Add camera movement

This commit is contained in:
johni0702
2015-11-07 17:43:02 +01:00
parent 6c93b7f0c6
commit c2686f5d34
11 changed files with 445 additions and 284 deletions

View File

@@ -0,0 +1,74 @@
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;
/**
* Camera controller performing vanilla creative-like camera movements.
*/
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 final KeyBinding[] bindings = new KeyBinding[6];
private final CameraEntity camera;
private int speed;
public VanillaCameraController(Minecraft mc, CameraEntity camera) {
this.camera = camera;
GameSettings gameSettings = mc.gameSettings;
this.bindings[0] = gameSettings.keyBindForward;
this.bindings[1] = gameSettings.keyBindBack;
this.bindings[2] = gameSettings.keyBindLeft;
this.bindings[3] = gameSettings.keyBindRight;
this.bindings[4] = gameSettings.keyBindJump;
this.bindings[5] = gameSettings.keyBindSneak;
}
@Override
public void update(float partialTicksPassed) {
if (partialTicksPassed == 0) return;
Vec3d direction = new Vec3d(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]);
}
}
if (direction.length() == 0) return;
direction.normalize(); // 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);
// Rotate by yaw
direction.set(
direction.x * yawCos - direction.z * yawSin,
direction.y,
direction.x * yawSin + direction.z * yawCos
);
// Adjust for current speed
// We transform speed to blocks per second: x->2^(x/300)
direction.mul(Math.pow(2, speed / 300d));
// Adjust for time passed
direction.mul(partialTicksPassed / 20);
// Actually move
camera.moveCamera(direction.x, direction.y, direction.z);
}
@Override
public void increaseSpeed() {
speed = Math.min(MAX_SPEED, speed + 1);
}
@Override
public void decreaseSpeed() {
speed = Math.max(MIN_SPEED, speed - 1);
}
}