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Thread: First Person Camera

  1. #1
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    Default First Person Camera

    I saw a code for a FPCamera on lloydgoodall.com. It had many, many errors, which I fixed.

    It loads, but for some reason, the mouse and keyboard don't do any effect on the program.

    My code:
    import org.lwjgl.Sys;
    import org.lwjgl.opengl.Display;
    import org.lwjgl.opengl.GL11;
    import org.lwjgl.util.vector.Vector3f;
    import org.lwjgl.input.Keyboard;
    import org.lwjgl.input.Mouse;
    import org.lwjgl.LWJGLException;
    import org.lwjgl.opengl.DisplayMode;
    import org.lwjgl.util.glu.GLU;
     
    //First Person Camera Controller
    public class FPCameraController
    {
        //3d vector to store the camera's position in
        private Vector3f    position    = null;
        //the rotation around the Y axis of the camera
        private float       yaw         = 0.0f;
        //the rotation around the X axis of the camera
        private float       pitch       = 0.0f;
        //Constructor that takes the starting x, y, z location of the camera
        public FPCameraController(float x, float y, float z)
        {
            //instantiate position Vector3f to the x y z params.
            position = new Vector3f(x, y, z);
        }
        public FPCameraController() {
    		// TODO Auto-generated constructor stub
    	}
    	//increment the camera's current yaw rotation
        public void yaw(float amount)
        {
            //increment the yaw by the amount param
            yaw += amount;
        }
     
        //increment the camera's current yaw rotation
        public void pitch(float amount)
        {
            //increment the pitch by the amount param
            pitch += amount;
        }
        //moves the camera forward relitive to its current rotation (yaw)
        public void walkForward(float distance)
        {
            position.x -= distance * (float)Math.sin(Math.toRadians(yaw));
            position.z += distance * (float)Math.cos(Math.toRadians(yaw));
        }
     
        //moves the camera backward relitive to its current rotation (yaw)
        public void walkBackwards(float distance)
        {
            position.x += distance * (float)Math.sin(Math.toRadians(yaw));
            position.z -= distance * (float)Math.cos(Math.toRadians(yaw));
        }
     
        //strafes the camera left relitive to its current rotation (yaw)
        public void strafeLeft(float distance)
        {
            position.x -= distance * (float)Math.sin(Math.toRadians(yaw-90));
            position.z += distance * (float)Math.cos(Math.toRadians(yaw-90));
        }
     
        //strafes the camera right relitive to its current rotation (yaw)
        public void strafeRight(float distance)
        {
            position.x -= distance * (float)Math.sin(Math.toRadians(yaw+90));
            position.z += distance * (float)Math.cos(Math.toRadians(yaw+90));
        }
     
        //translates and rotate the matrix so that it looks through the camera
        //this dose basic what gluLookAt() does
        public void lookThrough()
        {
            //roatate the pitch around the X axis
            GL11.glRotatef(pitch, 1.0f, 0.0f, 0.0f);
            //roatate the yaw around the Y axis
            GL11.glRotatef(yaw, 0.0f, 1.0f, 0.0f);
            //translate to the position vector's location
            GL11.glTranslatef(position.x, position.y, position.z);
        }
        private static boolean gameRunning=true;
        private static int targetWidth = 800;
        private static int targetHeight = 600;
     
        private float xrot=0.1f;
        private float yrot=0.1f;
        private float zrot=0.1f;
     
        /** The texture that’s been loaded */
     
        private static void initDisplay(boolean fullscreen){
     
            DisplayMode chosenMode = null;
     
            try {
                    DisplayMode[] modes = Display.getAvailableDisplayModes();
     
                    for (int i=0;i<modes.length;i++) {
                        if ((modes[i].getWidth() == targetWidth) && (modes[i].getHeight() == targetHeight)) {
                            chosenMode = modes[i];
                            break;
                        }
                    }
                } catch (LWJGLException e) {
            Sys.alert("Error", "Unable to determine display modes.");
            System.exit(0);
        }
     
            // at this point if we have no mode there was no appropriate, let the user know
        // and give up
            if (chosenMode == null) {
                Sys.alert("Error", "Unable to find appropriate display mode.");
                System.exit(0);
            }
     
            try {
                Display.setDisplayMode(chosenMode);
                Display.setFullscreen(fullscreen);
                Display.setTitle("ZOMBIES!");
                Display.create();
                Keyboard.create();
                Mouse.create();
            }
            catch (LWJGLException e) {
                Sys.alert("Error","Unable to create display.");
                System.exit(0);
            }
     
