本文整理汇总了Java中com.jme3.bounding.BoundingSphere.getCenter方法的典型用法代码示例。如果您正苦于以下问题:Java BoundingSphere.getCenter方法的具体用法?Java BoundingSphere.getCenter怎么用?Java BoundingSphere.getCenter使用的例子?那么, 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com.jme3.bounding.BoundingSphere
的用法示例。
在下文中一共展示了BoundingSphere.getCenter方法的3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: if
import com.jme3.bounding.BoundingSphere; //导入方法依赖的package包/类
/**
* This method returns the bounding box of the given mesh.
*
* @param mesh
* the mesh
* @return bounding box of the given mesh
*/
/* package */static BoundingBox getBoundingBox(Mesh mesh) {
mesh.updateBound();
BoundingVolume bv = mesh.getBound();
if (bv instanceof BoundingBox) {
return (BoundingBox) bv;
} else if (bv instanceof BoundingSphere) {
BoundingSphere bs = (BoundingSphere) bv;
float r = bs.getRadius();
return new BoundingBox(bs.getCenter(), r, r, r);
} else {
throw new IllegalStateException("Unknown bounding volume type: " + bv.getClass().getName());
}
}
示例2: sphereProjection
import com.jme3.bounding.BoundingSphere; //导入方法依赖的package包/类
/**
* Sphere projection for 2D textures.
*
* @param positions
* points to be projected
* @param bb
* the bounding box for projecting
* @return UV coordinates after the projection
*/
public static float[] sphereProjection(float[] positions, BoundingSphere bs) {// TODO: rotate it to be vertical
float[] uvCoordinates = new float[positions.length / 3 * 2];
Vector3f v = new Vector3f();
float cx = bs.getCenter().x, cy = bs.getCenter().y, cz = bs.getCenter().z;
Vector3f uBase = new Vector3f(0, -1, 0);
Vector3f vBase = new Vector3f(0, 0, -1);
for (int i = 0, j = 0; i < positions.length; i += 3, j += 2) {
// calculating U
v.set(positions[i] - cx, positions[i + 1] - cy, 0);
v.normalizeLocal();
float angle = v.angleBetween(uBase);// result between [0; PI]
if (v.x < 0) {// the angle should be greater than PI, we're on the other part of the image then
angle = FastMath.TWO_PI - angle;
}
uvCoordinates[j] = angle / FastMath.TWO_PI;
// calculating V
v.set(positions[i] - cx, positions[i + 1] - cy, positions[i + 2] - cz);
v.normalizeLocal();
angle = v.angleBetween(vBase);// result between [0; PI]
uvCoordinates[j + 1] = angle / FastMath.PI;
}
// looking for splitted triangles
Triangle triangle = new Triangle();
for (int i = 0; i < positions.length; i += 9) {
triangle.set(0, positions[i], positions[i + 1], positions[i + 2]);
triangle.set(1, positions[i + 3], positions[i + 4], positions[i + 5]);
triangle.set(2, positions[i + 6], positions[i + 7], positions[i + 8]);
float sgn1 = Math.signum(triangle.get1().x - cx);
float sgn2 = Math.signum(triangle.get2().x - cx);
float sgn3 = Math.signum(triangle.get3().x - cx);
float xSideFactor = sgn1 + sgn2 + sgn3;
float ySideFactor = Math.signum(triangle.get1().y - cy) + Math.signum(triangle.get2().y - cy) + Math.signum(triangle.get3().y - cy);
if ((xSideFactor > -3 || xSideFactor < 3) && ySideFactor < 0) {// the triangle is on the splitting plane
if (sgn1 == 1.0f) {
uvCoordinates[i / 3 * 2] += 1.0f;
}
if (sgn2 == 1.0f) {
uvCoordinates[(i / 3 + 1) * 2] += 1.0f;
}
if (sgn3 == 1.0f) {
uvCoordinates[(i / 3 + 2) * 2] += 1.0f;
}
}
}
return uvCoordinates;
}
示例3: fromBoundingSphere
import com.jme3.bounding.BoundingSphere; //导入方法依赖的package包/类
/**
* Create a WireSphere from a BoundingSphere
*
* @param bsph
* BoundingSphere used to create the WireSphere
*
*/
public void fromBoundingSphere(BoundingSphere bsph) {
Vector3f c = bsph.getCenter();
updatePositions(c.x, c.y, c.z, bsph.getRadius());
}