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Java Mat4类代码示例

本文整理汇总了Java中ch.fhnw.util.math.Mat4的典型用法代码示例。如果您正苦于以下问题:Java Mat4类的具体用法?Java Mat4怎么用?Java Mat4使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


Mat4类属于ch.fhnw.util.math包,在下文中一共展示了Mat4类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: projectToScreen

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
public static Vec3 projectToScreen(Mat4 viewProjMatrix, Viewport viewport, Vec4 v) {
	Vec4 proj = viewProjMatrix.transform(v);

	if (proj.w == 0)
		return null;

	// map x, y and z to range [0, 1]
	float x = 0.5f * (proj.x / proj.w + 1);
	float y = 0.5f * (proj.y / proj.w + 1);
	float z = 0.5f * (proj.z / proj.w + 1);

	// map x and y to viewport
	x = x * viewport.w + viewport.x;
	y = y * viewport.h + viewport.y;
	return new Vec3(x, y, z);
}
 
开发者ID:arisona,项目名称:ether,代码行数:17,代码来源:ProjectionUtilities.java

示例2: unprojectFromScreen

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
public static Vec3 unprojectFromScreen(Mat4 viewProjInvMatrix, Viewport viewport, Vec3 v) {
	// map x and y from window coordinates
	float x = (v.x - viewport.x) / viewport.w;
	float y = (v.y - viewport.y) / viewport.h;
	float z = v.z;

	// map to range -1 to 1
	x = x * 2 - 1;
	y = y * 2 - 1;
	z = z * 2 - 1;

	Vec4 result = viewProjInvMatrix.transform(new Vec4(x, y, z, 1));

	if (result.w == 0) {
		return null;
	}

	return new Vec3(result.x / result.w, result.y / result.w, result.z / result.w);
}
 
开发者ID:arisona,项目名称:ether,代码行数:20,代码来源:ProjectionUtilities.java

示例3: getTransformedGeometryData

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
@Override
public float[][] getTransformedGeometryData() {
	float[][] src = geometry.getData();
	float[][] dst = new float[src.length][];
	IGeometryAttribute[] attrs = geometry.getAttributes();
	Mat4 tp = Mat4.multiply(Mat4.translate(position), transform);
	dst[0] = tp.transform(src[0]);
	for (int i = 1; i < src.length; ++i) {
		if (attrs[i].equals(IGeometry.NORMAL_ARRAY)) {
			Mat3 tn = new Mat3(tp).inverse().transpose();
			dst[i] = tn.transform(src[i]);
		} else {
			dst[i] = Arrays.copyOf(src[i], src[i].length);
		}
	}
	return dst;
}
 
开发者ID:arisona,项目名称:ether,代码行数:18,代码来源:DefaultMesh.java

示例4: toUniform

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
@SuppressWarnings("unchecked")
public IShaderUniform<?> toUniform(int unit) {
	if(value instanceof Boolean)
		return new BooleanUniform((ITypedAttribute<Boolean>)this, id());
	else if(value instanceof Float)
		return new FloatUniform((ITypedAttribute<Float>)this, id());
	else if(value instanceof Integer)
		return new IntUniform((ITypedAttribute<Integer>)this, id());
	else if(value instanceof Mat3)
		return new Mat3FloatUniform((ITypedAttribute<Mat3>)this, id());
	else if(value instanceof Mat4)
		return new Mat4FloatUniform((ITypedAttribute<Mat4>)this, id());
	else if(value instanceof IVec3)
		return new Vec3FloatUniform((ITypedAttribute<IVec3>)this, id());
	else if(value instanceof IVec4)
		return new Vec4FloatUniform((ITypedAttribute<IVec4>)this, id());
	else if(value instanceof IImage || value instanceof VideoFrame)
		return new SamplerUniform(id(), id(), unit, GL11.GL_TEXTURE_2D);
	else
		throw new IllegalArgumentException("Unsupported unifrom type:" + value.getClass().getName());
}
 
