本文整理汇总了Java中ch.fhnw.util.math.Mat4.transform方法的典型用法代码示例。如果您正苦于以下问题:Java Mat4.transform方法的具体用法?Java Mat4.transform怎么用?Java Mat4.transform使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ch.fhnw.util.math.Mat4
的用法示例。
在下文中一共展示了Mat4.transform方法的9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; //导入方法依赖的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);
}
示例2: unprojectFromScreen
import ch.fhnw.util.math.Mat4; //导入方法依赖的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);
}
示例3: getTransformedGeometryData
import ch.fhnw.util.math.Mat4; //导入方法依赖的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;
}
示例4: projectToDevice
import ch.fhnw.util.math.Mat4; //导入方法依赖的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);
}
示例5: addToAzimuth
import ch.fhnw.util.math.Mat4; //导入方法依赖的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);
}
示例6: addToElevation
import ch.fhnw.util.math.Mat4; //导入方法依赖的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);
}
示例7: transform
import ch.fhnw.util.math.Mat4; //导入方法依赖的package包/类
/**
* Returns a new polygon, with all vertices transformed by matrix m.
*/
public Polygon transform(Mat4 m) {
Vec3[] v = new Vec3[vertices.length];
for (int i = 0; i < vertices.length; ++i)
v[i] = m.transform(vertices[i]);
Vec3 n = calculateNormal(v);
float[] t = triangles != null ? m.transform(triangles) : null;
return new Polygon(v, n, t);
}
示例8: animate
import ch.fhnw.util.math.Mat4; //导入方法依赖的package包/类
private void animate(double time, double interval) {
if (!animationRunning || currentPath == null)
return;
float t = (float)(time - animationStart) * SPEED / currentPath.getNumNodes();
if (t >= 1) {
t = 0;
animationStart = time;
currentPath = loopPath;
}
DefaultCameraControl dcc = new DefaultCameraControl(controller.getCamera(controller.getViews().get(0)));
Vec3 p = currentPath.position(t);
Vec3 v = currentPath.velocity(t);
Vec3 newD = lastCameraDirection.scale(1 - CAMERA_DAMP).add(v.normalize().scale(CAMERA_DAMP));
Vec3 c = lastCameraDirection.cross(newD);
float newR = (1 - CAMERA_DAMP) * lastCameraRotation + CAMERA_DAMP * (-c.z * CAMREA_ROT_SCALE);
Mat4 rot = Mat4.rotate(newR, newD);
Vec3 up = rot.transform(Vec3.Z);
dcc.setPosition(p);
dcc.setTarget(p.add(newD));
dcc.setUp(up);
lastCameraDirection = newD;
lastCameraRotation = newR;
}
示例9: getTransformedPositionData
import ch.fhnw.util.math.Mat4; //导入方法依赖的package包/类
@Override
public float[] getTransformedPositionData() {
Mat4 tp = Mat4.multiply(Mat4.translate(position), transform);
return tp.transform(geometry.getData()[0]);
}