A bunch of business related to moving the camera along paths. Also repackaged
camera handling stuff into com.threerings.jme.camera. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3751 542714f4-19e9-0310-aa3c-eee0fc999fb1
This commit is contained in:
@@ -51,7 +51,8 @@ import com.jme.light.PointLight;
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import com.jme.math.Vector3f;
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import com.jme.util.Timer;
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import com.threerings.jme.input.GodViewHandler;
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import com.threerings.jme.camera.CameraPath;
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import com.threerings.jme.camera.GodViewHandler;
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/**
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* Defines a basic application framework providing integration with the
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@@ -180,6 +181,27 @@ public class JmeApp
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}
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}
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/**
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* Starts the camera moving along a path which will be updated every tick
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* until it is complete.
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*/
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public void moveCamera (CameraPath path)
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{
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if (_campath != null) {
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_campath.abort();
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}
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_campath = path;
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}
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/**
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* Returns true if the camera is currently animating along a path, false if
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* it is not.
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*/
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public boolean cameraIsMoving ()
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{
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return (_campath != null);
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}
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/**
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* Instructs the application to stop the main loop, cleanup and exit.
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*/
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@@ -394,6 +416,13 @@ public class JmeApp
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float timePerFrame = _timer.getTimePerFrame();
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_root.updateGeometricState(timePerFrame, true);
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// if there's a camera path, update that as well
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if (_campath != null) {
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if (_campath.tick(timePerFrame)) {
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_campath = null;
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}
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}
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// update our stats display if we have one
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if (_stats != null) {
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_stats.update(_timer, _display.getRenderer());
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@@ -509,6 +538,7 @@ public class JmeApp
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protected PropertiesIO _properties;
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protected DisplaySystem _display;
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protected Camera _camera;
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protected CameraPath _campath;
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protected InputHandler _input;
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protected BRootNode _rnode;
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@@ -0,0 +1,54 @@
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//
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.jme.camera;
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import com.jme.renderer.Camera;
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/**
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* Used to move the camera along a particular path.
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*/
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public abstract class CameraPath
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{
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/**
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* This is called on every frame to allow the path to adjust the position
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* of the camera.
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*
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* @return true if the path is completed and can be disposed, false if it
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* is not yet completed.
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*/
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public abstract boolean tick (float secondsSince);
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/**
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* Called if this path is aborted prior to completion due to being replaced
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* by a new camera path.
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*/
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public void abort ()
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{
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}
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protected CameraPath (Camera camera)
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{
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_camera = camera;
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}
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protected Camera _camera;
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}
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+1
-1
@@ -1,7 +1,7 @@
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//
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// $Id$
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package com.threerings.jme.input;
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package com.threerings.jme.camera;
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import com.jme.math.FastMath;
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import com.jme.math.Matrix3f;
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@@ -0,0 +1,127 @@
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//
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.jme.camera;
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import com.jme.math.FastMath;
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import com.jme.math.Matrix3f;
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import com.jme.math.Vector3f;
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import com.jme.renderer.Camera;
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import com.threerings.jme.Log;
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/**
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* Swings the camera around a point of interest (which should be somewhere
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* along the camera's view vector). Also optionally zooms the camera in or out
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* (moves it along its view vector) in the process.
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*
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* <p align="center"><img src="rotate_zoom.png">
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*/
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public class SwingPath extends CameraPath
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{
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/**
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* Creates a rotating, zooming path for the specified camera.
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*
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* @param spot the point of interest around which to swing the camera.
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* @param axis the axis around which to rotate the camera.
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* @param angle the angle through which to rotate the camera.
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* @param angvel the (absolute value of the) velocity at which to rotate
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* the camera (in radians per second).
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* @param zoom the distance to zoom along the camera's view axis (negative
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* = in, positive = out).
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*/
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public SwingPath (Camera camera, Vector3f spot, Vector3f axis,
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float angle, float angvel, float zoom)
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{
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super(camera);
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if (angle == 0) {
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Log.warning("Requested to swing camera through zero degrees " +
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"[spot=" + spot + ", axis=" + axis +
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", angvel=" + angvel + ", zoom=" + zoom + "].");
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angle = 0.0001f;
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}
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if (angvel <= 0) {
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Log.warning("Requested to swing camera with invalid velocity " +
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"[spot=" + spot + ", axis=" + axis + ", angle=" + angle +
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", angvel=" + angvel + ", zoom=" + zoom + "].");
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angvel = FastMath.PI;
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}
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_spot = spot;
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_axis = axis;
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_angle = angle;
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_angvel = (angle > 0) ? angvel : -1 * angvel;
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_zoom = zoom;
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_zoomvel = _zoom * _angvel / _angle;
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// Log.info("Swinging camera [angle=" + _angle + ", angvel=" + _angvel +
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// ", zoom=" + _zoom + ", zoomvel=" + _zoomvel + "].");
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}
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// documentation inherited
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public boolean tick (float secondsSince)
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{
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float deltaAngle = (secondsSince * _angvel);
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float deltaZoom = (secondsSince * _zoomvel);
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_rotated += deltaAngle;
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_zoomed += deltaZoom;
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// clamp our rotation at the target angle and determine whether or not
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// we're done
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boolean done = false;
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if (_angle > 0 && _rotated > _angle ||
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_angle < 0 && _rotated < _angle) {
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deltaAngle -= (_rotated - _angle);
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deltaZoom -= (_zoomed - _zoom);
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_rotated = _angle;
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_zoomed = _zoom;
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done = true;
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}
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// get a vector from the camera's position to the point around which
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// we're going to orbit
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Vector3f camloc = _camera.getLocation();
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Vector3f direction = camloc.subtract(_spot);
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// create a rotation matrix
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_rotm.fromAxisAngle(_axis, deltaAngle);
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// rotate the center to camera vector and the camera itself
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_rotm.mult(direction, direction);
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_rotm.mult(_camera.getUp(), _camera.getUp());
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_rotm.mult(_camera.getLeft(), _camera.getLeft());
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_rotm.mult(_camera.getDirection(), _camera.getDirection());
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// and move the camera to its new location (accounting for the zoom)
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float scale = 1 + (deltaZoom / direction.length());
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direction.scaleAdd(scale, _spot);
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_camera.setLocation(direction);
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_camera.update();
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return done;
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}
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protected Vector3f _spot, _axis;
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protected float _angle, _angvel, _rotated;
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protected float _zoom, _zoomvel, _zoomed;
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protected Matrix3f _rotm = new Matrix3f();
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}
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