/** * Calculate new point(s) X in a B-A system to form B-A-X. Use C as reference for * staggering * about the B-A bond * * <p>(1a) 1 ligand(B) of refAtom (A) which itself has a ligand (C) (i) 1 points required; vector * along AB vector (ii) 2 points: 2 vectors in ABC plane, staggered and eclipsed wrt C (iii) 3 * points: 1 staggered wrt C, the others +- gauche wrt C If C is null, a random non-colinear C is * generated * * @param aPoint to which substituents are added * @param nwanted number of points to calculate (1-3) * @param length A-X length * @param angle B-A-X angle * @return Point3d[] nwanted points (or zero if failed) */ public static Point3d[] calculate3DCoordinates1( Point3d aPoint, Point3d bPoint, Point3d cPoint, int nwanted, double length, double angle) { Point3d points[] = new Point3d[nwanted]; // BA vector Vector3d ba = new Vector3d(aPoint); ba.sub(bPoint); ba.normalize(); // if no cPoint, generate a random reference if (cPoint == null) { Vector3d cVector = getNonColinearVector(ba); cPoint = new Point3d(cVector); } // CB vector Vector3d cb = new Vector3d(bPoint); cb.sub(cPoint); cb.normalize(); // if A, B, C colinear, replace C by random point double cbdotba = cb.dot(ba); if (cbdotba > 0.999999) { Vector3d cVector = getNonColinearVector(ba); cPoint = new Point3d(cVector); cb = new Vector3d(bPoint); cb.sub(cPoint); } // cbxba = c x b Vector3d cbxba = new Vector3d(); cbxba.cross(cb, ba); cbxba.normalize(); // create three perp axes ba, cbxba, and ax Vector3d ax = new Vector3d(); ax.cross(cbxba, ba); ax.normalize(); double drot = Math.PI * 2.0 / (double) nwanted; for (int i = 0; i < nwanted; i++) { double rot = (double) i * drot; points[i] = new Point3d(aPoint); Vector3d vx = new Vector3d(ba); vx.scale(-Math.cos(angle) * length); Vector3d vy = new Vector3d(ax); vy.scale(Math.cos(rot) * length); Vector3d vz = new Vector3d(cbxba); vz.scale(Math.sin(rot) * length); points[i].add(vx); points[i].add(vy); points[i].add(vz); } return points; }
public void setViewingDirection(double yaw, double pitch) { _viewingDirection.set( Math.sin(Math.toRadians(yaw)) * Math.cos(Math.toRadians(pitch)), -Math.sin(Math.toRadians(pitch)), -Math.cos(Math.toRadians(pitch)) * Math.cos(Math.toRadians(yaw))); _viewingDirection.normalize(_viewingDirection); }
/** * Return a midpoint of a helix, calculated from three positions of three adjacent subunit * centers. * * @param p1 center of first subunit * @param p2 center of second subunit * @param p3 center of third subunit * @return midpoint of helix */ private Point3d getMidPoint(Point3d p1, Point3d p2, Point3d p3) { Vector3d v1 = new Vector3d(); v1.sub(p1, p2); Vector3d v2 = new Vector3d(); v2.sub(p3, p2); Vector3d v3 = new Vector3d(); v3.add(v1); v3.add(v2); v3.normalize(); // calculat the total distance between to subunits double dTotal = v1.length(); // calculate the rise along the y-axis. The helix axis is aligned with y-axis, // therfore, the rise between subunits is the y-distance double rise = p2.y - p1.y; // use phythagorean theoremm to calculate chord length between two subunit centers double chord = Math.sqrt(dTotal * dTotal - rise * rise); // System.out.println("Chord d: " + dTotal + " rise: " + rise + "chord: " + chord); double angle = helixLayers.getByLargestContacts().getAxisAngle().angle; // using the axis angle and the chord length, we can calculate the radius of the helix // http://en.wikipedia.org/wiki/Chord_%28geometry%29 double radius = chord / Math.sin(angle / 2) / 2; // can this go to zero? // System.out.println("Radius: " + radius); // project the radius onto the vector that points toward the helix axis v3.scale(radius); v3.add(p2); // System.out.println("Angle: " + // Math.toDegrees(helixLayers.getByLowestAngle().getAxisAngle().angle)); Point3d cor = new Point3d(v3); return cor; }
/** * Set up projection to plane in q-space * * @param qNormal normal to projection plane * @param qRow vector to describe direction of a row * @param qDeltas array of pixel sizes in q-space * @param rowLimits array containing start and (exclusive) stop values of row index * @param colLimits array containing start and (exclusive) stop values of columns index */ public ProjectToQSpacePlane( Vector3d qNormal, Vector3d qRow, double[] qDeltas, int[] rowLimits, int[] colLimits) { qNormal.normalize(); row = qRow; row.normalize(); col = new Vector3d(); col.cross(qNormal, col); col.normalize(); rdel = qDeltas[0]; cdel = qDeltas[1]; pshape = new int[2]; pshape[0] = rowLimits[1] - rowLimits[0]; pshape[1] = colLimits[1] - colLimits[0]; roff = rowLimits[0]; coff = colLimits[0]; }