    }
     
        private static boolean initGL(){
            GL11.glMatrixMode(GL11.GL_PROJECTION);
            GL11.glLoadIdentity();
     
    //        Calculate the aspect ratio of the window
            GLU.gluPerspective(45.0f,((float)targetWidth)/((float)targetHeight),0.1f,100.0f);
            GL11.glMatrixMode(GL11.GL_MODELVIEW);
            GL11.glLoadIdentity();
     
            GL11.glEnable(GL11.GL_TEXTURE_2D);                                    // Enable Texture Mapping ( NEW )
            GL11.glShadeModel(GL11.GL_SMOOTH);
            GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            GL11.glClearDepth(1.0f);
            GL11.glEnable(GL11.GL_DEPTH_TEST);
            GL11.glDepthFunc(GL11.GL_LEQUAL);
            GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
            return true;
        }
     
        private void run(){
            while(gameRunning){
                update();
                render();
                Display.update();
     
                // finally check if the user has requested that the display be
                // shutdown
                if (Display.isCloseRequested()) {
                        gameRunning = false;
                        Display.destroy();
                        System.exit(0);
                    }
                }
        }
     
        private void update(){
            xrot+=0.1f;
            yrot+=0.1f;
            zrot+=0.1f;
        }
     
        private void render(){
            GL11.glClear(GL11.GL_COLOR_BUFFER_BIT|GL11.GL_DEPTH_BUFFER_BIT);
            GL11.glLoadIdentity();
     
            GL11.glTranslatef(0.0f,0.0f,-5.0f);                              // Move Into The Screen 5 Units
     
            GL11.glBegin(GL11.GL_QUADS);
     
                    // Front Face
                    GL11.glTexCoord2f(0.0f, 0.0f);
                    GL11.glVertex3f(-1.0f, -1.0f,  1.0f);   // Bottom Left Of The Texture and Quad
                    GL11.glTexCoord2f(1.0f, 0.0f);
                    GL11.glVertex3f( 1.0f, -1.0f,  1.0f);   // Bottom Right Of The Texture and Quad
                    GL11.glTexCoord2f(1.0f, 1.0f);
                    GL11.glVertex3f( 1.0f,  1.0f,  1.0f);   // Top Right Of The Texture and Quad
                    GL11.glTexCoord2f(0.0f, 1.0f);
                    GL11.glVertex3f(-1.0f,  1.0f,  1.0f);   // Top Left Of The Texture and Quad
     
                    // Back Face
                    GL11.glTexCoord2f(1.0f, 0.0f);
                    GL11.glVertex3f(-1.0f, -1.0f, -1.0f);   // Bottom Right Of The Texture and Quad
                    GL11.glTexCoord2f(1.0f, 1.0f);
                    GL11.glVertex3f(-1.0f,  1.0f, -1.0f);   // Top Right Of The Texture and Quad
                    GL11.glTexCoord2f(0.0f, 1.0f);
                    GL11.glVertex3f( 1.0f,  1.0f, -1.0f);   // Top Left Of The Texture and Quad
                    GL11.glTexCoord2f(0.0f, 0.0f);
                    GL11.glVertex3f( 1.0f, -1.0f, -1.0f);   // Bottom Left Of The Texture and Quad
     
                    // Top Face
                    GL11.glTexCoord2f(0.0f, 1.0f);
                    GL11.glVertex3f(-1.0f,  1.0f, -1.0f);   // Top Left Of The Texture and Quad
                    GL11.glTexCoord2f(0.0f, 0.0f);
                    GL11.glVertex3f(-1.0f,  1.0f,  1.0f);   // Bottom Left Of The Texture and Quad
                    GL11.glTexCoord2f(1.0f, 0.0f);
                    GL11.glVertex3f( 1.0f,  1.0f,  1.0f);   // Bottom Right Of The Texture and Quad
                    GL11.glTexCoord2f(1.0f, 1.0f);
                    GL11.glVertex3f( 1.0f,  1.0f, -1.0f);   // Top Right Of The Texture and Quad
     
                    // Bottom Face
                    GL11.glTexCoord2f(1.0f, 1.0f);
                    GL11.glVertex3f(-1.0f, -1.0f, -1.0f);   // Top Right Of The Texture and Quad
                    GL11.glTexCoord2f(0.0f, 1.0f);
                    GL11.glVertex3f( 1.0f, -1.0f, -1.0f);   // Top Left Of The Texture and Quad
                    GL11.glTexCoord2f(0.0f, 0.0f);
                    GL11.glVertex3f( 1.0f, -1.0f,  1.0f);   // Bottom Left Of The Texture and Quad
                    GL11.glTexCoord2f(1.0f, 0.0f);
                    GL11.glVertex3f(-1.0f, -1.0f,  1.0f);   // Bottom Right Of The Texture and Quad
     
