Geyser/api/src/main/java/org/geysermc/geyser/api/bedrock/camera/CameraPosition.java

151 lines
5.0 KiB
Java

/*
* Copyright (c) 2019-2023 GeyserMC. http://geysermc.org
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
* @author GeyserMC
* @link https://github.com/GeyserMC/Geyser
*/
package org.geysermc.geyser.api.bedrock.camera;
import org.checkerframework.checker.nullness.qual.NonNull;
import org.checkerframework.checker.nullness.qual.Nullable;
import org.checkerframework.common.value.qual.IntRange;
import org.cloudburstmc.math.vector.Vector3f;
import org.geysermc.geyser.api.GeyserApi;
/**
* This interface represents a camera position instruction. Can be built with the {@link #builder()}.
* <p>
* Any camera position instruction pins the client camera to a specific position and rotation.
* You can set {@link CameraEaseType} to ensure a smooth transition that will last {@link #easeSeconds()} seconds.
* A {@link CameraFade} can also be sent, which will transition the player to a coloured transition during the transition.
* <p>
* Use {@link CameraData#sendCameraPosition(CameraPosition)} to send such an instruction to any connection.
*/
public interface CameraPosition {
/**
* Gets the camera's position.
*
* @return camera position vector
*/
@NonNull Vector3f position();
/**
* Gets the {@link CameraEaseType} of the camera.
* If not set, there is no easing.
*
* @return camera ease type
*/
@Nullable CameraEaseType easeType();
/**
* Gets the {@link CameraFade} to be sent along the camera position instruction.
* If set, they will run at once.
*
* @return camera fade, or null if not present
*/
@Nullable CameraFade cameraFade();
/**
* Gets the easing duration of the camera, in seconds.
* Is only used if a {@link CameraEaseType} is set.
*
* @return camera easing duration in seconds
*/
float easeSeconds();
/**
* Gets the x-axis rotation of the camera.
* To prevent the camera from being upside down, Bedrock limits the range to -90 to 90.
* Will be overridden if {@link #facingPosition()} is set.
*
* @return camera x-axis rotation
*/
@IntRange(from = -90, to = 90) int rotationX();
/**
* Gets the y-axis rotation of the camera.
* Will be overridden if {@link #facingPosition()} is set.
*
* @return camera y-axis rotation
*/
int rotationY();
/**
* Gets the position that the camera is facing.
* Can be used instead of manually setting rotation values.
* <p>
* If set, the rotation values set via {@link #rotationX()} and {@link #rotationY()} will be ignored.
*
* @return Camera's facing position
*/
@Nullable Vector3f facingPosition();
/**
* Controls whether player effects, such as night vision or blindness, should be rendered on the camera.
* Defaults to false.
*
* @return whether player effects should be rendered
*/
boolean renderPlayerEffects();
/**
* Controls whether the player position should be used for directional audio.
* If false, the camera position will be used instead.
*
* @return whether the players position should be used for directional audio
*/
boolean playerPositionForAudio();
/**
* Creates a Builder for CameraPosition
*
* @return a CameraPosition Builder
*/
static CameraPosition.Builder builder() {
return GeyserApi.api().provider(CameraPosition.Builder.class);
}
interface Builder {
Builder cameraFade(@Nullable CameraFade cameraFade);
Builder renderPlayerEffects(boolean renderPlayerEffects);
Builder playerPositionForAudio(boolean playerPositionForAudio);
Builder easeType(@Nullable CameraEaseType easeType);
Builder easeSeconds(float easeSeconds);
Builder position(@NonNull Vector3f position);
Builder rotationX(@IntRange(from = -90, to = 90) int rotationX);
Builder rotationY(int rotationY);
Builder facingPosition(@Nullable Vector3f facingPosition);
CameraPosition build();
}
}