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nenya/src/java/com/threerings/jme/camera/GodViewHandler.java
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Michael Bayne 40c32e0f04 Updated headers, added missing headers to some source files.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@784 ed5b42cb-e716-0410-a449-f6a68f950b19
2009-03-19 23:44:46 +00:00

203 lines
6.2 KiB
Java

//
// $Id$
//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2009 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/nenya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.jme.camera;
import com.jme.math.FastMath;
import com.jme.input.InputHandler;
import com.jme.input.KeyBindingManager;
import com.jme.input.KeyInput;
import com.jme.input.action.*;
import com.jme.input.action.InputActionEvent;
/**
* Sets up camera controls for moving around from a top-down perspective,
* suitable for strategy games and their ilk. The "ground" is assumed to be the
* XY plane.
*/
public class GodViewHandler extends InputHandler
{
/**
* Creates the handler.
*
* @param camhand The camera to move with this handler.
*/
public GodViewHandler (CameraHandler camhand)
{
_camhand = camhand;
setKeyBindings();
addActions();
}
protected void setKeyBindings ()
{
KeyBindingManager keyboard = KeyBindingManager.getKeyBindingManager();
// the key bindings for the pan actions
keyboard.set("forward", KeyInput.KEY_W);
keyboard.set("arrow_forward", KeyInput.KEY_UP);
keyboard.set("backward", KeyInput.KEY_S);
keyboard.set("arrow_backward", KeyInput.KEY_DOWN);
keyboard.set("left", KeyInput.KEY_A);
keyboard.set("arrow_left", KeyInput.KEY_LEFT);
keyboard.set("right", KeyInput.KEY_D);
keyboard.set("arrow_right", KeyInput.KEY_RIGHT);
// the key bindings for the zoom actions
keyboard.set("zoomIn", KeyInput.KEY_UP);
keyboard.set("zoomOut", KeyInput.KEY_DOWN);
// the key bindings for the orbit actions
keyboard.set("turnRight", KeyInput.KEY_RIGHT);
keyboard.set("turnLeft", KeyInput.KEY_LEFT);
// the key bindings for the tilt actions
keyboard.set("tiltForward", KeyInput.KEY_HOME);
keyboard.set("tiltBack", KeyInput.KEY_END);
keyboard.set("screenshot", KeyInput.KEY_F12);
}
protected void addActions ()
{
addAction(new KeyScreenShotAction(), "screenshot", false);
addPanActions();
addZoomActions();
addOrbitActions();
addTiltActions();
}
/**
* Adds actions for panning the camera around the scene.
*/
protected void addPanActions ()
{
InputAction forward = new InputAction() {
public void performAction (InputActionEvent evt) {
_camhand.panCamera(0, speed * evt.getTime());
}
};
forward.setSpeed(0.5f);
addAction(forward, "forward", true);
addAction(forward, "arrow_forward", true);
InputAction backward = new InputAction() {
public void performAction (InputActionEvent evt) {
_camhand.panCamera(0, -speed * evt.getTime());
}
};
backward.setSpeed(0.5f);
addAction(backward, "backward", true);
addAction(backward, "arrow_backward", true);
InputAction left = new InputAction() {
public void performAction (InputActionEvent evt) {
_camhand.panCamera(-speed * evt.getTime(), 0);
}
};
left.setSpeed(0.5f);
addAction(left, "left", true);
addAction(left, "arrow_left", true);
InputAction right = new InputAction() {
public void performAction (InputActionEvent evt) {
_camhand.panCamera(speed * evt.getTime(), 0);
}
};
right.setSpeed(0.5f);
addAction(right, "right", true);
addAction(right, "arrow_right", true);
}
/**
* Adds actions for zooming the camaera in and out.
*/
protected void addZoomActions ()
{
InputAction zoomIn = new InputAction() {
public void performAction (InputActionEvent evt) {
_camhand.zoomCamera(-speed * evt.getTime());
}
};
zoomIn.setSpeed(0.5f);
addAction(zoomIn, "zoomIn", true);
InputAction zoomOut = new InputAction() {
public void performAction (InputActionEvent evt) {
_camhand.zoomCamera(speed * evt.getTime());
}
};
zoomOut.setSpeed(0.5f);
addAction(zoomOut, "zoomOut", true);
}
/**
* Adds actions for orbiting the camera around the viewpoint.
*/
protected void addOrbitActions ()
{
addAction(new OrbitAction(-FastMath.PI / 2), "turnRight", true);
addAction(new OrbitAction(FastMath.PI / 2), "turnLeft", true);
}
/**
* Adds actions for tilting the camera (rotating around the yaw axis).
*/
protected void addTiltActions ()
{
addAction(new TiltAction(-FastMath.PI / 2), "tiltForward", true);
addAction(new TiltAction(FastMath.PI / 2), "tiltBack", true);
}
protected class OrbitAction extends InputAction
{
public OrbitAction (float radPerSec)
{
_radPerSec = radPerSec;
}
public void performAction (InputActionEvent evt)
{
_camhand.orbitCamera(_radPerSec * evt.getTime());
}
protected float _radPerSec;
}
protected class TiltAction extends InputAction
{
public TiltAction (float radPerSec)
{
_radPerSec = radPerSec;
}
public void performAction (InputActionEvent evt)
{
_camhand.tiltCamera(_radPerSec * evt.getTime());
}
protected float _radPerSec;
}
protected CameraHandler _camhand;
}