当前位置: 首页>>代码示例>>Java>>正文


Java Vector3类代码示例

本文整理汇总了Java中org.sunflow.math.Vector3的典型用法代码示例。如果您正苦于以下问题:Java Vector3类的具体用法?Java Vector3怎么用?Java Vector3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。


Vector3类属于org.sunflow.math包,在下文中一共展示了Vector3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: parseCameraMatrix

import org.sunflow.math.Vector3; //导入依赖的package包/类
private void parseCameraMatrix(int index, SunflowAPIInterface api) throws IOException, ParserException {
    String offset = index < 0 ? "" : String.format("[%d]", index);
    if (p.peekNextToken("transform")) {
        // advanced camera
        api.parameter(String.format("transform%s", offset), parseMatrix());
    } else {
        if (index >= 0)
            p.checkNextToken("{");
        // regular camera specification
        p.checkNextToken("eye");
        Point3 eye = parsePoint();
        p.checkNextToken("target");
        Point3 target = parsePoint();
        p.checkNextToken("up");
        Vector3 up = parseVector();
        api.parameter(String.format("transform%s", offset), Matrix4.lookAt(eye, target, up));
        if (index >= 0)
            p.checkNextToken("}");
    }
}
 
开发者ID:d2fn,项目名称:passage,代码行数:21,代码来源:SCParser.java

示例2: scatterPhoton

import org.sunflow.math.Vector3; //导入依赖的package包/类
public void scatterPhoton(ShadingState state, Color power) {
    Color diffuse;
    // make sure we are on the right side of the material
    if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0.0) {
        state.getNormal().negate();
        state.getGeoNormal().negate();
    }
    diffuse = getDiffuse(state);
    state.storePhoton(state.getRay().getDirection(), power, diffuse);
    float avg = diffuse.getAverage();
    double rnd = state.getRandom(0, 0, 1);
    if (rnd < avg) {
        // photon is scattered
        power.mul(diffuse).mul(1.0f / avg);
        OrthoNormalBasis onb = state.getBasis();
        double u = 2 * Math.PI * rnd / avg;
        double v = state.getRandom(0, 1, 1);
        float s = (float) Math.sqrt(v);
        float s1 = (float) Math.sqrt(1.0 - v);
        Vector3 w = new Vector3((float) Math.cos(u) * s, (float) Math.sin(u) * s, s1);
        w = onb.transform(w, new Vector3());
        state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
    }
}
 
开发者ID:d2fn,项目名称:passage,代码行数:25,代码来源:DiffuseShader.java

示例3: brdf

import org.sunflow.math.Vector3; //导入依赖的package包/类
private float brdf(Vector3 i, Vector3 o, OrthoNormalBasis basis) {
    float fr = 4 * (float) Math.PI * alphaX * alphaY;
    float p = basis.untransformZ(i) * basis.untransformZ(o);
    if (p > 0)
        fr *= (float) Math.sqrt(p);
    else
        fr = 0;
    Vector3 h = Vector3.add(i, o, new Vector3());
    basis.untransform(h);
    float hx = h.x / alphaX;
    hx *= hx;
    float hy = h.y / alphaY;
    hy *= hy;
    float hn = h.z * h.z;
    if (fr > 0)
        fr = (float) Math.exp(-(hx + hy) / hn) / fr;
    return fr;
}
 
开发者ID:d2fn,项目名称:passage,代码行数:19,代码来源:AnisotropicWardShader.java

示例4: scatterPhoton

import org.sunflow.math.Vector3; //导入依赖的package包/类
public void scatterPhoton(ShadingState state, Color power) {
    Color diffuse;
    // make sure we are on the right side of the material
    if (Vector3.dot(state.getNormal(), state.getRay().getDirection()) > 0.0) {
        state.getNormal().negate();
        state.getGeoNormal().negate();
    }
    diffuse = Color.GRAY;
    state.storePhoton(state.getRay().getDirection(), power, diffuse);
    float avg = diffuse.getAverage();
    double rnd = state.getRandom(0, 0, 1);
    if (rnd < avg) {
        // photon is scattered
        power.mul(diffuse).mul(1.0f / avg);
        OrthoNormalBasis onb = state.getBasis();
        double u = 2 * Math.PI * rnd / avg;
        double v = state.getRandom(0, 1, 1);
        float s = (float) Math.sqrt(v);
        float s1 = (float) Math.sqrt(1.0 - v);
        Vector3 w = new Vector3((float) Math.cos(u) * s, (float) Math.sin(u) * s, s1);
        w = onb.transform(w, new Vector3());
        state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
    }
}
 