/** Set up coordinate system, return if successful */ public boolean setupCS(Lineage refLin) { // NucLineage.Nuc nucABp = refLin.nuc.get("ABp"); Lineage.Particle nucEMS = refLin.particle.get("EMS"); Vector3d posABp = LineageMergeUtil.getLastPosABp(refLin); if (posABp == null || nucEMS == null || nucEMS.pos.isEmpty()) { System.out.println("Does not have enough cells marked, will not produce LR"); return false; } else System.out.println("Will do LR"); Vector3d posEMS = nucEMS.pos.get(nucEMS.pos.lastKey()).getPosCopy(); ImVector2d dirvec = ImVector2d.polar(shell.major, shell.angle); Vector3d axisAP = new Vector3d(dirvec.x, dirvec.y, 0); // Approximate axis - but I want it perpendicular to the AP-axis defined by the shell Vector3d approxDV = new Vector3d(); approxDV.sub(posEMS, posABp); Vector3d axisLR = new Vector3d(); axisLR.cross(approxDV, axisAP); axisLR.normalize(); double axisLength = 2 * shell.minor; axisLR.scale(1.0 / axisLength); this.axis = axisLR; return true; }
@Override public void computeTransform(RigidBodyTransform currXform) { update(); CameraMountInterface cameraMount = getCameraMount(); if (isMounted() && (cameraMount != null)) { cameraMount.getTransformToCamera(currXform); return; } positionOffset.set(getCamX(), getCamY(), getCamZ()); xAxis.set(getFixX(), getFixY(), getFixZ()); fixPointNode.translateTo(getFixX(), getFixY(), getFixZ()); xAxis.sub(positionOffset); xAxis.normalize(); zAxis.set(0.0, 0.0, 1.0); yAxis.cross(zAxis, xAxis); zAxis.cross(xAxis, yAxis); rotationMatrix.setColumn(0, xAxis); rotationMatrix.setColumn(1, yAxis); rotationMatrix.setColumn(2, zAxis); currXform.setRotationAndZeroTranslation(rotationMatrix); currXform.setTranslation(positionOffset); currXform.normalizeRotationPart(); }
public void lookAt(Vector3d target) { Vector3d targetDirection = new Vector3d(); targetDirection.sub(target, getPosition()); targetDirection.normalize(); setPitchYawFromVector(targetDirection); }
/** * Calculates the shading in camera space * * @param p The hit point on the surface in camera space. * @param n The surface normal at the hit point in camera space. * @param eye The eye point in camera space. * @return */ protected Color3f shade(Point3d p, Vector3d n, Point3d eye) { // normalize only if point is not singular float nLength = (float) n.length(); if (nLength != 0.0f) n.scale(1.0f / nLength); // compute view vector Vector3d v = new Vector3d(eye); v.sub(p); v.normalize(); /* // special coloring for blowup-visualization if( n.dot( v ) < 0.0f ) n.negate(); if( blowUpChooseMaterial( dcsd.rayCreator.cameraSpaceToSurfaceSpace( p ) ) ) { return shadeWithMaterial( p, v, n, dcsd.frontAmbientColor, dcsd.frontLightProducts ); } else { return shadeWithMaterial( p, v, n, dcsd.backAmbientColor, dcsd.backLightProducts ); } */ // compute, which material to use if (n.dot(v) > 0.0f) { return shadeWithMaterial(p, v, n, dcsd.frontAmbientColor, dcsd.frontLightProducts); } else { n.negate(); return shadeWithMaterial(p, v, n, dcsd.backAmbientColor, dcsd.backLightProducts); } }
public void perturb(Vector3d direction) { Vector3d force = new Vector3d(direction); if (direction.lengthSquared() > 0.0) { force.normalize(); force.scale(disturbanceMagnitude.getDoubleValue()); forcePerturbable.setForcePerturbance(force, disturbanceDuration.getDoubleValue()); } }
@Override public GroundProfile3D getGroundProfile() { Vector3d surfaceNormal = new Vector3d(0.03, 0.27, 1.0); surfaceNormal.normalize(); Point3d intersectionPoint = new Point3d(0.22, 2.2, -0.4); double maxXY = 10.0; return new SlopedPlaneGroundProfile(surfaceNormal, intersectionPoint, maxXY); }
// static helper method private static Vector3d getNormalizedVector(Vector3d v, Vector3d out) { out.set(v); out.normalize(); if (out.length() < BulletGlobals.SIMD_EPSILON) { out.set(0, 0, 0); } return out; }
boolean check(final ClosestPointPair cpair) { final Vector3d del = new Vector3d(); del.sub(cpair.pnt2, cpair.pnt1); if (Math.abs(del.length() - d) > TOL) return false; del.normalize(); if (!vec.epsilonEquals(del, TOL)) return false; return true; }
private void setCameraPosition() { eye.set(0, 50, zTilt); eye.normalize(); eye.scale(height); eyePoint.set(eye); // NOTE z axis is "up" up.set(0, 0, (zTilt < 0 ? 1 : -1)); hoverTrans.lookAt(eyePoint, center, up); hoverTrans.invert(); hoverTransformGroup.setTransform(hoverTrans); }
/** * Shades a point with the same algorithm used by the {@link <a * href="http://surf.sourceforge.net">surf raytracer</a>}. * * @param hitPoint Intersection point. * @param v View vector (from intersection point to eye). * @param n Surface normal. * @param material Surface material. * @return */ protected Color3f shadeWithMaterial( Point3d hitPoint, Vector3d v, Vector3d n, Color3f ambientColor, LightProducts[] lightProducts) { Vector3d l = new Vector3d(); Vector3d h = new Vector3d(); Color3f color = new Color3f(ambientColor); for (int i = 0; i < dcsd.lightSources.length; i++) { LightSource lightSource = dcsd.lightSources[i]; l.sub(lightSource.getPosition(), hitPoint); l.normalize(); float lambertTerm = (float) n.dot(l); if (lambertTerm > 0.0f) { // compute diffuse color component color.scaleAdd(lambertTerm, lightProducts[i].getDiffuseProduct(), color); // compute specular color component h.add(l, v); h.normalize(); color.scaleAdd( (float) Math.pow(Math.max(0.0f, n.dot(h)), lightProducts[i].getMaterial().getShininess()), lightProducts[i].getSpecularProduct(), color); } } color.clampMax(1.0f); return color; }
