/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* 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 com.badlogic.gdx.graphics.g3d.utils;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input.Keys;
import com.badlogic.gdx.InputAdapter;
import com.badlogic.gdx.graphics.Camera;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.utils.IntIntMap;
/** Takes a {@link Camera} instance and controls it via w,a,s,d and mouse panning.
* @author badlogic */
public class FirstPersonCameraController extends InputAdapter {
private final Camera camera;
private final IntIntMap keys = new IntIntMap();
private int STRAFE_LEFT = Keys.A;
private int STRAFE_RIGHT = Keys.D;
private int FORWARD = Keys.W;
private int BACKWARD = Keys.S;
private int UP = Keys.Q;
private int DOWN = Keys.E;
private float velocity = 5;
private float degreesPerPixel = 0.5f;
private final Vector3 tmp = new Vector3();
public FirstPersonCameraController (Camera camera) {
this.camera = camera;
}
@Override
public boolean keyDown (int keycode) {
keys.put(keycode, keycode);
return true;
}
@Override
public boolean keyUp (int keycode) {
keys.remove(keycode, 0);
return true;
}
/** Sets the velocity in units per second for moving forward, backward and strafing left/right.
* @param velocity the velocity in units per second */
public void setVelocity (float velocity) {
this.velocity = velocity;
}
/** Sets how many degrees to rotate per pixel the mouse moved.
* @param degreesPerPixel */
public void setDegreesPerPixel (float degreesPerPixel) {
this.degreesPerPixel = degreesPerPixel;
}
@Override
public boolean touchDragged (int screenX, int screenY, int pointer) {
float deltaX = -Gdx.input.getDeltaX() * degreesPerPixel;
float deltaY = -Gdx.input.getDeltaY() * degreesPerPixel;
camera.direction.rotate(camera.up, deltaX);
tmp.set(camera.direction).crs(camera.up).nor();
camera.direction.rotate(tmp, deltaY);
// camera.up.rotate(tmp, deltaY);
return true;
}
public void update () {
update(Gdx.graphics.getDeltaTime());
}
public void update (float deltaTime) {
if (keys.containsKey(FORWARD)) {
tmp.set(camera.direction).nor().scl(deltaTime * velocity);
camera.position.add(tmp);
}
if (keys.containsKey(BACKWARD)) {
tmp.set(camera.direction).nor().scl(-deltaTime * velocity);
camera.position.add(tmp);
}
if (keys.containsKey(STRAFE_LEFT)) {
tmp.set(camera.direction).crs(camera.up).nor().scl(-deltaTime * velocity);
camera.position.add(tmp);
}
if (keys.containsKey(STRAFE_RIGHT)) {
tmp.set(camera.direction).crs(camera.up).nor().scl(deltaTime * velocity);
camera.position.add(tmp);
}
if (keys.containsKey(UP)) {
tmp.set(camera.up).nor().scl(deltaTime * velocity);
camera.position.add(tmp);
}
if (keys.containsKey(DOWN)) {
tmp.set(camera.up).nor().scl(-deltaTime * velocity);
camera.position.add(tmp);
}
camera.update(true);
}
}