开发者ID:d2fn,项目名称:passage,代码行数:25,代码来源:QuickGrayShader.java

示例5: getRadiance

import org.sunflow.math.Vector3; //导入依赖的package包/类
public Color getRadiance(ShadingState state) {
    if (!state.includeSpecular())
        return Color.BLACK;
    state.faceforward();
    float cos = state.getCosND();
    float dn = 2 * cos;
    Vector3 refDir = new Vector3();
    refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
    refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
    refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
    Ray refRay = new Ray(state.getPoint(), refDir);

    // compute Fresnel term
    cos = 1 - cos;
    float cos2 = cos * cos;
    float cos5 = cos2 * cos2 * cos;
    Color ret = Color.white();
    ret.sub(color);
    ret.mul(cos5);
    ret.add(color);
    return ret.mul(state.traceReflection(refRay, 0));
}
 
开发者ID:d2fn,项目名称:passage,代码行数:23,代码来源:MirrorShader.java

示例6: scatterPhoton

import org.sunflow.math.Vector3; //导入依赖的package包/类
public void scatterPhoton(ShadingState state, Color power) {
    float avg = color.getAverage();
    double rnd = state.getRandom(0, 0, 1);
    if (rnd >= avg)
        return;
    state.faceforward();
    float cos = state.getCosND();
    power.mul(color).mul(1.0f / avg);
    // photon is reflected
    float dn = 2 * cos;
    Vector3 dir = new Vector3();
    dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
    dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
    dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
    state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
}
 
开发者ID:d2fn,项目名称:passage,代码行数:17,代码来源:MirrorShader.java

示例7: prepareShadingState

import org.sunflow.math.Vector3; //导入依赖的package包/类
public void prepareShadingState(ShadingState state) {
    state.init();
    Instance i = state.getInstance();
    state.getRay().getPoint(state.getPoint());
    Ray r = state.getRay();
    Shader s = i.getShader(0);
    state.setShader(s != null ? s : this);
    int primID = state.getPrimitiveID();
    int hair = primID / numSegments;
    int line = primID % numSegments;
    int vRoot = hair * 3 * (numSegments + 1);
    int v0 = vRoot + line * 3;

    // tangent vector
    Vector3 v = getTangent(line, v0, state.getV());
    v = state.transformVectorObjectToWorld(v);
    state.setBasis(OrthoNormalBasis.makeFromWV(v, new Vector3(-r.dx, -r.dy, -r.dz)));
    state.getBasis().swapVW();
    // normal
    state.getNormal().set(0, 0, 1);
    state.getBasis().transform(state.getNormal());
    state.getGeoNormal().set(state.getNormal());

    state.getUV().set(0, (line + state.getV()) / numSegments);
}
 
开发者ID:d2fn,项目名称:passage,代码行数:26,代码来源:Hair.java

示例8: prepareShadingState

import org.sunflow.math.Vector3; //导入依赖的package包/类
public void prepareShadingState(ShadingState state) {
    state.init();
    state.getRay().getPoint(state.getPoint());
    Point3 localPoint = state.transformWorldToObject(state.getPoint());

    localPoint.x -= particles[3 * state.getPrimitiveID() + 0];
    localPoint.y -= particles[3 * state.getPrimitiveID() + 1];
    localPoint.z -= particles[3 * state.getPrimitiveID() + 2];

    state.getNormal().set(localPoint.x, localPoint.y, localPoint.z);
    state.getNormal().normalize();

    state.setShader(state.getInstance().getShader(0));
    state.setModifier(state.getInstance().getModifier(0));
    // into object space
    Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());
    state.getNormal().set(worldNormal);
    state.getNormal().normalize();
    state.getGeoNormal().set(state.getNormal());
    state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
}
 
