private void showHudPositionHelper(Quaternion currentOrientation) {
    final Vector3 movement = WorldParameters.FORWARD_AXIS.clone();
    Quaternion relative = currentOrientation.clone();
    movement.rotateBy(relative).multiply(3);
    movement.inverse();
    centralPane.getPosition().add(movement);

    // TODO move off to the side.
    leftTopPlane.getPosition().add(movement);
    //        leftBottomPlane.getPosition().add(movement);
  }
 /**
  * Utility method to move the specified number of units along the current up axis. This will also
  * adjust the look at target (if a valid one is currently set).
  *
  * @param units {@code double} Number of units to move. If negative, movement will be in the
  *     "down" direction.
  */
 public void moveUp(double units) {
   mTempVec.setAll(WorldParameters.UP_AXIS);
   mTempVec.rotateBy(mOrientation).normalize();
   mTempVec.multiply(units);
   mPosition.add(mTempVec);
   if (mLookAtEnabled && mLookAtValid) {
     mLookAt.add(mTempVec);
     resetToLookAt();
   }
   markModelMatrixDirty();
 }
Esempio n. 3
0
 public Vector3 transferTo3D(Point2D point) {
   Vector3 newPoint = new Vector3(point.x(), point.y(), 0);
   newPoint.rotateBy(inversePlaneZRotation);
   newPoint.add(planeOrigin);
   return newPoint;
 }
Esempio n. 4
0
 public Point2D transferTo2D(Vector3 point) {
   point = point.clone();
   point.subtract(planeOrigin);
   point.rotateBy(planeZRotation);
   return new Point2D(point.x, point.y);
 }