Пример #1
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  public Vector3f transformVector(final Vector3f in, Vector3f store) {
    if (store == null) store = new Vector3f();

    // multiply with scale first, then rotate, finally translate (cf.
    // Eberly)
    return rot.mult(store.set(in).multLocal(scale), store).addLocal(translation);
  }
Пример #2
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  /**
   * <code>rotateUpTo</code> is a utility function that alters the local rotation to point the Y
   * axis in the direction given by newUp.
   *
   * @param newUp the up vector to use - assumed to be a unit vector.
   */
  public void rotateUpTo(Vector3f newUp) {
    TempVars vars = TempVars.get();

    Vector3f compVecA = vars.vect1;
    Quaternion q = vars.quat1;

    // First figure out the current up vector.
    Vector3f upY = compVecA.set(Vector3f.UNIT_Y);
    Quaternion rot = localTransform.getRotation();
    rot.multLocal(upY);

    // get angle between vectors
    float angle = upY.angleBetween(newUp);

    // figure out rotation axis by taking cross product
    Vector3f rotAxis = upY.crossLocal(newUp).normalizeLocal();

    // Build a rotation quat and apply current local rotation.
    q.fromAngleNormalAxis(angle, rotAxis);
    q.mult(rot, rot);

    vars.release();

    setTransformRefresh();
  }
Пример #3
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  public Vector3f reflect(Vector3f point, Vector3f store) {
    if (store == null) store = new Vector3f();

    float d = pseudoDistance(point);
    store.set(normal).negateLocal().multLocal(d * 2f);
    store.addLocal(point);
    return store;
  }
Пример #4
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  /**
   * <code>lookAt</code> is a convenience method for auto-setting the local rotation based on a
   * position in world space and an up vector. It computes the rotation to transform the z-axis to
   * point onto 'position' and the y-axis to 'up'. Unlike {@link
   * Quaternion#lookAt(com.jme3.math.Vector3f, com.jme3.math.Vector3f) } this method takes a world
   * position to look at and not a relative direction.
   *
   * <p>Note : 28/01/2013 this method has been fixed as it was not taking into account the parent
   * rotation. This was resulting in improper rotation when the spatial had rotated parent nodes.
   * This method is intended to work in world space, so no matter what parent graph the spatial has,
   * it will look at the given position in world space.
   *
   * @param position where to look at in terms of world coordinates
   * @param upVector a vector indicating the (local) up direction. (typically {0, 1, 0} in jME.)
   */
  public void lookAt(Vector3f position, Vector3f upVector) {
    Vector3f worldTranslation = getWorldTranslation();

    TempVars vars = TempVars.get();

    Vector3f compVecA = vars.vect4;

    compVecA.set(position).subtractLocal(worldTranslation);
    getLocalRotation().lookAt(compVecA, upVector);

    if (getParent() != null) {
      Quaternion rot = vars.quat1;
      rot = rot.set(parent.getWorldRotation()).inverseLocal().multLocal(getLocalRotation());
      rot.normalizeLocal();
      setLocalRotation(rot);
    }
    vars.release();
    setTransformRefresh();
  }
Пример #5
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 /** Loads the identity. Equal to translation=0,0,0 scale=1,1,1 rot=0,0,0,1. */
 public void loadIdentity() {
   translation.set(0, 0, 0);
   scale.set(1, 1, 1);
   rot.set(0, 0, 0, 1);
 }
Пример #6
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 /**
  * Sets this matrix's scale to the given x,y,z values.
  *
  * @param x This matrix's new x scale.
  * @param y This matrix's new y scale.
  * @param z This matrix's new z scale.
  * @return this
  */
 public Transform setScale(float x, float y, float z) {
   scale.set(x, y, z);
   return this;
 }
Пример #7
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 /**
  * Sets this matrix's translation to the given x,y,z values.
  *
  * @param x This matrix's new x translation.
  * @param y This matrix's new y translation.
  * @param z This matrix's new z translation.
  * @return this
  */
 public Transform setTranslation(float x, float y, float z) {
   translation.set(x, y, z);
   return this;
 }
Пример #8
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 /**
  * Stores this scale value into the given vector3f. If scale is null, a new vector3f is created to
  * hold the value. The value, once stored, is returned.
  *
  * @param scale The store location for this matrix's scale.
  * @return The value of this matrix's scale.
  */
 public Vector3f getScale(Vector3f scale) {
   if (scale == null) scale = new Vector3f();
   scale.set(this.scale);
   return scale;
 }
Пример #9
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 /**
  * Stores this translation value into the given vector3f. If trans is null, a new vector3f is
  * created to hold the value. The value, once stored, is returned.
  *
  * @param trans The store location for this matrix's translation.
  * @return The value of this matrix's translation.
  */
 public Vector3f getTranslation(Vector3f trans) {
   if (trans == null) trans = new Vector3f();
   trans.set(this.translation);
   return trans;
 }
Пример #10
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 /**
  * Initialize the Plane using the given 3 points as coplanar.
  *
  * @param v1 the first point
  * @param v2 the second point
  * @param v3 the third point
  */
 public void setPlanePoints(Vector3f v1, Vector3f v2, Vector3f v3) {
   normal.set(v2).subtractLocal(v1);
   normal.crossLocal(v3.x - v1.x, v3.y - v1.y, v3.z - v1.z).normalizeLocal();
   constant = normal.dot(v1);
 }
Пример #11
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 public Vector3f getClosestPoint(Vector3f point, Vector3f store) {
   //        float t = constant - normal.dot(point);
   //        return store.set(normal).multLocal(t).addLocal(point);
   float t = (constant - normal.dot(point)) / normal.dot(normal);
   return store.set(normal).multLocal(t).addLocal(point);
 }