private Vector3d orthogonalize(Vector3d vector1, Vector3d vector2) { double dot = vector1.dot(vector2); Vector3d ref = new Vector3d(vector2); // System.out.println("p.r: " + dot); // System.out.println("Orig refVector: " + referenceVector); if (dot < 0) { vector2.negate(); } if (Math.abs(dot) < 0.00001) { System.out.println("HelixAxisAligner: Warning: reference axis parallel"); } vector2.cross(vector1, vector2); // System.out.println("Intermed. refVector: " + vector2); vector2.normalize(); // referenceVector.cross(referenceVector, principalRotationVector); vector2.cross(vector1, vector2); vector2.normalize(); if (ref.dot(vector2) < 0) { vector2.negate(); } // System.out.println("Mod. refVector: " + vector2); return vector2; }
/** * Calculate new point(s) X in a B-A-C system. It forms form a B-A(-C)-X system. * * <p>(2) 2 ligands(B, C) of refAtom A (i) 1 points required; vector in ABC plane bisecting AB, * AC. If ABC is linear, no points (ii) 2 points: 2 points X1, X2, X1-A-X2 = angle about 2i vector * * @param aPoint to which substituents are added * @param bPoint first ligand of A * @param cPoint second ligand of A * @param nwanted number of points to calculate (1-2) * @param length A-X length * @param angle B-A-X angle * @return Point3d[] nwanted points (or zero if failed) */ public static Point3d[] calculate3DCoordinates2( Point3d aPoint, Point3d bPoint, Point3d cPoint, int nwanted, double length, double angle) { Point3d newPoints[] = new Point3d[0]; double ang2 = angle / 2.0; Vector3d ba = new Vector3d(aPoint); ba.sub(bPoint); Vector3d ca = new Vector3d(aPoint); ca.sub(cPoint); Vector3d baxca = new Vector3d(); baxca.cross(ba, ca); if (baxca.length() < 0.00000001) {; // linear } else if (nwanted == 1) { newPoints = new Point3d[1]; Vector3d ax = new Vector3d(ba); ax.add(ca); ax.normalize(); ax.scale(length); newPoints[0] = new Point3d(aPoint); newPoints[0].add(ax); } else if (nwanted == 2) { newPoints = new Point3d[2]; Vector3d ax = new Vector3d(ba); ax.add(ca); ax.normalize(); baxca.normalize(); baxca.scale(Math.sin(ang2) * length); ax.scale(Math.cos(ang2) * length); newPoints[0] = new Point3d(aPoint); newPoints[0].add(ax); newPoints[0].add(baxca); newPoints[1] = new Point3d(aPoint); newPoints[1].add(ax); newPoints[1].sub(baxca); } return newPoints; }
/** * Rescales Point2 so that length 1-2 is sum of covalent radii. if covalent radii cannot be found, * use bond length of 1.0 * * @param atom1 stationary atom * @param atom2 moveable atom * @param point2 coordinates for atom 2 * @return new coords for atom 2 */ public static Point3d rescaleBondLength(IAtom atom1, IAtom atom2, Point3d point2) { Point3d point1 = atom1.getPoint3d(); double d1 = atom1.getCovalentRadius(); double d2 = atom2.getCovalentRadius(); // in case we have no covalent radii, set to 1.0 double distance = (d1 < 0.1 || d2 < 0.1) ? 1.0 : atom1.getCovalentRadius() + atom2.getCovalentRadius(); Vector3d vect = new Vector3d(point2); vect.sub(point1); vect.normalize(); vect.scale(distance); Point3d newPoint = new Point3d(point1); newPoint.add(vect); return newPoint; }
@SuppressWarnings("all") protected void updateTargetPositionBasedOnCollision( Vector3d hitNormal, double tangentMag, double normalMag) { Vector3d movementDirection = new Vector3d(); movementDirection.sub(targetPosition, currentPosition); double movementLength = movementDirection.length(); if (movementLength > BulletGlobals.SIMD_EPSILON) { movementDirection.normalize(); Vector3d reflectDir = computeReflectionDirection(movementDirection, hitNormal, new Vector3d()); reflectDir.normalize(); Vector3d parallelDir = parallelComponent(reflectDir, hitNormal, new Vector3d()); Vector3d perpindicularDir = perpindicularComponent(reflectDir, hitNormal, new Vector3d()); targetPosition.set(currentPosition); if (false) // tangentMag != 0.0) { Vector3d parComponent = new Vector3d(); parComponent.scale(tangentMag * movementLength, parallelDir); // printf("parComponent=%f,%f,%f\n",parComponent[0],parComponent[1],parComponent[2]); targetPosition.add(parComponent); } if (normalMag != 0.0f) { Vector3d perpComponent = new Vector3d(); perpComponent.scale(normalMag * movementLength, perpindicularDir); // printf("perpComponent=%f,%f,%f\n",perpComponent[0],perpComponent[1],perpComponent[2]); targetPosition.add(perpComponent); } } else { // printf("movementLength don't normalize a zero vector\n"); } }
