Use lwjgl vector instead of javafx

This commit is contained in:
johni0702
2016-02-19 16:59:40 +01:00
parent 3dd3524002
commit 6bdf00c88a

View File

@@ -1,9 +1,9 @@
package com.replaymod.replay.camera;
import com.sun.javafx.geom.Vec3d;
import net.minecraft.client.Minecraft;
import net.minecraft.client.settings.GameSettings;
import net.minecraft.client.settings.KeyBinding;
import org.lwjgl.util.vector.Vector3f;
/**
* Camera controller performing vanilla creative-like camera movements.
@@ -12,9 +12,9 @@ public class VanillaCameraController implements CameraController {
private static final int MAX_SPEED = 1000;
private static final int MIN_SPEED = -1000;
private static final Vec3d[] DIRECTIONS = new Vec3d[]{
new Vec3d(0, 0, 1), new Vec3d(0, 0, -1), new Vec3d(1, 0, 0), new Vec3d(-1, 0, 0),
new Vec3d(0, 1, 0), new Vec3d(0, -1, 0),
private static final Vector3f[] DIRECTIONS = new Vector3f[]{
new Vector3f(0, 0, 1), new Vector3f(0, 0, -1), new Vector3f(1, 0, 0), new Vector3f(-1, 0, 0),
new Vector3f(0, 1, 0), new Vector3f(0, -1, 0),
};
private final KeyBinding[] bindings = new KeyBinding[6];
@@ -37,16 +37,16 @@ public class VanillaCameraController implements CameraController {
@Override
public void update(float partialTicksPassed) {
if (partialTicksPassed == 0) return;
Vec3d direction = new Vec3d(0, 0, 0);
Vector3f direction = new Vector3f(0, 0, 0);
for (int i = 0; i < 6; i++) { // First, get movement direction depending on keys pressed
if (bindings[i].isKeyDown()) {
direction.add(DIRECTIONS[i]);
Vector3f.add(direction, DIRECTIONS[i], direction);
}
}
if (direction.length() == 0) return;
direction.normalize(); // Normalize, so we don't move quicker if we hold down multiple keys
direction.normalise(direction); // Normalize, so we don't move quicker if we hold down multiple keys
double yawRadians = Math.toRadians(camera.rotationYaw);
double yawSin = Math.sin(yawRadians), yawCos = Math.cos(yawRadians);
float yawSin = (float) Math.sin(yawRadians), yawCos = (float) Math.cos(yawRadians);
// Rotate by yaw
direction.set(
direction.x * yawCos - direction.z * yawSin,
@@ -55,9 +55,9 @@ public class VanillaCameraController implements CameraController {
);
// Adjust for current speed
// We transform speed to blocks per second: x->2^(x/300+1)
direction.mul(Math.pow(2, speed / 300d + 1));
direction.scale((float) Math.pow(2, speed / 300d + 1));
// Adjust for time passed
direction.mul(partialTicksPassed / 20);
direction.scale(partialTicksPassed / 20);
// Actually move
camera.moveCamera(direction.x, direction.y, direction.z);
}