Пример #1
0
 public final void glPopMatrix() {
   float[] stackEntry = null;
   if (matrixMode == GL_MODELVIEW) {
     stackEntry = matrixMvStack.remove(0);
   } else if (matrixMode == GL_PROJECTION) {
     stackEntry = matrixPStack.remove(0);
   } else if (matrixMode == GL.GL_TEXTURE) {
     stackEntry = matrixTStack.remove(0);
   }
   glLoadMatrixf(stackEntry, 0);
 }
Пример #2
0
  public void lookat(
      float eyeX,
      float eyeY,
      float eyeZ,
      float centerX,
      float centerY,
      float centerZ,
      float upX,
      float upY,
      float upZ,
      PMVMatrix matrix) {
    Vec3 f = new Vec3(centerX - eyeX, centerY - eyeY, centerZ - eyeZ);
    f.Nor();
    Vec3 U = new Vec3(upX, upY, upZ);
    U.Nor();
    Vec3 s = f.Cro(U);
    s.Nor();
    Vec3 u = s.Cro(f);
    u.Nor();

    float[] mat = {
      s.x,
      u.x,
      -f.x,
      0,
      s.y,
      u.y,
      -f.y,
      0,
      s.z,
      u.z,
      -f.z,
      0,
      -eyeX * s.x + -eyeY * s.y + -eyeZ * s.z,
      -eyeX * u.x + -eyeY * u.y + -eyeZ * u.z,
      -eyeX * -f.x + -eyeY * -f.y + -eyeZ * -f.z,
      1
    };
    matrix.glMatrixMode(GL2.GL_MODELVIEW);
    matrix.glLoadMatrixf(mat, 0);
  }
Пример #3
0
  public void lookatd(
      double eyeX,
      double eyeY,
      double eyeZ,
      double centerX,
      double centerY,
      double centerZ,
      double upX,
      double upY,
      double upZ) {
    Vec3d f = new Vec3d(centerX - eyeX, centerY - eyeY, centerZ - eyeZ);
    f.Nor();
    Vec3d U = new Vec3d(upX, upY, upZ);
    U.Nor();
    Vec3d s = f.Cro(U);
    s.Nor();
    Vec3d u = s.Cro(f);
    u.Nor();

    float[] mat = {
      (float) s.x,
      (float) u.x,
      (float) -f.x,
      0,
      (float) s.y,
      (float) u.y,
      (float) -f.y,
      0,
      (float) s.z,
      (float) u.z,
      (float) -f.z,
      0,
      (float) (-eyeX * s.x + -eyeY * s.y + -eyeZ * s.z),
      (float) (-eyeX * u.x + -eyeY * u.y + -eyeZ * u.z),
      (float) (-eyeX * -f.x + -eyeY * -f.y + -eyeZ * -f.z),
      1
    };
    pvmat.glMatrixMode(GL2.GL_MODELVIEW);
    pvmat.glLoadMatrixf(mat, 0);
  }