当前位置: 首页>>代码示例>>Java>>正文


Java Vector3f.addLocal方法代码示例

本文整理汇总了Java中com.jme3.math.Vector3f.addLocal方法的典型用法代码示例。如果您正苦于以下问题:Java Vector3f.addLocal方法的具体用法?Java Vector3f.addLocal怎么用?Java Vector3f.addLocal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com.jme3.math.Vector3f的用法示例。


在下文中一共展示了Vector3f.addLocal方法的5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: moveDirectionCamera

import com.jme3.math.Vector3f; //导入方法依赖的package包/类
/**
 * Move a camera to direction.
 *
 * @param value the value to move.
 */
@JMEThread
private void moveDirectionCamera(final float value, final boolean isAction, final boolean isPressed, final int key) {
    if (!canCameraMove()) return;
    if (isAction && isPressed) startCameraMoving(key);
    else if (isAction) finishCameraMoving(key, false);
    if (!isCameraMoving() || isAction) return;

    final EditorCamera editorCamera = getEditorCamera();
    if (editorCamera == null) return;

    final Camera camera = EDITOR.getCamera();
    final Node nodeForCamera = getNodeForCamera();

    final LocalObjects local = LocalObjects.get();
    final Vector3f direction = camera.getDirection(local.nextVector());
    direction.multLocal(value * cameraSpeed);
    direction.addLocal(nodeForCamera.getLocalTranslation());

    nodeForCamera.setLocalTranslation(direction);
}
 
开发者ID:JavaSaBr,项目名称:jmonkeybuilder,代码行数:26,代码来源:AdvancedAbstractEditor3DState.java

示例2: moveSideCamera

import com.jme3.math.Vector3f; //导入方法依赖的package包/类
/**
 * Move a camera to side.
 *
 * @param value the value to move.
 */
@JMEThread
private void moveSideCamera(final float value, final boolean isAction, final boolean isPressed, final int key) {
    if (!canCameraMove()) return;
    if (isAction && isPressed) startCameraMoving(key);
    else if (isAction) finishCameraMoving(key, false);
    if (!isCameraMoving() || isAction) return;

    final EditorCamera editorCamera = getEditorCamera();
    if (editorCamera == null) return;

    final Camera camera = EDITOR.getCamera();
    final Node nodeForCamera = getNodeForCamera();

    final LocalObjects local = LocalObjects.get();
    final Vector3f left = camera.getLeft(local.nextVector());
    left.multLocal(value * cameraSpeed);
    left.addLocal(nodeForCamera.getLocalTranslation());

    nodeForCamera.setLocalTranslation(left);
}
 
开发者ID:JavaSaBr,项目名称:jmonkeybuilder,代码行数:26,代码来源:AdvancedAbstractEditor3DState.java

示例3: updateModel

import com.jme3.math.Vector3f; //导入方法依赖的package包/类
/**
 * Update position and rotation of a model.
 */
@JMEThread
public void updateModel() {

    final AudioNode audioNode = getAudioNode();
    final Node model = getModel();
    if (model == null || audioNode == null) return;

    final Node parent = audioNode.getParent();

    if (parent != null) {
        setLocalTranslation(parent.getWorldTranslation());
        setLocalRotation(parent.getWorldRotation());
        setLocalScale(parent.getWorldScale());
    }

    final Node editedNode = getEditedNode();
    final LocalObjects local = LocalObjects.get();
    final Vector3f positionOnCamera = local.nextVector();
    positionOnCamera.set(editedNode.getWorldTranslation()).subtractLocal(camera.getLocation());
    positionOnCamera.normalizeLocal();
    positionOnCamera.multLocal(camera.getFrustumNear() + 0.4f);
    positionOnCamera.addLocal(camera.getLocation());

    model.setLocalTranslation(positionOnCamera);
    model.setLocalRotation(editedNode.getLocalRotation());
}
 
开发者ID:JavaSaBr,项目名称:jmonkeybuilder,代码行数:30,代码来源:EditorAudioNode.java

示例4: update

import com.jme3.math.Vector3f; //导入方法依赖的package包/类
@Override
public void update() {
    //update the character state based on the needed components
    //first collect some necessary information
    PhysicsCharacter character = get(PhysicsCharacter.class);
    Vector2f move = get(PhysicsCharacterMovement.class).getDirection();
    set(new PhysicsCharacterMovementForce(new Vector3f(
            move.x*character.getMass()*character.getAcceleration(), 0,
            move.y*character.getMass()*character.getAcceleration())));
    float capsuleHeight = character.getHeight()-2*character.getRadius()-character.getStepHeight();
    float bodyHeight = capsuleHeight+2*character.getRadius();
    float jumpSpeed = FastMath.sqrt(2*9.81f*character.getJumpHeight());
    boolean jumping = get(PhysicsCharacterState.class).isJumping();
    boolean ducking = get(PhysicsCharacterState.class).isDucking();
    set(new PhysicsCharacterState(false, false)); //TODO remove
    int jumpCount = get(PhysicsCharacterJumpCount.class).getCount();
    boolean onGround = false;
    Vector3f velocity = get(LinearVelocity.class).getVelocity();
    PhysicsPosition pos = get(PhysicsPosition.class);

