Include Cameramovement
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@ -1,5 +1,6 @@
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package core.engine;
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import core.engine.entity.Camera;
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import core.engine.entity.Entity;
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import core.engine.model.RawModel;
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import core.engine.model.TexturedModel;
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@ -7,6 +8,7 @@ import core.engine.shader.StaticShader;
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import core.engine.textures.ModelTexture;
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import org.lwjgl.Version;
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import org.lwjgl.glfw.GLFWErrorCallback;
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import org.lwjgl.glfw.GLFWKeyCallback;
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import org.lwjgl.glfw.GLFWVidMode;
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import org.lwjgl.opengl.GL;
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import org.lwjgl.system.MemoryStack;
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@ -25,8 +27,10 @@ import static org.lwjgl.system.MemoryUtil.NULL;
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public class Engine {
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private long window;
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private GLFWKeyCallback glfwKeyCallback;
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private final Loader loader = new Loader();
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private final Renderer renderer = new Renderer();
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public static int WINDOW_WIDTH = 1280;
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public static int WINDOW_HEIGHT = 720;
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public Engine() {
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@ -126,17 +130,42 @@ public class Engine {
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1,0 // V3
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};
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Camera camera = new Camera();
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glfwSetKeyCallback(window, glfwKeyCallback = new GLFWKeyCallback() {
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@Override
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public void invoke(long window, int key, int scancode, int action, int mods) {
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if(key == GLFW_KEY_A) {
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//move camera to left
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camera.moveLeft();
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}
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if(key == GLFW_KEY_D) {
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//move camera to right
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camera.moveRight();
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}
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if(key == GLFW_KEY_W) {
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camera.moveForward();
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}
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if(key == GLFW_KEY_S) {
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camera.moveBackward();
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}
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}
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});
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Renderer renderer = new Renderer(shader);
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RawModel model = loader.loadToVAO(vertices,textureCoords, indices);
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ModelTexture modelTexture = new ModelTexture(loader.loadTexture("test_texture"));
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TexturedModel texturedModel = new TexturedModel(model, modelTexture);
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Entity entity = new Entity(texturedModel, new Vector3f(-1,0,0), 0,0,0,1);
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Entity entity = new Entity(texturedModel, new Vector3f(-1,0,-1), 0,0,0,1);
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// Run the rendering loop until the user has attempted to close
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// the window or has pressed the ESCAPE key.
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while ( !glfwWindowShouldClose(window) ) {
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entity.increasePosition(0.002f, 0,-0.0002f);
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entity.increaseRotation(0,1,0);
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renderer.prepare();
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shader.start();
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shader.loadViewMatrix(camera);
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renderer.render(entity, shader);
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shader.stop();
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glfwSwapBuffers(window); // swap the color buffers
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@ -14,8 +14,20 @@ import utils.vectors.Matrix4f;
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import static org.lwjgl.opengl.GL11C.*;
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public class Renderer {
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private static final float FOV = 70;
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private static final float NEAR_PLEANE = 0.1f;
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private static final float FAR_PLANE = 1000;
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private Matrix4f projectionMatrix;
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public Renderer(StaticShader shader) {
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createProjectionMatrix();
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shader.start();
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shader.loadProjectionMatrix(projectionMatrix);
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shader.stop();
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}
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public void prepare() {
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GL11.glEnable(GL11.GL_DEPTH_TEST);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear the framebuffer
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GL11.glClearColor(1,0,0,1);
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}
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@ -36,4 +48,20 @@ public class Renderer {
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GL20.glDisableVertexAttribArray(1);
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GL30.glBindVertexArray(0);
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}
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private void createProjectionMatrix() {
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float aspectRatio = (float) Engine.WINDOW_WIDTH / (float) Engine.WINDOW_HEIGHT;
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float y_scale = (float) ((1f / Math.tan(Math.toRadians(FOV / 2f))) * aspectRatio);
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float x_scale = y_scale / aspectRatio;
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float frustum_length = FAR_PLANE - NEAR_PLEANE;
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projectionMatrix = new Matrix4f();
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projectionMatrix.m00 = x_scale;
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projectionMatrix.m11 = y_scale;
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projectionMatrix.m22 = -((FAR_PLANE + NEAR_PLEANE) / frustum_length);
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projectionMatrix.m23 = -1;
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projectionMatrix.m32 = -((2 * NEAR_PLEANE * FAR_PLANE) / frustum_length);
