public Matrix4x4 lookAt(Vector3 eye, Vector3 center, Vector3 up) { Vector3 forward = (center.subtract(eye)).normalized(); Vector3 side = Vector3.crossProduct(forward, up).normalized(); Vector3 upVector = Vector3.crossProduct(side, forward); Matrix4x4 m = new Matrix4x4(1); m.set_value(0, 0, side.x()); m.set_value(1, 0, side.y()); m.set_value(2, 0, side.z()); m.set_value(3, 0, 0.0f); m.set_value(0, 1, upVector.x()); m.set_value(1, 1, upVector.y()); m.set_value(2, 1, upVector.z()); m.set_value(3, 1, 0.0f); m.set_value(0, 2, -forward.x()); m.set_value(1, 2, -forward.y()); m.set_value(2, 2, -forward.z()); m.set_value(3, 2, 0.0f); m.set_value(0, 3, 0.0f); m.set_value(1, 3, 0.0f); m.set_value(2, 3, 0.0f); m.set_value(3, 3, 1.0f); Matrix4x4 m2 = this.multiply(m); m2.translate(-eye.x(), -eye.y(), -eye.z()); return m2; }
public void rotate(double angle, Vector3 vector) { rotate(angle, vector.x(), vector.y(), vector.z()); }
public void translate(Vector3 translate_vector) { translate(translate_vector.x(), translate_vector.y(), translate_vector.z()); }
public void scale(Vector3 scale_vector) { scale(scale_vector.x(), scale_vector.y(), scale_vector.z()); }
public Vector3 multiply(Vector3 vector) { double x, y, z, w; if (this.flagBits == Mathematics.mat_type_Identity) { return vector; } else if (this.flagBits == Mathematics.mat_type_Translation) { return new Vector3( vector.x() + this.mat4[12], vector.y() + this.mat4[13], vector.z() + this.mat4[14]); } else if (this.flagBits == (Mathematics.mat_type_Translation | Mathematics.mat_type_Scale)) { return new Vector3( vector.x() * this.mat4[0] + this.mat4[12], vector.y() * this.mat4[5] + this.mat4[13], vector.z() * this.mat4[10] + this.mat4[14]); } else if (this.flagBits == Mathematics.mat_type_Scale) { return new Vector3( vector.x() * this.mat4[0], vector.y() * this.mat4[5], vector.z() * this.mat4[10]); } else { x = vector.x() * this.mat4[0] + vector.y() * this.mat4[4] + vector.z() * this.mat4[8] + this.mat4[12]; y = vector.x() * this.mat4[1] + vector.y() * this.mat4[5] + vector.z() * this.mat4[9] + this.mat4[13]; z = vector.x() * this.mat4[2] + vector.y() * this.mat4[6] + vector.z() * this.mat4[10] + this.mat4[14]; w = vector.x() * this.mat4[3] + vector.y() * this.mat4[7] + vector.z() * this.mat4[11] + this.mat4[15]; if (w == 1.0f) return new Vector3(x, y, z); else return new Vector3(x / w, y / w, z / w); } }