@ContinuousIntegrationTest(estimatedDuration = 0.0) @Test(timeout = 30000) public void testChainAgainstCentroidalMomentumMatrix() { Random random = new Random(17679L); ArrayList<RevoluteJoint> joints = new ArrayList<RevoluteJoint>(); RigidBody elevator = new RigidBody("elevator", world); int nJoints = 10; Vector3d[] jointAxes = new Vector3d[nJoints]; for (int i = 0; i < nJoints; i++) { Vector3d jointAxis = RandomTools.generateRandomVector(random); jointAxis.normalize(); jointAxes[i] = jointAxis; } ScrewTestTools.createRandomChainRobot("randomChain", joints, elevator, jointAxes, random); InverseDynamicsJoint[] jointsArray = new RevoluteJoint[joints.size()]; joints.toArray(jointsArray); ReferenceFrame centerOfMassFrame = new CenterOfMassReferenceFrame("comFrame", world, elevator); for (RevoluteJoint joint : joints) { joint.setQ(random.nextDouble()); joint.setQd(random.nextDouble()); } Momentum momentum = computeMomentum(elevator, centerOfMassFrame); DenseMatrix64F momentumMatrix = new DenseMatrix64F(Momentum.SIZE, 1); momentum.getMatrix(momentumMatrix); CentroidalMomentumMatrix centroidalMomentumMatrix = new CentroidalMomentumMatrix(elevator, centerOfMassFrame); centroidalMomentumMatrix.compute(); DenseMatrix64F centroidalMomentumMatrixMatrix = centroidalMomentumMatrix.getMatrix(); DenseMatrix64F jointVelocitiesMatrix = new DenseMatrix64F(ScrewTools.computeDegreesOfFreedom(jointsArray), 1); ScrewTools.getJointVelocitiesMatrix(jointsArray, jointVelocitiesMatrix); DenseMatrix64F momentumFromCentroidalMomentumMatrix = new DenseMatrix64F(Momentum.SIZE, 1); CommonOps.mult( centroidalMomentumMatrixMatrix, jointVelocitiesMatrix, momentumFromCentroidalMomentumMatrix); double epsilon = 1e-9; assertEquals(momentum.getExpressedInFrame(), centerOfMassFrame); JUnitTools.assertMatrixEquals(momentumFromCentroidalMomentumMatrix, momentumMatrix, epsilon); double norm = NormOps.normP2(momentumMatrix); assertTrue(norm > epsilon); }
@ContinuousIntegrationTest(estimatedDuration = 0.0) @Test(timeout = 30000) public void testSingleRigidBodyRotation() { Random random = new Random(1766L); RigidBody elevator = new RigidBody("elevator", world); Vector3d jointAxis = RandomTools.generateRandomVector(random); jointAxis.normalize(); RigidBodyTransform transformToParent = new RigidBodyTransform(); transformToParent.setIdentity(); RevoluteJoint joint = ScrewTools.addRevoluteJoint("joint", elevator, transformToParent, jointAxis); RigidBody body = ScrewTools.addRigidBody( "body", joint, RandomTools.generateRandomDiagonalMatrix3d(random), random.nextDouble(), new Vector3d()); joint.setQ(random.nextDouble()); joint.setQd(random.nextDouble()); Momentum momentum = computeMomentum(elevator, world); momentum.changeFrame(world); FrameVector linearMomentum = new FrameVector(momentum.getExpressedInFrame(), momentum.getLinearPartCopy()); FrameVector angularMomentum = new FrameVector(momentum.getExpressedInFrame(), momentum.getAngularPartCopy()); FrameVector linearMomentumCheck = new FrameVector(world); Matrix3d inertia = body.getInertia().getMassMomentOfInertiaPartCopy(); Vector3d angularMomentumCheckVector = new Vector3d(jointAxis); angularMomentumCheckVector.scale(joint.getQd()); inertia.transform(angularMomentumCheckVector); FrameVector angularMomentumCheck = new FrameVector(body.getInertia().getExpressedInFrame(), angularMomentumCheckVector); angularMomentumCheck.changeFrame(world); double epsilon = 1e-9; JUnitTools.assertTuple3dEquals( linearMomentumCheck.getVector(), linearMomentum.getVector(), epsilon); JUnitTools.assertTuple3dEquals( angularMomentumCheck.getVector(), angularMomentum.getVector(), epsilon); assertTrue(angularMomentum.length() > epsilon); }
public void move() { Vector3d velocity = new Vector3d(cameraXP - cameraXN, 0, cameraZP - cameraZN); velocity.normalize(); if (Double.isNaN(velocity.x)) { velocity = new Vector3d(); } position.add(velocity); if (position.x < -maxX) { position.x = -maxX; } else if (position.x > maxX) { position.x = maxX; } if (position.z < -maxZ) { position.z = -maxZ; } else if (position.z > maxZ) { position.z = maxZ; } }
@Override public void performEffect(EntityLivingBase entity, int id) { // super magnetic - inspired by botanias code double x = entity.posX; double y = entity.posY; double z = entity.posZ; double range = 1.8d; range += entity.getActivePotionEffect(this).getAmplifier() * 0.3f; List<EntityItem> items = entity.worldObj.getEntitiesWithinAABB( EntityItem.class, new AxisAlignedBB(x - range, y - range, z - range, x + range, y + range, z + range)); int pulled = 0; for (EntityItem item : items) { if (item.getEntityItem() == null || item.getEntityItem().getItem() == null || item.isDead) { continue; } if (pulled > 200) { break; } // constant force! float strength = 0.07f; // calculate direction: item -> player Vector3d vec = new Vector3d(x, y, z); vec.sub(new Vector3d(item.posX, item.posY, item.posZ)); vec.normalize(); vec.scale(strength); // we calculated the movement vector and set it to the correct strength.. now we apply it // \o/ item.motionX += vec.x; item.motionY += vec.y; item.motionZ += vec.z; pulled++; } }
