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Author: CJLetsGame (posted 2014-04-01 02:16:10, viewed 299 times)

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package moonrise3d.camera;

import moonrise3d.util.MatrixUtil;

import org.lwjgl.opengl.GL11;
import org.lwjgl.util.vector.Matrix4f;
import org.lwjgl.util.vector.Vector3f;

public class Camera {
    private float fov;
    private float aspect;
    private float zNear;
    private float zFar;

    private Matrix4f projection;
    private Matrix4f view;

    // Camera position
    private Vector3f position;
    private Vector3f rotation;

    private Vector3f xAxis, yAxis, zAxis;

    
    public Camera(float fov, float aspect, float zNear, float zFar)
    {
        this.fov = fov;
        this.aspect = aspect;
        this.zNear = zNear;
        this.zFar = zFar;

        projection = MatrixUtil.createPerspectiveProjection(fov, aspect, zNear, zFar);
        view = MatrixUtil.createIdentityMatrix();

        position = new Vector3f(0, 0, 0);
        rotation = new Vector3f(0, 0, 0);

        xAxis = new Vector3f(1, 0, 0);
        yAxis = new Vector3f(0, 1, 0);
        zAxis = new Vector3f(0, 0, 1);

        GL11.glEnable(GL11.GL_DEPTH_TEST);
    }
    
    public void apply()
    {
        view.setIdentity();

        Matrix4f.rotate((float) Math.toRadians(rotation.x), xAxis, view, view);
        Matrix4f.rotate((float) Math.toRadians(rotation.y), yAxis, view, view);
        Matrix4f.rotate((float) Math.toRadians(rotation.z), zAxis, view, view);

        Matrix4f.translate(position, view, view);
    }

    public Matrix4f getProjectionMatrix()
    {
        return projection;
    }

    /**
     * @return the view matrix
     */
    public Matrix4f getViewMatrix()
    {
        return view;
    }
}





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