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Java Vector3f.normalizeLocal方法代码示例

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

import com.jme3.math.Vector3f; //导入方法依赖的package包/类
public static void createWindow( MeshBuilder wood, MeshBuilder glass, Window w ) {
		
		Vector3f along = new Vector3f( w.along );
		along.normalizeLocal();
		Vector3f up = new Vector3f( w.up );
		up.normalizeLocal();
		Vector3f norm = along.cross( up );
		
		createWindow( wood, glass, w, along, up, norm );
}
 
开发者ID:twak,项目名称:chordatlas,代码行数:11,代码来源:WindowGen.java

示例2: 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3: createBalcony

import com.jme3.math.Vector3f; //导入方法依赖的package包/类
protected void createBalcony( DRectangle balc, Matrix4d to3d, 
		MeshBuilder mat, double _depth ) {
	
	Point2d[] pts = balc.points();
	
	Point3d[] ptt = new Point3d[4];
	
	
	Vector3f[] ptf = new Vector3f[4];
	
	for (int i = 0; i < 4; i++) {
		ptt[i] = Pointz.to3( pts[i] );
		to3d.transform( ptt[i] ); 
		ptf[i] = Jme3z.to(ptt[i]);
	}
	
	Vector3f along = ptf[3].subtract( ptf[0] );
	along.normalizeLocal();
	
	Vector3f up = ptf[1].subtract(ptf[0]);
	up.normalizeLocal();
	Vector3f out = along.cross( up );
	Vector3f loc = ptf[0];

	
	float bg = 0.08f, sm = 0.03f, height  = balc.heightF(), 
			depth = (float) _depth, width = balc.widthF(),
			spacing = 0.3f, bgsm = (bg - sm) / 2;
	
	// floor
	mat.addCube(loc, up, along, out, bg, width, (float) depth );
	
	// top railings
	mat.addCube(loc.add(up.mult( height )), up, along, out, bg, bg, depth );
	mat.addCube(loc.add(up.mult( height ).add(along.mult(width-bg))), up, along, out, bg, bg, depth );
	mat.addCube( loc.add( up.mult( height ).add( out.mult( depth - bg ) ) ), up, along, out, bg, width, bg );
	
	int count = (int)(depth/spacing);
	
	// side decorations
	for (int c = 0; c< count+1; c++) {
		mat.addCube(loc.add(out.mult(c * spacing)).add(along.mult(bgsm)) , up, along, out, height, sm, sm );
		mat.addCube(loc.add(out.mult(c * spacing)).add(along.mult(width - sm - bgsm)) , up, along, out, height, sm, sm );
	}
	
	count = (int) ( width / spacing);
	spacing = (width - sm -2*bgsm) / count;
			
	// top decorations
	for (int c = 0; c< count+1; c++) {
		
		mat.addCube(loc.add(out.mult(depth - sm-bgsm)).add(along.mult(bgsm + spacing * c)) , up, along, out, height, sm, sm);
		
	}
}
 
开发者ID:twak,项目名称:chordatlas,代码行数:56,代码来源:Greeble.java

示例4: checkAndUpdateVehicle

import com.jme3.math.Vector3f; //导入方法依赖的package包/类
private void checkAndUpdateVehicle() {

        final int numWheels = body.getNumWheels();

        suspensionNode.detachAllChildren();

        for (int i = 0; i < numWheels; i++) {

            final VehicleWheel physicsVehicleWheel = body.getWheel(i);

            final Vector3f location = new Vector3f(physicsVehicleWheel.getLocation());
            final Vector3f direction = new Vector3f(physicsVehicleWheel.getDirection());
            direction.normalizeLocal();

            final Vector3f axle = new Vector3f(physicsVehicleWheel.getAxle());
            axle.normalizeLocal();
            axle.multLocal(0.3f);

            final float restLength = physicsVehicleWheel.getRestLength();
            final float radius = physicsVehicleWheel.getRadius();

