
public float getRotationSpeed() {
return rotationSpeed;
}
/**
* Sets the rotate amount when user moves his mouse. The lower the value,
* the slower the camera will rotate. Default is 1.
*
* @param rotationSpeed Rotation speed on mouse movement, default is 1.
*/
public void setRotationSpeed(float rotationSpeed) {
this.rotationSpeed = rotationSpeed;
}
/**
* Sets the default distance at start of application
*
* @param defaultDistance the desired distance (in world units, default=20)
*/
public void setDefaultDistance(float defaultDistance) {
distance = defaultDistance;
targetDistance = distance;
}
/**
* sets the default horizontal rotation in radian of the camera at start of the application
*
* @param angleInRad the desired angle (in radians, default=0)
*/
public void setDefaultHorizontalRotation(float angleInRad) {
rotation = angleInRad;
targetRotation = angleInRad;
}
/**
* sets the default vertical rotation in radian of the camera at start of the application
*
* @param angleInRad the desired angle (in radians, default=Pi/6)
*/
public void setDefaultVerticalRotation(float angleInRad) {
vRotation = angleInRad;
targetVRotation = angleInRad;
}
/**
* @return If drag to rotate feature is enabled.
*
* @see #setDragToRotate(boolean)
*/
public boolean isDragToRotate() {
return dragToRotate;
}
/**
* @param dragToRotate When true, the user must hold the mouse button
* and drag over the screen to rotate the camera, and the cursor is
* visible until dragged. Otherwise, the cursor is invisible at all times
* and holding the mouse button is not needed to rotate the camera.
* This feature is disabled by default.
*/
public void setDragToRotate(boolean dragToRotate) {
this.dragToRotate = dragToRotate;
this.canRotate = !dragToRotate;
inputManager.setCursorVisible(dragToRotate);
}
/**
* @param rotateOnlyWhenClose When this flag is set to false the chase
* camera will always rotate around its spatial independently of their
* distance to one another. If set to true, the chase camera will only
* be allowed to rotated below the "horizon" when the distance is smaller
* than minDistance + 1.0f (when fully zoomed-in).
*/
public void setDownRotateOnCloseViewOnly(boolean rotateOnlyWhenClose) {
veryCloseRotation = rotateOnlyWhenClose;
}
/**
* @return True if rotation below the vertical plane of the spatial tied
* to the camera is allowed only when zoomed in at minDistance + 1.0f.
* False if vertical rotation is always allowed.
*/
public boolean getDownRotateOnCloseViewOnly() {
return veryCloseRotation;
}
/**
* return the current distance from the camera to the target
* @return the distance
*/
public float getDistanceToTarget() {
return distance;
}
/**
* returns the current horizontal rotation around the target in radians
* @return the angle
*/
public float getHorizontalRotation() {
return rotation;
}
/**
* returns the current vertical rotation around the target in radians.
* @return the angle in radians
*/
public float getVerticalRotation() {
return vRotation;
}
/**
* returns the offset from the target's position where the camera looks at
* @return the pre-existing vector
*/
public Vector3f getLookAtOffset() {
return lookAtOffset;
}
/**
* Sets the offset from the target's position where the camera looks at
*
* @param lookAtOffset the desired offset (alias created)
*/
public void setLookAtOffset(Vector3f lookAtOffset) {
this.lookAtOffset = lookAtOffset;
}
/**
* Sets the up vector of the camera used for the lookAt on the target
*
* @param up the desired direction (alias created)
*/
public void setUpVector(Vector3f up) {
initialUpVec = up;
}
/**
* Returns the up vector of the camera used for the lookAt on the target
* @return the pre-existing vector
*/
public Vector3f getUpVector() {
return initialUpVec;
}
public boolean isHideCursorOnRotate() {
return hideCursorOnRotate;
}
public void setHideCursorOnRotate(boolean hideCursorOnRotate) {
this.hideCursorOnRotate = hideCursorOnRotate;
}
/**
* invert the vertical axis movement of the mouse
*
* @param invertYaxis true→invert, false→don't invert
*/
public void setInvertVerticalAxis(boolean invertYaxis) {
this.invertYaxis = invertYaxis;
inputManager.deleteMapping(CameraInput.CHASECAM_DOWN);
inputManager.deleteMapping(CameraInput.CHASECAM_UP);
if (!invertYaxis) {
inputManager.addMapping(CameraInput.CHASECAM_DOWN, new MouseAxisTrigger(MouseInput.AXIS_Y, true));
inputManager.addMapping(CameraInput.CHASECAM_UP, new MouseAxisTrigger(MouseInput.AXIS_Y, false));
} else {
inputManager.addMapping(CameraInput.CHASECAM_DOWN, new MouseAxisTrigger(MouseInput.AXIS_Y, false));
inputManager.addMapping(CameraInput.CHASECAM_UP, new MouseAxisTrigger(MouseInput.AXIS_Y, true));
}
inputManager.addListener(this, CameraInput.CHASECAM_DOWN, CameraInput.CHASECAM_UP);
}
/**
* invert the Horizontal axis movement of the mouse
*
* @param invertXaxis true→invert, false→don't invert
*/
public void setInvertHorizontalAxis(boolean invertXaxis) {
this.invertXaxis = invertXaxis;
inputManager.deleteMapping(CameraInput.CHASECAM_MOVELEFT);
inputManager.deleteMapping(CameraInput.CHASECAM_MOVERIGHT);
if (!invertXaxis) {
inputManager.addMapping(CameraInput.CHASECAM_MOVELEFT, new MouseAxisTrigger(MouseInput.AXIS_X, true));
inputManager.addMapping(CameraInput.CHASECAM_MOVERIGHT, new MouseAxisTrigger(MouseInput.AXIS_X, false));
} else {
inputManager.addMapping(CameraInput.CHASECAM_MOVELEFT, new MouseAxisTrigger(MouseInput.AXIS_X, false));
inputManager.addMapping(CameraInput.CHASECAM_MOVERIGHT, new MouseAxisTrigger(MouseInput.AXIS_X, true));
}
inputManager.addListener(this, CameraInput.CHASECAM_MOVELEFT, CameraInput.CHASECAM_MOVERIGHT);
}
}
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