/** * Calculate new point X in a B-A(-D)-C system. It forms a B-A(-D)(-C)-X system. * * <p>(3) 3 ligands(B, C, D) of refAtom A (i) 1 points required; if A, B, C, D coplanar, no * points. else vector is resultant of BA, CA, DA * * @param aPoint to which substituents are added * @param bPoint first ligand of A * @param cPoint second ligand of A * @param dPoint third ligand of A * @param length A-X length * @return Point3d nwanted points (or null if failed (coplanar)) */ public static Point3d calculate3DCoordinates3( Point3d aPoint, Point3d bPoint, Point3d cPoint, Point3d dPoint, double length) { Vector3d v1 = new Vector3d(aPoint); v1.sub(bPoint); Vector3d v2 = new Vector3d(aPoint); v2.sub(cPoint); Vector3d v3 = new Vector3d(aPoint); v3.sub(dPoint); Vector3d v = new Vector3d(bPoint); v.add(cPoint); v.add(dPoint); if (v.length() < 0.00001) { return null; } v.normalize(); v.scale(length); Point3d point = new Point3d(aPoint); point.add(v); return point; }
public void interactionForce(Particle other) { // ok, now for the fun stuff... Vector3d posDif = new Vector3d(); posDif.sub(x, other.x); Vector3d velDif = new Vector3d(); velDif.sub(v, other.v); double d = posDif.length(); double dSquared = d * d; int m = 6; int n = 5; double r0 = 2 * PARTICLE_RADIUS; double cr = r0; double cd = r0; double b1 = 1; double b2 = b1; // *Math.pow(r0, n-m); double sumR = 2 * PARTICLE_RADIUS; double sr = 250; double sd = 70; /*sr = dSquared/(cr*cr*(sumR)*(sumR)); sd = dSquared/(cd*cd*(sumR)*(sumR)); sr = Math.max(0, 1 - sr); sd = Math.max(0, 1 - sd);*/ Vector3d f = new Vector3d(); f.set(posDif); f.normalize(); double sf = -sr * (b1 / Math.pow(d / r0, m) - b2 / Math.pow(d / r0, n)) + sd * (velDif.dot(f) / (d / r0)); f.scale(sf); other.f.add(f); }
/** performs the gl camera transformations for the right eye */ public void translateRightEye(GL gl, GLU glu, GLUT glut) { // calculate the right vector Vector3d right = new Vector3d(); Vector3d temp1 = (Vector3d) cameraTarget.clone(); temp1.scale(-1); Vector3d temp2 = (Vector3d) cameraPosition.clone(); temp2.add(temp1); right.cross(cameraUp, temp2); right.normalize(); right.scale(eyespread / 2.); glu.gluLookAt( right.x + cameraPosition.x, right.y + cameraPosition.y, right.z + cameraPosition.z, right.x + cameraTarget.x, right.y + cameraTarget.y, right.z + cameraTarget.z, cameraUp.x, cameraUp.y, cameraUp.z); }
public void doMouseDraggedMiddle(double dx, double dy) { // Zooms in and out if ((this.isMounted) && (viewportAdapter != null)) { cameraMount.zoom(dy * 0.1); } else { Vector3d v3d = new Vector3d(camX - fixX, camY - fixY, camZ - fixZ); Vector3d offsetVec = new Vector3d(v3d); // offsetVec.normalize(); offsetVec.scale(dy * zoom_factor); // if (offsetVec.length() < v3d.length()) // { if (!isDolly || (!isDollyX && !isDollyY)) { camX += offsetVec.getX(); camY += offsetVec.getY(); } if (!isDolly || !isDollyZ) camZ += offsetVec.getZ(); // } v3d.set(camX - fixX, camY - fixY, camZ - fixZ); if (v3d.length() < MIN_CAMERA_POSITION_TO_FIX_DISTANCE) { v3d.normalize(); v3d.scale(MIN_CAMERA_POSITION_TO_FIX_DISTANCE); camX = v3d.getX() + fixX; camY = v3d.getY() + fixY; camZ = v3d.getZ() + fixZ; } } // transformChanged(currXform); }
protected void stepForwardAndStrafe(CollisionWorld collisionWorld, Vector3d walkMove) { // printf("m_normalizedDirection=%f,%f,%f\n", // m_normalizedDirection[0],m_normalizedDirection[1],m_normalizedDirection[2]); // phase 2: forward and strafe Transform start = new Transform(); Transform end = new Transform(); targetPosition.add(currentPosition, walkMove); start.setIdentity(); end.setIdentity(); double fraction = 1.0f; Vector3d distance2Vec = new Vector3d(); distance2Vec.sub(currentPosition, targetPosition); double distance2 = distance2Vec.lengthSquared(); // printf("distance2=%f\n",distance2); /*if (touchingContact) { if (normalizedDirection.dot(touchingNormal) > 0.0f) { updateTargetPositionBasedOnCollision(touchingNormal); } }*/ int maxIter = 10; while (fraction > 0.01f && maxIter-- > 0) { start.origin.set(currentPosition); end.origin.set(targetPosition); KinematicClosestNotMeConvexResultCallback callback = new KinematicClosestNotMeConvexResultCallback( ghostObject, upAxisDirection[upAxis], -1.0f); callback.collisionFilterGroup = getGhostObject().getBroadphaseHandle().collisionFilterGroup; callback.collisionFilterMask = getGhostObject().getBroadphaseHandle().collisionFilterMask; double margin = convexShape.getMargin(); convexShape.setMargin(margin + addedMargin); if (useGhostObjectSweepTest) { ghostObject.convexSweepTest( convexShape, start, end, callback, collisionWorld.getDispatchInfo().allowedCcdPenetration); } else { collisionWorld.convexSweepTest(convexShape, start, end, callback); } convexShape.setMargin(margin); fraction -= callback.closestHitFraction; if (callback.hasHit()) { // we moved only a fraction Vector3d hitDistanceVec = new Vector3d(); hitDistanceVec.sub(callback.hitPointWorld, currentPosition); // double hitDistance = hitDistanceVec.length(); // if the distance is farther than the collision margin, move // if (hitDistance > addedMargin) { // //printf("callback.m_closestHitFraction=%f\n",callback.m_closestHitFraction); // currentPosition.interpolate(currentPosition, targetPosition, // callback.closestHitFraction); // } updateTargetPositionBasedOnCollision(callback.hitNormalWorld); Vector3d currentDir = new Vector3d(); currentDir.sub(targetPosition, currentPosition); distance2 = currentDir.lengthSquared(); if (distance2 > BulletGlobals.SIMD_EPSILON) { currentDir.normalize(); // see Quake2: "If velocity is against original velocity, stop ead to avoid tiny // oscilations in sloping corners." if (currentDir.dot(normalizedDirection) <= 0.0f) { break; } } else { // printf("currentDir: don't normalize a zero vector\n"); break; } } else { // we moved whole way currentPosition.set(targetPosition); } // if (callback.m_closestHitFraction == 0.f) // break; } }
/** * Returns a transformation matrix that rotates refPoints to match coordPoints * * @param refPoints the points to be aligned * @param referenceVectors * @return */ private Matrix4d alignAxes(Vector3d[] axisVectors, Vector3d[] referenceVectors) { Matrix4d m1 = new Matrix4d(); AxisAngle4d a = new AxisAngle4d(); Vector3d axis = new Vector3d(); // calculate rotation matrix to rotate refPoints[0] into coordPoints[0] Vector3d v1 = new Vector3d(axisVectors[0]); Vector3d v2 = new Vector3d(referenceVectors[0]); double dot = v1.dot(v2); if (Math.abs(dot) < 0.999) { axis.cross(v1, v2); axis.normalize(); a.set(axis, v1.angle(v2)); m1.set(a); // make sure matrix element m33 is 1.0. It's 0 on Linux. m1.setElement(3, 3, 1.0); } else if (dot > 0) { // parallel axis, nothing to do -> identity matrix m1.setIdentity(); } else if (dot < 0) { // anti-parallel axis, flip around x-axis m1.set(flipX()); } // apply transformation matrix to all refPoints m1.transform(axisVectors[0]); m1.transform(axisVectors[1]); // calculate rotation matrix to rotate refPoints[1] into coordPoints[1] v1 = new Vector3d(axisVectors[1]); v2 = new Vector3d(referenceVectors[1]); Matrix4d m2 = new Matrix4d(); dot = v1.dot(v2); if (Math.abs(dot) < 0.999) { axis.cross(v1, v2); axis.normalize(); a.set(axis, v1.angle(v2)); m2.set(a); // make sure matrix element m33 is 1.0. It's 0 on Linux. m2.setElement(3, 3, 1.0); } else if (dot > 0) { // parallel axis, nothing to do -> identity matrix m2.setIdentity(); } else if (dot < 0) { // anti-parallel axis, flip around z-axis m2.set(flipZ()); } // apply transformation matrix to all refPoints m2.transform(axisVectors[0]); m2.transform(axisVectors[1]); // combine the two rotation matrices m2.mul(m1); // the RMSD should be close to zero Point3d[] axes = new Point3d[2]; axes[0] = new Point3d(axisVectors[0]); axes[1] = new Point3d(axisVectors[1]); Point3d[] ref = new Point3d[2]; ref[0] = new Point3d(referenceVectors[0]); ref[1] = new Point3d(referenceVectors[1]); if (SuperPosition.rmsd(axes, ref) > 0.1) { System.out.println( "Warning: AxisTransformation: axes alignment is off. RMSD: " + SuperPosition.rmsd(axes, ref)); } return m2; }
/** * Draws the five sides of the hemicube into the provided drawable * * @param drawable * @param which * @param near * @param far * @param bCollect */ public void drawHemiCube( GLAutoDrawable drawable, int which, double near, double far, boolean bCollect) { // TODO - PART 1 - DRAW HEMICUBE! GL gl = drawable.getGL(); GLU glu = new GLU(); /* Return the face based on which parameter */ int[] vertices = scene.getObject().getFace(which); /* Find the center of the face */ /* Center of the face is the average of the three vertices */ /* Using returned list of vertex indices, find the vertices * corresponding to a particular face */ Vertex v1 = scene.getObject().vertexList.get(vertices[0]); Vertex v2 = scene.getObject().vertexList.get(vertices[1]); Vertex v3 = scene.getObject().vertexList.get(vertices[2]); /* Locate center of face */ /* Average of three vertices */ Point3d centerPoint = new Point3d(); centerPoint = new Point3d(v1.p); centerPoint.add(v2.p); centerPoint.add(v3.p); centerPoint.scale(0.33333); /* Set up camera frame */ /* --- Surface normal --- */ /* Declare points of vertex for face */ Point3d p1 = new Point3d(v1.p); Point3d p2 = new Point3d(v2.p); Point3d p3 = new Point3d(v3.p); /* Declare vector u as p2-p1 */ Point3d uVec = new Point3d(p2); uVec.sub(p1); Vector3d u = new Vector3d(uVec); /* Declare vector v as p3-p1 */ Point3d vVec = new Point3d(p3); vVec.sub(p1); Vector3d v = new Vector3d(vVec); /* Make normal vector */ Vector3d norm = new Vector3d(); norm.cross(u, v); /* --- Vectors Orthonormal to Normal --- */ Point3d vec1pt = new Point3d(p1); vec1pt.sub(p2); Vector3d vec1 = new Vector3d(vec1pt); vec1.cross(vec1, norm); // Cross surface normal with vec1 to get orthogonal vector Vector3d vec2 = new Vector3d(); vec2.cross( norm, vec1); // Cross product of surface normal with new vector vec1 to get 2nd orthogonal vector /* Make unit vectors */ norm.normalize(); vec1.normalize(); vec2.normalize(); /* Set up the five different frustums, and stitch together using viewPort */ /* Viewport to set up the view of the scene */ /* ----- FRONT FACE ----- */ gl.glPushMatrix(); gl.glViewport(0, 0, drawable.getWidth(), drawable.getHeight() / 3); /* Set up frustums for this face */ gl.glMatrixMode(gl.