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DreamCamSet.java
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1/*
2 * MIT License
3 *
4 * Copyright (c) 2025 Dreamfire Studio
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a copy
7 * of this software and associated documentation files (the "Software"), to deal
8 * in the Software without restriction, including without limitation the rights
9 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
10 * copies of the Software, and to permit persons to whom the Software is
11 * furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included in all
14 * copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
19 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
21 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
22 * SOFTWARE.
23 */
24package com.dreamfirestudios.dreamcore.DreamCam;
25
26import org.bukkit.Location;
27import org.bukkit.entity.Entity;
28import org.joml.Vector2f;
29
30import java.util.List;
31
39public record DreamCamSet(List<Location> points, LookAtType lookAtType, Object object) {
40
47 public Location setRotation(Location location, Location fallbackTarget) {
48 var current = location.clone();
49 Vector2f newRotation = null;
50
51 if (lookAtType == LookAtType.NoFocus || object == null) {
52 newRotation = computeRotation(current, fallbackTarget);
53 } else if (lookAtType == LookAtType.FixedFocus) {
54 newRotation = computeRotation(current, (Location) object);
55 } else if (lookAtType == LookAtType.MovingFocus) {
56 var entity = (Entity) object;
57 newRotation = entity != null ? computeRotation(current, entity.getLocation())
58 : computeRotation(current, fallbackTarget);
59 }
60
61 if (newRotation == null) return current;
62 current.setYaw(newRotation.x);
63 current.setPitch(newRotation.y);
64 return current;
65 }
66
70 private Vector2f computeRotation(Location from, Location to) {
71 var dx = to.getX() - from.getX();
72 var dy = to.getY() - from.getY();
73 var dz = to.getZ() - from.getZ();
74 var distanceHorizontal = Math.sqrt(dx * dx + dz * dz);
75 var yaw = (float) Math.toDegrees(Math.atan2(-dx, dz));
76 var pitch = (float) Math.toDegrees(Math.atan2(dy, distanceHorizontal));
77 return new Vector2f(yaw, pitch);
78 }
79}
Defines how the camera should orient itself during path playback.
MovingFocus
Continuously looks at a moving entity.
NoFocus
No special focus; looks forward along the path.
FixedFocus
Always looks at a fixed location.
record DreamCamSet(List< Location > points, LookAtType lookAtType, Object object)
Represents a segment of a camera path containing ordered points and rotation rules (look-at behavior)...