开发者ID:arisona,项目名称:ether,代码行数:22,代码来源:AbstractVideoFX.java

示例5: extrude

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
/**
 * Extrudes this polygon along given direction by distance d, and returns list of
 * new polygons. Edges of original polygon will become first edges of each
 * side polygon. Adds bottom cap (= this polygon, reversed) and top cap (=
 * this polygon, translated) if requested. Bottom cap will be added as first
 * element in the list, top cap as last element.
 */
public List<Polygon> extrude(Vec3 direction, float d, boolean addBottomCap, boolean addTopCap) {
	List<Polygon> p = new ArrayList<>(vertices.length + (addBottomCap ? 1 : 0) + (addTopCap ? 1 : 0));
	if (addBottomCap)
		p.add(flip());
	for (int i = 0; i < vertices.length; ++i) {
		Vec3 v0 = get(i);
		Vec3 v1 = get(i + 1);
		Vec3 v2 = v1.add(direction.scale(d));
		Vec3 v3 = v0.add(direction.scale(d));
		p.add(new Polygon(v0, v1, v2, v3));
	}
	if (addTopCap)
		p.add(transform(Mat4.translate(direction.scale(d))));
	return p;
}
 
开发者ID:arisona,项目名称:ether,代码行数:23,代码来源:Polygon.java

示例6: reshape

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {

	GL3 gl = drawable.getGL().getGL3();
	// Set the viewport to be the entire window
	gl.glViewport(0, 0, width, height);
	double aspect = (double) height / width;
	ybottom = aspect * xleft;
	ytop = aspect * xright;
	P = Mat4.ortho(xleft, xright, (float) ybottom, (float) ytop, znear, zfar);
	mygl.setP(gl, P);

}
 
开发者ID:Kimmig1000,项目名称:PhysikFuerComputerspiele,代码行数:14,代码来源:SchussAufBlech.java

示例7: display

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
@Override
public void display(GLAutoDrawable drawable) {
	GL3 gl = drawable.getGL().getGL3();
	gl.glClear(GL3.GL_COLOR_BUFFER_BIT); // Bildschirm loeschen
	mygl.setColor(0, 1, 0); // Farbe der Vertices
	
	double alpha = 0;
	//Quader viereck = new Quader(mygl);
	//viereck.zeichne(gl, a, b, c, true);

	M=Mat4.ID;
	mygl.setM(gl, M);
	zeichneKreis(gl, 0.2f, (float) x, (float) y, 20);
	
	M= Mat4.translate((float)x,(float)y,0);
	alpha = (Math.atan(vy/vx)) * (180/Math.PI);
	M = M.postMultiply(Mat4.rotate((float)alpha, 0,0,1));
	mygl.setM(gl,M);
	zeichneSpeer(gl, 1.2f, 0.04f, 0.2f);
	
	// eulerischer Algorythmus 2D
	if (stopped)
		return;
	
	x = x + vx * dt;
	y = y + vy * dt;
	vx = vx + ax * dt;
	vy = vy + ay * dt;
	if (y < ybottom) {
		x = x0;
		y = y0;
		vx = v0x;
		vy = v0y;
	}
	
	
	
	// y = y + v*dt;
	// v = v + -g*dt;
}
 
开发者ID:Kimmig1000,项目名称:PhysikFuerComputerspiele,代码行数:41,代码来源:WurfParabel.java

示例8: reshape

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
	GL3 gl = drawable.getGL().getGL3();
	// Set the viewport to be the entire window
	gl.glViewport(0, 0, width, height);
	double aspect = (double) height / width;
	ybottom = aspect * xleft;
	ytop = aspect * xright;
	P = Mat4.ortho(xleft, xright, (float) ybottom, (float) ytop, znear, zfar);
	mygl.setP(gl, P);

}
 
开发者ID:Kimmig1000,项目名称:PhysikFuerComputerspiele,代码行数:13,代码来源:WurfParabel.java

示例9: toMat4

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
private Mat4 toMat4(RealMatrix m) {
	float[] v = new float[16];
	for (int i = 0; i < 16; ++i) {
		v[i] = (float) m.getEntry(i % 4, i / 4);
	}
	return new Mat4(v);
}
 
开发者ID:arisona,项目名称:ether,代码行数:8,代码来源:BimberRaskarCalibrator.java

示例10: projectToDevice

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
public static Vec3 projectToDevice(Mat4 viewProjMatrix, Vec4 v) {
	Vec4 proj = viewProjMatrix.transform(v);

	if (proj.w == 0)
		return null;