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projectionMatrix.m33 = 0;
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}
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}
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43
client/src/main/java/core/engine/entity/Camera.java
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43
client/src/main/java/core/engine/entity/Camera.java
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@ -0,0 +1,43 @@
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package core.engine.entity;
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import utils.vectors.Vector3f;
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public class Camera {
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private Vector3f position = new Vector3f(0,0,0);
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private float pitch;
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private float yaw;
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private float roll;
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public void moveLeft() {
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position.x += 0.02f;
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}
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public void moveForward() {
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position.z -= 0.02f;
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}
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public void moveBackward() {
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position.z += 0.02f;
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}
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public void moveRight() {
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position.x -= 0.02f;
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}
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public Vector3f getPosition() {
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return position;
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}
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public float getPitch() {
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return pitch;
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}
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public float getYaw() {
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return yaw;
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}
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public float getRoll() {
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return roll;
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}
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}
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@ -1,5 +1,7 @@
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package core.engine.shader;
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import core.engine.entity.Camera;
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import utils.MatrixGraphicUtils;
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import utils.vectors.Matrix4f;
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public class StaticShader extends ShaderProgram{
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@ -8,6 +10,8 @@ public class StaticShader extends ShaderProgram{
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private static final String FRAGMENT_FILE = "src/main/java/core/engine/shader/fragmentShader.glsl";
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private int location_transformationMatrix;
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private int location_projectionMatrix;
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private int location_viewMatrix;
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public StaticShader() {
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super(VERTEX_FILE, FRAGMENT_FILE);
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}
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@ -15,6 +19,8 @@ public class StaticShader extends ShaderProgram{
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@Override
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protected void getAllUniformLocations() {
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this.location_transformationMatrix = super.getUniformLocation("transformationMatrix");
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this.location_projectionMatrix = super.getUniformLocation("projectionMatrix");
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this.location_viewMatrix = super.getUniformLocation("viewMatrix");
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}
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@Override
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@ -26,4 +32,13 @@ public class StaticShader extends ShaderProgram{
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public void loadTransformationMatrix(Matrix4f matrix) {
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super.loadMatrix(location_transformationMatrix, matrix);
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}
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public void loadProjectionMatrix(Matrix4f matrix) {
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super.loadMatrix(location_projectionMatrix, matrix);
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}
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public void loadViewMatrix(Camera camera) {
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Matrix4f viewMatrix = MatrixGraphicUtils.createViewMatrix(camera);
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super.loadMatrix(location_viewMatrix, viewMatrix);
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}
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}
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@ -4,10 +4,12 @@ in vec3 position;
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in vec2 textureCoords;
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uniform mat4 transformationMatrix;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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out vec2 pass_textureCoords;
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void main(void) {
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gl_Position = transformationMatrix * vec4(position, 1.0);
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gl_Position = projectionMatrix * viewMatrix * transformationMatrix * vec4(position, 1.0);
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pass_textureCoords = textureCoords;
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}
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package utils;
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import core.engine.entity.Camera;
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import utils.vectors.Matrix4f;
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import utils.vectors.Vector3f;
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@ -17,7 +18,7 @@ public class MatrixGraphicUtils {
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return matrix;
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}
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/*public static Matrix4f createViewMatrix(Camera camera) {
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public static Matrix4f createViewMatrix(Camera camera) {
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Matrix4f viewMatrix = new Matrix4f();
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viewMatrix.setIdentity();
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Matrix4f.rotate((float) Math.toRadians(camera.getPitch()), new Vector3f(1, 0, 0), viewMatrix,
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@ -27,5 +28,5 @@ public class MatrixGraphicUtils {
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Vector3f negativeCameraPos = new Vector3f(-cameraPos.x,-cameraPos.y,-cameraPos.z);
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Matrix4f.translate(negativeCameraPos, viewMatrix, viewMatrix);
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return viewMatrix;
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}*/
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}
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}
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