// Перемещение камеры в право и в лево private void setRightLeftPos(boolean right) { Vec3 lengthPosLook = Vec3.vec3MinusVec3(pos1, look1); Vec3 newLook = new Vec3(lengthPosLook); double angle; if (right) angle = -Math.PI / 2; else angle = Math.PI / 2; float x = newLook.x * (float) Math.cos(angle) - newLook.z * (float) Math.sin(angle); newLook.y = 0; float z = newLook.x * (float) Math.sin(angle) + newLook.z * (float) Math.cos(angle); newLook.x = x; newLook.z = z; Vec3 normalSpeed = Vec3.vec3Normal(newLook); normalSpeed = Vec3.Vec3MulVec3(normalSpeed, speedPos); Vec3 vec = Vec3.vec3SummVec3(pos1, normalSpeed); if ((vec.y >= limitYup) && blimitYup) normalSpeed.y = 0; if ((vec.y <= limitYdown) && blimitYdown) { normalSpeed.y = 0; float posY = limitYdown - pos1.y; pos1.y += posY; look1.y += posY; } pos1 = Vec3.vec3SummVec3(pos1, normalSpeed); look1 = Vec3.vec3SummVec3(look1, normalSpeed); }
private void nextVec3Look() { if (indexLook + 1 >= vectorLook.size()) return; look1 = vectorLook.get(indexLook); look2 = vectorLook.get(indexLook + 1); Vec3 normalLook2 = Vec3.vec3MinusVec3(look1, look2); normalLook2 = Vec3.vec3Normal(normalLook2); normalLook2 = Vec3.Vec3MulVec3(normalLook2, speedLook); vecNormalLook = new Vec3(normalLook2); lengthVec3Look = Vec3.lengthVec3(vecNormalLook); }
private void nextVec3Pos() { if (indexPos + 1 >= vectorPos.size()) return; pos1 = vectorPos.get(indexPos); pos2 = vectorPos.get(indexPos + 1); Vec3 normalPos2 = Vec3.vec3MinusVec3(pos1, pos2); normalPos2 = Vec3.vec3Normal(normalPos2); normalPos2 = Vec3.Vec3MulVec3(normalPos2, speedPos); vecNormalPos = new Vec3(normalPos2); lengthVec3Pos = Vec3.lengthVec3(vecNormalPos); }
// Перемещение камеры вперед и назад private void goForwardBack(boolean forward) { Vec3 lengthPosLook = Vec3.vec3MinusVec3(pos1, look1); Vec3 normalSpeed = Vec3.vec3Normal(lengthPosLook); normalSpeed = Vec3.Vec3MulVec3(normalSpeed, speedPos); Vec3 vec = null; if (forward) vec = Vec3.vec3SummVec3(pos1, normalSpeed); else vec = Vec3.vec3MinusVec3(normalSpeed, pos1); if ((vec.y >= limitYup) && blimitYup) normalSpeed.y = 0; if ((vec.y <= limitYdown) && blimitYdown) { normalSpeed.y = 0; float posY = limitYdown - pos1.y; pos1.y += posY; look1.y += posY; } if (forward) { pos1 = Vec3.vec3SummVec3(pos1, normalSpeed); look1 = Vec3.vec3SummVec3(look1, normalSpeed); } else { pos1 = Vec3.vec3MinusVec3(normalSpeed, pos1); look1 = Vec3.vec3MinusVec3(normalSpeed, look1); } }