                    // Right face
                    GL11.glTexCoord2f(1.0f, 0.0f);
                    GL11.glVertex3f( 1.0f, -1.0f, -1.0f);   // Bottom Right Of The Texture and Quad
                    GL11.glTexCoord2f(1.0f, 1.0f);
                    GL11.glVertex3f( 1.0f,  1.0f, -1.0f);   // Top Right Of The Texture and Quad
                    GL11.glTexCoord2f(0.0f, 1.0f);
                    GL11.glVertex3f( 1.0f,  1.0f,  1.0f);   // Top Left Of The Texture and Quad
                    GL11.glTexCoord2f(0.0f, 0.0f);
                    GL11.glVertex3f( 1.0f, -1.0f,  1.0f);   // Bottom Left Of The Texture and Quad
     
                    // Left Face
                    GL11.glTexCoord2f(0.0f, 0.0f);
                    GL11.glVertex3f(-1.0f, -1.0f, -1.0f);   // Bottom Left Of The Texture and Quad
                    GL11.glTexCoord2f(1.0f, 0.0f);
                    GL11.glVertex3f(-1.0f, -1.0f,  1.0f);   // Bottom Right Of The Texture and Quad
                    GL11.glTexCoord2f(1.0f, 1.0f);
                    GL11.glVertex3f(-1.0f,  1.0f,  1.0f);   // Top Right Of The Texture and Quad
                    GL11.glTexCoord2f(0.0f, 1.0f);
                    GL11.glVertex3f(-1.0f,  1.0f, -1.0f);   // Top Left Of The Texture and Quad
            GL11.glEnd();
        }
     
        public static void main(String[] args)
    {       
        	FPCameraController app = new FPCameraController();
        	initDisplay(false);
    		initGL();
    		//app.init();
    		app.run();
        	FPCameraController camera = new FPCameraController(0, 0, 0);
     
     
     
        float dx        = 0.0f;
        float dy        = 0.0f;
        float dt        = 0.0f; //length of frame
        float lastTime  = 0.0f; // when the last frame was
        float time      = 0.0f;
     
        float mouseSensitivity = 0.05f;
        float movementSpeed = 10.0f; //move 10 units per second
     
        //hide the mouse
        Mouse.setGrabbed(true);
     
        // keep looping till the display window is closed the ESC key is down
        //while (!Display.isCloseRequested() &&
        //       !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE))
        //{
            time = Sys.getTime();
            dt = (time - lastTime)/1000.0f;
            lastTime = time;
     
     
            //distance in mouse movement from the last getDX() call.
            dx = Mouse.getDX();
            //distance in mouse movement from the last getDY() call.
            dy = Mouse.getDY();
     
            //controll camera yaw from x movement fromt the mouse
            camera.yaw(dx * mouseSensitivity);
            //controll camera pitch from y movement fromt the mouse
            camera.pitch(dy * mouseSensitivity);
     
     
            //when passing in the distrance to move
            //we times the movementSpeed with dt this is a time scale
            //so if its a slow frame u move more then a fast frame
            //so on a slow computer you move just as fast as on a fast computer
            if (Keyboard.isKeyDown(Keyboard.KEY_W))//move forward
            {
                camera.walkForward(movementSpeed*dt);
            }
            if (Keyboard.isKeyDown(Keyboard.KEY_S))//move backwards
            {
                camera.walkBackwards(movementSpeed*dt);
            }
            if (Keyboard.isKeyDown(Keyboard.KEY_A))//strafe left
            {
                camera.strafeLeft(movementSpeed*dt);
            }
            if (Keyboard.isKeyDown(Keyboard.KEY_D))//strafe right
            {
                camera.strafeRight(movementSpeed*dt);
            }
     
            //set the modelview matrix back to the identity
            GL11.glLoadIdentity();
            //look through the camera before you draw anything
            camera.lookThrough();
            //you would draw your scene here.
     
            //draw the buffer to the screen
            Display.update();
        }
     
    	}
    //}
    Last edited by Aaron; November 13th, 2010 at 01:03 PM.


  2. #2
    Member Darryl.Burke's Avatar
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    Default Re: First Person Camera

    That code uses a lot of third party classes which we know nothing about. It's better if you seek help wherever you got those packages.

    db

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