    //the most important part is the ray system which keeps the capsule floating
    //in the air over the ground
    List<PhysicsRayTestResult> rayTestResultList = bulletSystem.getPhysicsSpace()
            .rayTest(pos.getLocation(), pos.getLocation().add(0,-50,0));
    if(rayTestResultList.size() > 0){
        float len = 60;
        for (PhysicsRayTestResult physicsRayTestResult : rayTestResultList) {
            if(physicsRayTestResult.getHitFraction()*50 < len){
                len = physicsRayTestResult.getHitFraction()*50;
            }
        }
        //if the character is near the ground or below it push it to the min step height.
        if(len <= character.getStepHeight() + bodyHeight/2){
            float diff = character.getStepHeight() + bodyHeight/2-len;
            set(new WarpPosition(pos.getLocation().add(0, diff,  0), pos.getRotation()));
            if(velocity.y < 0) {
                set(new WarpVelocity(velocity.clone().setY(0), Vector3f.ZERO));
            }
            onGround = true;
            set(new PhysicsCharacterJumpCount(0));
            jumpCount = 0;
        }
    }

    Vector3f impulse = new Vector3f();
    //apply jump
    if(jumping && (onGround || jumpCount < character.getMaxJumpNumber())){
        set(new PhysicsCharacterJumpCount(jumpCount+1));
        impulse.addLocal(new Vector3f(0, character.getMass()*jumpSpeed, 0));
    }
    //slow the character down if no movement is applied
    if(onGround){
        Vector3f slowDownImpulse = new Vector3f();
        if(FastMath.approximateEquals(move.x, 0)){
            slowDownImpulse.setX(-velocity.x*character.getMass()*0.05f);
        }
        if(FastMath.approximateEquals(move.y, 0)){
            slowDownImpulse.setZ(-velocity.z*character.getMass()*0.05f);
        }
        impulse.addLocal(slowDownImpulse);
    }
    //TODO use combined impulse
    set(new Impulse(impulse, new Vector3f()));
}
 
开发者ID:jvpichowski,项目名称:ZayES-Bullet,代码行数:65,代码来源:PhysicsCharacterMovementLogic.java

示例5: processTransform

import com.jme3.math.Vector3f; //导入方法依赖的package包/类
@Override
public void processTransform() {

    final EditorTransformSupport editorControl = getEditorControl();

    final LocalObjects local = LocalObjects.get();
    final Camera camera = editorControl.getCamera();
    final InputManager inputManager = EDITOR.getInputManager();
    final Transform transform = notNull(editorControl.getTransformCenter());

    // cursor position and selected position vectors
    final Vector2f cursorPos = inputManager.getCursorPosition();
    final Vector3f transformOnScreen = camera.getScreenCoordinates(transform.getTranslation(), local.nextVector());
    final Vector2f selectedCoords = local.nextVector(transformOnScreen.getX(), transformOnScreen.getY());

    // set new deltaVector if it's not set (scale tool stores position of a cursor)
    if (Float.isNaN(editorControl.getTransformDeltaX())) {
        editorControl.setTransformDeltaX(cursorPos.getX());
        editorControl.setTransformDeltaY(cursorPos.getY());
    }

    final Node parentNode = getParentNode();
    final Node childNode = getChildNode();

    // Picked vector
    final Spatial toTransform = notNull(editorControl.getToTransform());
    final TransformationMode transformationMode = editorControl.getTransformationMode();
    transformationMode.prepareToScale(parentNode, childNode, transform, camera);

    // scale according to distance
    final Vector3f deltaVector = local.nextVector(editorControl.getTransformDeltaX(), editorControl.getTransformDeltaY(), 0F);
    final Vector2f delta2d = local.nextVector(deltaVector.getX(), deltaVector.getY());
    final Vector3f baseScale = local.nextVector(transform.getScale()); // default scale
    final Vector3f pickedVector = local.nextVector(transformationMode.getScaleAxis(transform, editorControl.getPickedAxis(), camera));
    pickedVector.setX(abs(pickedVector.getX()));
    pickedVector.setY(abs(pickedVector.getY()));
    pickedVector.setZ(abs(pickedVector.getZ()));

    if (Config.DEV_TRANSFORMS_DEBUG) {
        System.out.println("Base scale " + baseScale + ", pickedVector " + pickedVector);
    }

    // scale object
    float disCursor = cursorPos.distance(selectedCoords);
    float disDelta = delta2d.distance(selectedCoords);
    float scaleValue = (float) (cursorPos.distance(delta2d) * 0.01f * Math.sqrt(baseScale.length()));

    if (disCursor > disDelta) {
        baseScale.addLocal(pickedVector.mult(scaleValue, local.nextVector()));
    } else {
        scaleValue = Math.min(scaleValue, 0.999f); // remove negateve values
        baseScale.subtractLocal(pickedVector.mult(scaleValue, local.nextVector()));
    }

    parentNode.setLocalScale(baseScale);

    if (Config.DEV_TRANSFORMS_DEBUG) {
        System.out.println("New scale " + baseScale + ", result world " + childNode.getWorldScale());
    }

    parentNode.setLocalScale(baseScale);
    toTransform.setLocalScale(childNode.getWorldScale());

    editorControl.notifyTransformed(toTransform);
}
 
开发者ID:JavaSaBr,项目名称:jmonkeybuilder,代码行数:66,代码来源:ScaleToolControl.java


注:本文中的com.jme3.math.Vector3f.addLocal方法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。