            final Arrow locArrow = new Arrow(location);
            final Arrow axleArrow = new Arrow(axle);
            final Arrow wheelArrow = new Arrow(direction.multLocal(radius));
            final Arrow dirArrow = new Arrow(direction.multLocal(restLength));

            final Geometry locGeom = new Geometry("WheelLocationDebugShape" + i, locArrow);
            final Geometry dirGeom = new Geometry("WheelDirectionDebugShape" + i, dirArrow);
            final Geometry axleGeom = new Geometry("WheelAxleDebugShape" + i, axleArrow);
            final Geometry wheelGeom = new Geometry("WheelRadiusDebugShape" + i, wheelArrow);

            dirGeom.setLocalTranslation(location);
            axleGeom.setLocalTranslation(location.add(direction));
            wheelGeom.setLocalTranslation(location.add(direction));

            locGeom.setMaterial(debugAppState.getDebugMagenta());
            dirGeom.setMaterial(debugAppState.getDebugMagenta());
            axleGeom.setMaterial(debugAppState.getDebugMagenta());
            wheelGeom.setMaterial(debugAppState.getDebugMagenta());

            suspensionNode.attachChild(locGeom);
            suspensionNode.attachChild(dirGeom);
            suspensionNode.attachChild(axleGeom);
            suspensionNode.attachChild(wheelGeom);
        }
    }
 
开发者ID:JavaSaBr,项目名称:jmonkeybuilder-extension,代码行数:47,代码来源:BulletVehicleDebugControl.java

示例5: controlUpdate

import com.jme3.math.Vector3f; //导入方法依赖的package包/类
@Override
protected void controlUpdate(final float tpf) {
    checkAndUpdateVehicle();

    for (int i = 0; i < body.getNumWheels(); i++) {

        final VehicleWheel physicsVehicleWheel = body.getWheel(i);

        final Vector3f location = new Vector3f(physicsVehicleWheel.getLocation());
        final Vector3f direction = new Vector3f(physicsVehicleWheel.getDirection());
        direction.normalizeLocal();

        final Vector3f axle = new Vector3f(physicsVehicleWheel.getAxle());
        axle.normalizeLocal();
        axle.multLocal(0.3f);

        final float restLength = physicsVehicleWheel.getRestLength();
        final float radius = physicsVehicleWheel.getRadius();

        final Geometry locGeom = (Geometry) suspensionNode.getChild("WheelLocationDebugShape" + i);
        final Geometry dirGeom = (Geometry) suspensionNode.getChild("WheelDirectionDebugShape" + i);
        final Geometry axleGeom = (Geometry) suspensionNode.getChild("WheelAxleDebugShape" + i);
        final Geometry wheelGeom = (Geometry) suspensionNode.getChild("WheelRadiusDebugShape" + i);

        final Arrow locArrow = (Arrow) locGeom.getMesh();
        locArrow.setArrowExtent(location);

        final Arrow axleArrow = (Arrow) axleGeom.getMesh();
        axleArrow.setArrowExtent(axle);

        final Arrow wheelArrow = (Arrow) wheelGeom.getMesh();
        wheelArrow.setArrowExtent(direction.multLocal(radius));

        final Arrow dirArrow = (Arrow) dirGeom.getMesh();
        dirArrow.setArrowExtent(direction.multLocal(restLength));

        dirGeom.setLocalTranslation(location);
        axleGeom.setLocalTranslation(location.addLocal(direction));
        wheelGeom.setLocalTranslation(location);
    }

    final Vector3f physicsLocation = body.getPhysicsLocation(physicalLocation);
    final Quaternion physicsRotation = body.getPhysicsRotation(physicalRotation);

    applyPhysicsTransform(physicsLocation, physicsRotation);
}
 
开发者ID:JavaSaBr,项目名称:jmonkeybuilder-extension,代码行数:47,代码来源:BulletVehicleDebugControl.java


注:本文中的com.jme3.math.Vector3f.normalizeLocal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。