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(-near, near, -near, near, near, far); /* Position camera at center of specified patch (which) */ gl.glMatrixMode(gl.GL_MODELVIEW); gl.glLoadIdentity(); glu.gluLookAt( centerPoint.x, centerPoint.y, centerPoint.z, centerPoint.x + norm.x, centerPoint.y + norm.y, centerPoint.z + norm.z, centerPoint.x + vec1.x, centerPoint.y + vec1.y, centerPoint.z + vec1.z); /* Draw the frustum to screen */ draw(drawable, scene.drawStyle.IDENT); gl.glPopMatrix(); /* ----- BOTTOM FACE ----- */ gl.glPushMatrix(); gl.glViewport(0, drawable.getHeight() / 3, drawable.getWidth(), drawable.getHeight() / 6); gl.glMatrixMode(gl.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(-near, near, 0, near, near, far); /* Position camera at center of specified patch (which) */ gl.glMatrixMode(gl.GL_MODELVIEW); gl.glLoadIdentity(); glu.gluLookAt( centerPoint.x, centerPoint.y, centerPoint.z, centerPoint.x + (-vec1.x), centerPoint.y + (-vec1.y), centerPoint.z + (-vec1.z), centerPoint.x + norm.x, centerPoint.y + norm.y, centerPoint.z + norm.z); /* Draw the frustum to screen */ draw(drawable, scene.drawStyle.IDENT); gl.glPopMatrix(); /* ----- TOP FACE ----- */ gl.glPushMatrix(); gl.glViewport( 0, (drawable.getHeight() / 3) + (drawable.getHeight() / 6), drawable.getWidth(), drawable.getHeight() / 6); gl.glMatrixMode(gl.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(-near, near, -near, 0, near, far); /* Position camera at center of specified patch (which) */ gl.glMatrixMode(gl.GL_MODELVIEW); gl.glLoadIdentity(); glu.gluLookAt( centerPoint.x, centerPoint.y, centerPoint.z, centerPoint.x + vec1.x, centerPoint.y + vec1.y, centerPoint.z + vec1.z, centerPoint.x - norm.x, centerPoint.y - norm.y, centerPoint.z - norm.z); /* Draw the frustum to screen */ draw(drawable, scene.drawStyle.IDENT); gl.glPopMatrix(); /* ----- LEFT FACE ----- */ gl.glPushMatrix(); gl.glViewport( 0, (drawable.getHeight() / 3) + 2 * (drawable.getHeight() / 6), drawable.getWidth(), drawable.getHeight() / 6); gl.glMatrixMode(gl.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(0, near, -near, near, near, far); /* Position camera at center of specified patch (which) */ gl.glMatrixMode(gl.GL_MODELVIEW); gl.glLoadIdentity(); glu.gluLookAt( centerPoint.x, centerPoint.y, centerPoint.z, centerPoint.x + vec2.x, centerPoint.y + vec2.y, centerPoint.z + vec2.z, centerPoint.x + vec1.x, centerPoint.y + vec1.y, centerPoint.z + vec1.z); /* Draw the frustum to screen */ draw(drawable, scene.drawStyle.IDENT); gl.glPopMatrix(); /* ----- RIGHT FACE ----- */ gl.glPushMatrix(); gl.glViewport( 0, (drawable.getHeight() / 3) + 3 * (drawable.getHeight() / 6), drawable.getWidth(), drawable.getHeight() / 6); gl.glMatrixMode(gl.GL_PROJECTION); gl.glLoadIdentity(); gl.glFrustum(near, 0, -near, near, near, far); /* Position camera at center of specified patch (which) */ gl.glMatrixMode(gl.GL_MODELVIEW); gl.glLoadIdentity(); glu.gluLookAt( centerPoint.x, centerPoint.y, centerPoint.z, centerPoint.x + (-vec2.x), centerPoint.y + (-vec2.y), centerPoint.z + (-vec2.z), centerPoint.x + vec1.x, centerPoint.y + vec1.y, centerPoint.z + vec1.z); /* Draw the frustum to screen */ draw(drawable, scene.drawStyle.IDENT); gl.glPopMatrix(); /* ---- End Frustums ---- */ // if collecting the form factors, then read back and process the data if (bCollect) { gl.glFlush(); gl.glFinish(); gl.glReadPixels( 0, 0, divisions * 2, divisions * 6, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pixelDataBuffer); collectData(which); } }
// called on the parent object // Should be synchronized so that the user thread does not modify the // OrientedShape3D params while computing the transform synchronized void updateOrientedTransform(Canvas3D canvas, int viewIndex) { double angle = 0.0; double sign; boolean status; Transform3D orientedxform = getOrientedTransform(viewIndex); // get viewplatforms's location in virutal world if (mode == OrientedShape3D.ROTATE_ABOUT_AXIS) { // rotate about axis canvas.getCenterEyeInImagePlate(viewPosition); canvas.getImagePlateToVworld(xform); // xform is imagePlateToLocal xform.transform(viewPosition); // get billboard's transform xform.set(getCurrentLocalToVworld()); xform.invert(); // xform is now vWorldToLocal // transform the eye position into the billboard's coordinate system xform.transform(viewPosition); // eyeVec is a vector from the local origin to the eye pt in local eyeVec.set(viewPosition); eyeVec.normalize(); // project the eye into the rotation plane status = projectToPlane(eyeVec, nAxis); if (status) { // project the z axis into the rotation plane zAxis.x = 0.0; zAxis.y = 0.0; zAxis.z = 1.0; status = projectToPlane(zAxis, nAxis); } if (status) { // compute the sign of the angle