开发者ID:d2fn,项目名称:passage,代码行数:22,代码来源:ParticleSurface.java

示例9: prepareShadingState

import org.sunflow.math.Vector3; //导入依赖的package包/类
public void prepareShadingState(ShadingState state) {
    state.init();
    state.getRay().getPoint(state.getPoint());
    Instance parent = state.getInstance();
    Point3 n = state.transformWorldToObject(state.getPoint());
    state.getNormal().set(n.x * (2 * n.x * n.x - 1), n.y * (2 * n.y * n.y - 1), n.z * (2 * n.z * n.z - 1));
    state.getNormal().normalize();
    state.setShader(parent.getShader(0));
    state.setModifier(parent.getModifier(0));
    // into world space
    Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());
    state.getNormal().set(worldNormal);
    state.getNormal().normalize();
    state.getGeoNormal().set(state.getNormal());
    // create basis in world space
    state.setBasis(OrthoNormalBasis.makeFromW(state.getNormal()));
}
 
开发者ID:d2fn,项目名称:passage,代码行数:18,代码来源:BanchoffSurface.java

示例10: prepareShadingState

import org.sunflow.math.Vector3; //导入依赖的package包/类
public void prepareShadingState(ShadingState state) {
    state.init();
    state.getRay().getPoint(state.getPoint());
    Instance parent = state.getInstance();
    Point3 localPoint = state.transformWorldToObject(state.getPoint());
    state.getNormal().set(localPoint.x, localPoint.y, 0);
    state.getNormal().normalize();

    float phi = (float) Math.atan2(state.getNormal().y, state.getNormal().x);
    if (phi < 0)
        phi += 2 * Math.PI;
    state.getUV().x = phi / (float) (2 * Math.PI);
    state.getUV().y = (localPoint.z + 1) * 0.5f;
    state.setShader(parent.getShader(0));
    state.setModifier(parent.getModifier(0));
    // into world space
    Vector3 worldNormal = state.transformNormalObjectToWorld(state.getNormal());
    Vector3 v = state.transformVectorObjectToWorld(new Vector3(0, 0, 1));
    state.getNormal().set(worldNormal);
    state.getNormal().normalize();
    state.getGeoNormal().set(state.getNormal());
    // compute basis in world space
    state.setBasis(OrthoNormalBasis.makeFromWV(state.getNormal(), v));
}
 
开发者ID:d2fn,项目名称:passage,代码行数:25,代码来源:Cylinder.java

示例11: getIrradiance

import org.sunflow.math.Vector3; //导入依赖的package包/类
public Color getIrradiance(ShadingState state, Color diffuseReflectance) {
    OrthoNormalBasis onb = state.getBasis();
    Vector3 w = new Vector3();
    Color result = Color.black();
    for (int i = 0; i < samples; i++) {
        float xi = (float) state.getRandom(i, 0, samples);
        float xj = (float) state.getRandom(i, 1, samples);
        float phi = (float) (2 * Math.PI * xi);
        float cosPhi = (float) Math.cos(phi);
        float sinPhi = (float) Math.sin(phi);
        float sinTheta = (float) Math.sqrt(xj);
        float cosTheta = (float) Math.sqrt(1.0f - xj);
        w.x = cosPhi * sinTheta;
        w.y = sinPhi * sinTheta;
        w.z = cosTheta;
        onb.transform(w);
        Ray r = new Ray(state.getPoint(), w);
        r.setMax(maxDist);
        result.add(Color.blend(bright, dark, state.traceShadow(r)));
    }
    return result.mul((float) Math.PI / samples);
}
 
开发者ID:d2fn,项目名称:passage,代码行数:23,代码来源:AmbientOcclusionGIEngine.java

示例12: getGlobalRadiance

import org.sunflow.math.Vector3; //导入依赖的package包/类
public Color getGlobalRadiance(ShadingState state) {
    Point3 p = state.getPoint();
    Vector3 n = state.getNormal();
    int set = (int) (state.getRandom(0, 1, 1) * numSets);
    float maxAvgPow = 0;
    float minDist = 1;
    Color pow = null;
    for (PointLight vpl : virtualLights[set]) {
        maxAvgPow = Math.max(maxAvgPow, vpl.power.getAverage());
        if (Vector3.dot(n, vpl.n) > 0.9f) {
            float d = vpl.p.distanceToSquared(p);
            if (d < minDist) {
                pow = vpl.power;
                minDist = d;
            }
        }
    }
    return pow == null ? Color.BLACK : pow.copy().mul(1.0f / maxAvgPow);
}
 
