Java tutorial
/* * Copyright 2011 Benjamin Glatzel <benjamin.glatzel@me.com>. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package org.terasology.rendering.cameras; import org.lwjgl.opengl.GL11; import org.lwjgl.util.glu.GLU; import org.terasology.logic.manager.ConfigurationManager; import javax.vecmath.Vector3d; import static org.lwjgl.opengl.GL11.*; import static org.lwjgl.util.glu.GLU.gluPerspective; /** * Provides global access to fonts. * * @author Benjamin Glatzel <benjamin.glatzel@me.com> */ public class FirstPersonCamera extends Camera { public static final float ASPECT_RATIO = ((Double) ConfigurationManager.getInstance().getConfig() .get("Graphics.aspectRatio")).floatValue(); double _bobbingRotationOffsetFactor, _bobbingVerticalOffsetFactor = 0.0; public void loadProjectionMatrix() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(_activeFov, ASPECT_RATIO, 0.1f, 1024f); glMatrixMode(GL11.GL_MODELVIEW); } public void loadModelViewMatrix() { glMatrixMode(GL11.GL_MODELVIEW); glLoadIdentity(); Vector3d right = new Vector3d(); right.cross(_viewingDirection, _up); right.scale(_bobbingRotationOffsetFactor); GLU.gluLookAt((float) _position.x, (float) _position.y + (float) _bobbingVerticalOffsetFactor * 2.0f, (float) _position.z, (float) _position.x + (float) _viewingDirection.x, (float) _position.y + (float) _viewingDirection.y + (float) _bobbingVerticalOffsetFactor * 2.0f, (float) _position.z + (float) _viewingDirection.z, (float) _up.x + (float) right.x, (float) _up.y + (float) right.y, (float) _up.z + (float) right.z); _viewFrustum.updateFrustum(); } public void loadNormalizedModelViewMatrix() { glMatrixMode(GL11.GL_MODELVIEW); glLoadIdentity(); Vector3d right = new Vector3d(); right.cross(_viewingDirection, _up); right.scale(_bobbingRotationOffsetFactor); GLU.gluLookAt(0f, 0f, 0f, (float) _viewingDirection.x, (float) _viewingDirection.y, (float) _viewingDirection.z, (float) _up.x + (float) right.x, (float) _up.y + (float) right.y, (float) _up.z + (float) right.z); } public void setBobbingRotationOffsetFactor(double f) { _bobbingRotationOffsetFactor = f; } public void setBobbingVerticalOffsetFactor(double f) { _bobbingVerticalOffsetFactor = f; } }