by checking if the cross product // of the two vectors is in the same direction as the normal axis vector.cross(eyeVec, zAxis); if (vector.dot(nAxis) > 0.0) { sign = 1.0; } else { sign = -1.0; } // compute the angle between the projected eye vector and the // projected z double dot = eyeVec.dot(zAxis); if (dot > 1.0f) { dot = 1.0f; } else if (dot < -1.0f) { dot = -1.0f; } angle = sign * Math.acos(dot); // use -angle because xform is to *undo* rotation by angle aa.x = nAxis.x; aa.y = nAxis.y; aa.z = nAxis.z; aa.angle = -angle; orientedxform.set(aa); } else { orientedxform.setIdentity(); } } else if (mode == OrientedShape3D.ROTATE_ABOUT_POINT) { // rotate about point // Need to rotate Z axis to point to eye, and Y axis to be // parallel to view platform Y axis, rotating around rotation pt // get the eye point canvas.getCenterEyeInImagePlate(viewPosition); // derive the yUp point yUpPoint.set(viewPosition); yUpPoint.y += 0.01; // one cm in Physical space // transform the points to the Billboard's space canvas.getImagePlateToVworld(xform); // xform is ImagePlateToVworld xform.transform(viewPosition); xform.transform(yUpPoint); // get billboard's transform xform.set(getCurrentLocalToVworld()); xform.invert(); // xform is vWorldToLocal // transfom points to local coord sys xform.transform(viewPosition); xform.transform(yUpPoint); // Make a vector from viewPostion to 0,0,0 in the BB coord sys eyeVec.set(viewPosition); eyeVec.normalize(); // create a yUp vector yUp.set(yUpPoint); yUp.sub(viewPosition); yUp.normalize(); // find the plane to rotate z zAxis.x = 0.0; zAxis.y = 0.0; zAxis.z = 1.0; // rotation axis is cross product of eyeVec and zAxis vector.cross(eyeVec, zAxis); // vector is cross product // if cross product is non-zero, vector is rotation axis and // rotation angle is acos(eyeVec.dot(zAxis))); double length = vector.length(); if (length > 0.0001) { double dot = eyeVec.dot(zAxis); if (dot > 1.0f) { dot = 1.0f; } else if (dot < -1.0f) { dot = -1.0f; } angle = Math.acos(dot); aa.x = vector.x; aa.y = vector.y; aa.z = vector.z; aa.angle = -angle; zRotate.set(aa); } else { // no rotation needed, set to identity (scale = 1.0) zRotate.set(1.0); } // Transform the yAxis by zRotate yAxis.x = 0.0; yAxis.y = 1.0; yAxis.z = 0.0; zRotate.transform(yAxis); // project the yAxis onto the plane perp to the eyeVec status = projectToPlane(yAxis, eyeVec); if (status) { // project the yUp onto the plane perp to the eyeVec status = projectToPlane(yUp, eyeVec); } if (status) { // rotation angle is acos(yUp.dot(yAxis)); double dot = yUp.dot(yAxis); // Fix numerical error, otherwise acos return NULL if (dot > 1.0f) { dot = 1.0f; } else if (dot < -1.0f) { dot = -1.0f; } angle = Math.acos(dot); // check the sign by looking a the cross product vs the eyeVec vector.cross(yUp, yAxis); // vector is cross product if (eyeVec.dot(vector) < 0) { angle *= -1; } aa.x = eyeVec.x; aa.y = eyeVec.y; aa.z = eyeVec.z; aa.angle = -angle; xform.set(aa); // xform is now yRotate // rotate around the rotation point vector.x = rotationPoint.x; vector.y = rotationPoint.y; vector.z = rotationPoint.z; // vector to translate to RP orientedxform.set(vector); // translate to RP orientedxform.mul(xform); // yRotate orientedxform.mul(zRotate); // zRotate vector.scale(-1.0); // vector to translate back xform.set(vector); // xform to translate back orientedxform.mul(xform); // translate back } else { orientedxform.setIdentity(); } } // Scale invariant computation if (constantScale) { // Back Xform a unit vector to local world coords canvas.getInverseVworldProjection(left_xform, right_xform); // the two endpts of the vector have to be transformed // individually because the Xform is not affine im_vec[0].set(0.0, 0.0, 0.0, 1.0); im_vec[1].set(1.0, 0.0, 0.0, 1.0); left_xform.transform(im_vec[0]); left_xform.transform(im_vec[1]); left_xform.set(getCurrentLocalToVworld()); left_xform.invert(); left_xform.transform(im_vec[0]); left_xform.transform(im_vec[1]); lvec.set(im_vec[1]); lvec.sub(im_vec[0]); // We simply need the direction of this vector lvec.normalize(); im_vec[0].set(0.0, 0.0, 0.0, 1.0); im_vec[1].set(lvec); im_vec[1].w = 1.0; // Forward Xfrom to clip coords left_xform.set(getCurrentLocalToVworld()); left_xform.transform(im_vec[0]); left_xform.transform(im_vec[1]); canvas.getVworldProjection(left_xform, right_xform); left_xform.transform(im_vec[0]); left_xform.transform(im_vec[1]); // Perspective division im_vec[0].x /= im_vec[0].w; im_vec[0].y /= im_vec[0].w; im_vec[0].z /= im_vec[0].w; im_vec[1].x /= im_vec[1].w; im_vec[1].y /= im_vec[1].w; im_vec[1].z /= im_vec[1].w; lvec.set(im_vec[1]); lvec.sub(im_vec[0]); // Use the length of this vector to determine the scaling // factor double scale = 1 / lvec.length(); // Convert to meters scale *= scaleFactor * canvas.getPhysicalWidth() / 2; // Scale object so that it appears the same size scaleXform.setScale(scale); orientedxform.mul(scaleXform); } }