/** * Rotates this camera by a given amount. If <code>relative</code> is set to <code>true</code> * then the rotation will be performed relative to this camera's current orientation. Otherwise, * the rotation will be performed relative to the world coordinate system. * * <p>If this camera's focus is locked, then only rotation about the z axis (roll) will be * performed. * * @param rotation The amount of rotation to be applied to this camera. * @param relative A boolean flag stating whether the rotation performed should be relative to * this camera's current orientation. */ public void rotate(Rotation rotation, boolean relative) { // store current focus point Vector3D focusPoint = getFocusPoint(); // perform rotation if (relative) super.setOrientation(getOrientation().append(rotation)); else super.setOrientation(rotation.append(getOrientation())); // if focus is locked, look at the point of focus if (focusLocked) lookAt(focusPoint); }
/** * Sets this object's orientation to that described by a given <code>Rotation</code> object, * relative to the object's default orientation. * * @param orientation A <code>Rotation</code> object defining the desired orientation, relative to * the object's default orientation. * @throws IllegalArgumentException If <code>orientation</code> is <code>null</code>. */ public void setOrientation(Rotation orientation) { // null given? if (orientation == null) throw new IllegalArgumentException("Cannot set null orientation."); // if focus is locked, we can only alter the // orientation of the local up (y-axis) vector if (focusLocked) lookAt(getFocusPoint(), Vector3D.Y_AXIS.rotate(orientation)); else super.setOrientation(orientation); }
/** * Rotates this camera to focus on a given point with the local y-axis (up vector) set to a given * vector. The resulting local y-axis may be altered as needed to make it perpendicular to the * focus vector formed between this Camera's position and the given point. * * @param point A <code>Vector3D</code> describing the point on which this camera will focus. * @param up A <code>Vector3D</code> describing the desired local y axis (up vector). */ public void lookAt(Vector3D point, Vector3D up) { // find focus vector and distance from point Vector3D focusVector = point.subtract(getPosition()); // set focus depth setFocusDepth(focusVector.magnitude()); // set orientation (using inverse of focus vector for +z-axis super.setOrientation(new Rotation(up, focusVector.inverse())); }
/** * Rotates this camera by a given amount around a given point. The rotation will be performed * relative to the world coordinate system. If the <cod>reorient</code> flag is set to <code>true * </code>, then the rotation will be applied as a standard rotational transformation would; * altering this camera's orientation. If set to <code>false</code>, this camera's orientation * will remain unchanged as the rotation is performed. * * <p>Note that the camera will maintain focus if the camera's focus is locked. * * @param rotation The amount of rotation to be applied to this camera. * @param point The point, in the world coordinate system, about which the rotation will occur. * @param reorient A flag stating whether or not to alter this camera's orientation as with the * applied rotation. */ public void rotate(Rotation rotation, Vector3D point, boolean reorient) { // store current focus point Vector3D focusPoint = getFocusPoint(); // find vector between given point and camera, in local coordinates Vector3D vect = getPosition().subtract(point); // move camera to given point super.setPosition(point); // rotate camera for standard rotation if (reorient) super.setOrientation(rotation.append(getOrientation())); // rotate vector vect = vect.rotate(rotation); // move back to proper position super.setPosition(getPosition().add(vect)); // if focus is locked, look at original focus point if (focusLocked) lookAt(focusPoint); }