/******************************************************************************* * Copyright 2015 See AUTHORS file. * <p/> * 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 * <p/> * http://www.apache.org/licenses/LICENSE-2.0 * <p/> * 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 com.mygdx.game.utilities; import com.badlogic.gdx.graphics.PerspectiveCamera; import com.badlogic.gdx.math.MathUtils; import com.badlogic.gdx.math.Quaternion; import com.badlogic.gdx.math.Vector3; /** * @author jsjolund */ public class GhostCamera extends PerspectiveCamera { public final Vector3 targetPosition = new Vector3(); public final Vector3 targetDirection = new Vector3(); public final Vector3 targetUp = new Vector3(); private final Vector3 tmp = new Vector3(); public GhostCamera(float fieldOfViewY, float viewportWidth, float viewportHeight) { super(fieldOfViewY, viewportWidth, viewportHeight); targetPosition.set(super.position); targetDirection.set(super.direction); targetUp.set(super.up); } public void update(float alpha) { alpha = MathUtils.clamp(alpha, 0.1f, 0.9f); position.lerp(targetPosition, alpha); direction.lerp(targetDirection, alpha); up.lerp(targetUp, alpha); super.update(); } public void snapToTarget() { position.set(targetPosition); direction.set(targetDirection); up.set(targetUp); } public void rotateAround(Vector3 point, Quaternion quat) { tmp.set(point).sub(targetPosition); targetPosition.add(tmp); quat.transform(targetDirection); quat.transform(targetUp); quat.transform(tmp); targetPosition.add(-tmp.x, -tmp.y, -tmp.z); } }