	// map x, y and z to range [-1, 1]
	float x = proj.x / proj.w;
	float y = proj.y / proj.w;
	float z = proj.z / proj.w;

	return new Vec3(x, y, z);
}
 
开发者ID:arisona,项目名称:ether,代码行数:14,代码来源:ProjectionUtilities.java

示例11: addToAzimuth

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
/**
 * Orbit around target with camera orbit axis. Positive value orbits
 * counter-clock-wise around axis.
 * 
 * @param delta
 *            relative angle in degrees
 */
public void addToAzimuth(float delta) {
	Mat4 m = Mat4.multiply(Mat4.translate(camera.getTarget()), Mat4.rotate(delta, camera.getCameraOrbitAxis()),
			Mat4.translate(camera.getTarget().negate()));

	Vec3 p = m.transform(camera.getPosition());
	Vec3 u = m.transform(camera.getPosition().add(camera.getUp())).subtract(p);

	camera.setPosition(p);
	camera.setUp(u);
}
 
开发者ID:arisona,项目名称:ether,代码行数:18,代码来源:DefaultCameraControl.java

示例12: addToElevation

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
/**
 * Orbit around target on camera-x axis. Positive value orbits clock-wise
 * around camera-x axis, i.e. moves camera "up"
 * 
 * @param delta
 *            relative angle in degrees
 */
public void addToElevation(float delta) {
	Mat4 m = Mat4.multiply(Mat4.translate(camera.getTarget()), Mat4.rotate(-delta, camera.getCameraXAxis()),
			Mat4.translate(camera.getTarget().negate()));

	Vec3 p = m.transform(camera.getPosition());
	Vec3 u = m.transform(camera.getPosition().add(camera.getUp())).subtract(p);

	if (KEEP_ROT_X_POSITIVE && Vec3.Z.dot(u) < 0)
		return;

	camera.setPosition(p);
	camera.setUp(u);
}
 
开发者ID:arisona,项目名称:ether,代码行数:21,代码来源:DefaultCameraControl.java

示例13: setTransform

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
@Override
public void setTransform(Mat4 transform) {
	if (this.transform != transform) {
		this.transform = transform;
		bb = null;
		updateRequest();
	}
}
 
开发者ID:arisona,项目名称:ether,代码行数:9,代码来源:DefaultMesh.java

示例14: loadUniforms

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
public static void loadUniforms(FloatUniformBuffer uniforms, IViewCameraState vcs) {
	uniforms.load((blockIndex, buffer) -> {
		switch (blockIndex) {
		case 0:
			// 3d setup
			addMat4(buffer, vcs.getViewMatrix());
			addMat4(buffer, vcs.getViewProjMatrix());
			addMat4(buffer, vcs.getProjMatrix());
			addMat3(buffer, vcs.getNormalMatrix());
			break;
		case 1:
			// ortho device space
			buffer.put(ID_4X4);
			buffer.put(ID_4X4);
			buffer.put(ID_4X4);
			buffer.put(PAD_12);
			break;
		case 2:
			// ortho screen space
			float[] ortho = Mat4.ortho(0, vcs.getViewport().w, 0, vcs.getViewport().h, -1, 1).toArray();
			buffer.put(ID_4X4);
			buffer.put(ortho);
			buffer.put(ortho);
			buffer.put(PAD_12);
			break;
		}
	});
}
 
开发者ID:arisona,项目名称:ether,代码行数:29,代码来源:ViewUniformBlock.java

示例15: ViewCameraState

import ch.fhnw.util.math.Mat4; //导入依赖的package包/类
public ViewCameraState(IView view, Mat4 viewMatrix, Mat4 projMatrix) {
	this.viewport = view.getViewport();
	this.locked = true;
	position = target = up = null;
	fov = near = far = 0;
	this.viewMatrix = viewMatrix;
	this.projMatrix = projMatrix;
}
 
开发者ID:arisona,项目名称:ether,代码行数:9,代码来源:ViewCameraState.java


注:本文中的ch.fhnw.util.math.Mat4类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。