开发者ID:d2fn,项目名称:passage,代码行数:20,代码来源:InstantGI.java

示例13: insert

import org.sunflow.math.Vector3; //导入依赖的package包/类
private void insert(Point3 p, Vector3 n, float r0, Color irr) {
    if (tolerance <= 0)
        return;
    Node node = root;
    r0 = MathUtils.clamp(r0 * tolerance, minSpacing, maxSpacing) * invTolerance;
    if (root.isInside(p)) {
        while (node.sideLength >= (4.0 * r0 * tolerance)) {
            int k = 0;
            k |= (p.x > node.center.x) ? 1 : 0;
            k |= (p.y > node.center.y) ? 2 : 0;
            k |= (p.z > node.center.z) ? 4 : 0;
            if (node.children[k] == null) {
                Point3 c = new Point3(node.center);
                c.x += ((k & 1) == 0) ? -node.quadSideLength : node.quadSideLength;
                c.y += ((k & 2) == 0) ? -node.quadSideLength : node.quadSideLength;
                c.z += ((k & 4) == 0) ? -node.quadSideLength : node.quadSideLength;
                node.children[k] = new Node(c, node.halfSideLength);
            }
            node = node.children[k];
        }
    }
    Sample s = new Sample(p, n, r0, irr);
    s.next = node.first;
    node.first = s;
}
 
开发者ID:d2fn,项目名称:passage,代码行数:26,代码来源:IrradianceCacheGIEngine.java

示例14: update

import org.sunflow.math.Vector3; //导入依赖的package包/类
@Override
public boolean update(ParameterList pl, SunflowAPI api) {
    radiance = pl.getColor("radiance", radiance);
    numSamples = pl.getInt("samples", numSamples);
    if (super.update(pl, api)) {
        // precompute triangle areas and normals
        areas = new float[getNumPrimitives()];
        ngs = new Vector3[getNumPrimitives()];
        totalArea = 0;
        for (int tri3 = 0, i = 0; tri3 < triangles.length; tri3 += 3, i++) {
            int a = triangles[tri3 + 0];
            int b = triangles[tri3 + 1];
            int c = triangles[tri3 + 2];
            Point3 v0p = getPoint(a);
            Point3 v1p = getPoint(b);
            Point3 v2p = getPoint(c);
            ngs[i] = Point3.normal(v0p, v1p, v2p);
            areas[i] = 0.5f * ngs[i].length();
            ngs[i].normalize();
            totalArea += areas[i];
        }
    } else
        return false;
    return true;
}
 
开发者ID:d2fn,项目名称:passage,代码行数:26,代码来源:TriangleMeshLight.java

示例15: getPhoton

import org.sunflow.math.Vector3; //导入依赖的package包/类
public void getPhoton(double randX1, double randY1, double randX2, double randY2, Point3 p, Vector3 dir, Color power) {
    float z = (float) (1 - 2 * randX2);
    float r = (float) Math.sqrt(Math.max(0, 1 - z * z));
    float phi = (float) (2 * Math.PI * randY2);
    float x = r * (float) Math.cos(phi);
    float y = r * (float) Math.sin(phi);
    p.x = center.x + x * radius;
    p.y = center.y + y * radius;
    p.z = center.z + z * radius;
    OrthoNormalBasis basis = OrthoNormalBasis.makeFromW(new Vector3(x, y, z));
    phi = (float) (2 * Math.PI * randX1);
    float cosPhi = (float) Math.cos(phi);
    float sinPhi = (float) Math.sin(phi);
    float sinTheta = (float) Math.sqrt(randY1);
    float cosTheta = (float) Math.sqrt(1 - randY1);
    dir.x = cosPhi * sinTheta;
    dir.y = sinPhi * sinTheta;
    dir.z = cosTheta;
    basis.transform(dir);
    power.set(radiance);
    power.mul((float) (Math.PI * Math.PI * 4 * r2));
}
 
开发者ID:d2fn,项目名称:passage,代码行数:23,代码来源:SphereLight.java


注:本文中的org.sunflow.math.Vector3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。