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Author: BrassApparatus (posted 2013-06-27 22:16:38, viewed 106 times)

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package com.brassapparatus.dust.main;

import org.lwjgl.util.vector.Matrix4f;
import org.lwjgl.util.vector.Quaternion;
import org.lwjgl.util.vector.Vector3f;
import com.brassapparatus.dust.utils.Utils;

public class Player {

   private final float[] GREY_COLOR = { (float) 0.2, (float) 0.2, (float) 0.2, 1 };
   private final float[] ORANGE_COLOR = { (float) 0.8, (float) 0.6, (float) 0.3, 1 };
   
   private final float[] meshVertices = {
            +1.0f, +4.0f, +1.0f,
            +1.0f, 0.0f, +1.0f,
            0.0f, 0.0f, +1.0f,
            0.0f, +4.0f, +1.0f,
            
            +1.0f, +4.0f, +1.0f,
            0.0f, +4.0f, +1.0f,
            0.0f, +4.0f, 0.0f,
            +1.0f, +4.0f, 0.0f,
            
            +1.0f, +4.0f, +1.0f,
            +1.0f, +4.0f, 0.0f,
            +1.0f, 0.0f, 0.0f,
            +1.0f, 0.0f, +1.0f,
            
            +1.0f, +4.0f, 0.0f,
            0.0f, +4.0f, 0.0f,
            0.0f, 0.0f, 0.0f,
            +1.0f, 0.0f, 0.0f,
            
            +1.0f, 0.0f, +1.0f,
            +1.0f, 0.0f, 0.0f,
            0.0f, 0.0f, 0.0f,
            0.0f, 0.0f, +1.0f,
            
            0.0f, +4.0f, +1.0f,
            0.0f, 0.0f, +1.0f,
            0.0f, 0.0f, 0.0f,
            0.0f, +4.0f, 0.0f
            };
   private final short[] meshIndices = {
            0, 1, 2,
            2, 3, 0,
            
            4, 5, 6,
            6, 7, 4,
            
            8, 9, 10,
            10, 11, 8,
            
            12, 13, 14,
            14, 15, 12,
            
            16, 17, 18,
            18, 19, 16,
            
            20, 21, 22,
            22, 23, 20
    };   
   private final float[] meshColors = {
            
            GREY_COLOR[0], GREY_COLOR[1], GREY_COLOR[2], GREY_COLOR[3],
            GREY_COLOR[0], GREY_COLOR[1], GREY_COLOR[2], GREY_COLOR[3],
            GREY_COLOR[0], GREY_COLOR[1], GREY_COLOR[2], GREY_COLOR[3],
            GREY_COLOR[0], GREY_COLOR[1], GREY_COLOR[2], GREY_COLOR[3],
            
            ORANGE_COLOR[0], ORANGE_COLOR[1], ORANGE_COLOR[2], ORANGE_COLOR[3],
            ORANGE_COLOR[0], ORANGE_COLOR[1], ORANGE_COLOR[2], ORANGE_COLOR[3],
            ORANGE_COLOR[0], ORANGE_COLOR[1], ORANGE_COLOR[2], ORANGE_COLOR[3],
            ORANGE_COLOR[0], ORANGE_COLOR[1], ORANGE_COLOR[2], ORANGE_COLOR[3],
            
            GREY_COLOR[0], GREY_COLOR[1], GREY_COLOR[2], GREY_COLOR[3],
            GREY_COLOR[0], GREY_COLOR[1], GREY_COLOR[2], GREY_COLOR[3],
            GREY_COLOR[0], GREY_COLOR[1], GREY_COLOR[2], GREY_COLOR[3],
            GREY_COLOR[0], GREY_COLOR[1], GREY_COLOR[2], GREY_COLOR[3],
            
            ORANGE_COLOR[0], ORANGE_COLOR[1], ORANGE_COLOR[2], ORANGE_COLOR[3],
            ORANGE_COLOR[0], ORANGE_COLOR[1], ORANGE_COLOR[2], ORANGE_COLOR[3],
            ORANGE_COLOR[0], ORANGE_COLOR[1], ORANGE_COLOR[2], ORANGE_COLOR[3],
            ORANGE_COLOR[0], ORANGE_COLOR[1], ORANGE_COLOR[2], ORANGE_COLOR[3],
            
            GREY_COLOR[0], GREY_COLOR[1], GREY_COLOR[2], GREY_COLOR[3],
            GREY_COLOR[0], GREY_COLOR[1], GREY_COLOR[2], GREY_COLOR[3],
            GREY_COLOR[0], GREY_COLOR[1], GREY_COLOR[2], GREY_COLOR[3],
            GREY_COLOR[0], GREY_COLOR[1], GREY_COLOR[2], GREY_COLOR[3],
            
            ORANGE_COLOR[0], ORANGE_COLOR[1], ORANGE_COLOR[2], ORANGE_COLOR[3],
            ORANGE_COLOR[0], ORANGE_COLOR[1], ORANGE_COLOR[2], ORANGE_COLOR[3],
            ORANGE_COLOR[0], ORANGE_COLOR[1], ORANGE_COLOR[2], ORANGE_COLOR[3],
            ORANGE_COLOR[0], ORANGE_COLOR[1], ORANGE_COLOR[2], ORANGE_COLOR[3]
};
   private float[] playerVertices = new float[meshVertices.length + meshColors.length];
   
   private int vao = -1, vertVbo = -1, indexVbo = -1;
   
   private Vector3f position;
   private Vector3f camTarget;
   private Camera camera;
   private Quaternion orientation;
   
   private final float playerWidth = 1f;
   private final float playerDepth = 1f;

   public Player(Vector3f position, Quaternion orientation){
      this.position = position;
      this.orientation = (Quaternion) orientation.normalise();
   }

   public void offsetOrientation(Vector3f axis, float angle) {
      angle = angle * (float)(Math.PI / 180);
      axis.normalise(null);
      axis.scale((float)Math.sin(angle / 2));
      Quaternion rot = new Quaternion(axis.getX(), axis.getY(), axis.getZ(), (float)Math.cos(angle / 2));
      Quaternion.mul(orientation, rot , orientation);
      orientation.normalise();

   }
   
   public void createPlayerVertices() {
      for(int i = 0; i < meshVertices.length; i++)
         playerVertices[i] = meshVertices[i];
      for(int i = 0; i < meshColors.length; i++)
         playerVertices[i + meshVertices.length] = meshColors[i];
   }
   
   public float[] getPlayerVertices(){
      return playerVertices;
   }

   public short[] getPlayerIndices() {
      return meshIndices;
   }
   
   public Matrix4f getOrientationMatrix(){
      return (Matrix4f) Utils.convertQuatToMatrix(orientation);
   }
   
   public Vector3f getPosition() {
      return position;
   }

   public void setPosition(Vector3f postition) {
      this.position = postition;
   }

   public float getWidth() {
      return playerWidth;
   }

   public float getDepth() {
      return playerDepth;
   }

   public int getVertVbo() {
      return vertVbo;
   }
   
   public void setVertVbo(int vertVbo) {
      this.vertVbo = vertVbo;
   }
   
   public int getIndexVbo() {
      return indexVbo;
   }
   
   public void setIndexVbo(int indexVbo) {
      this.indexVbo = indexVbo;
   }
   
   public int getVao(){
      return vao;
   }
   
   public void setVao(int vao){
      this.vao = vao;
   }
}





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