本文整理汇总了Java中com.jme3.math.Vector3f.subtract方法的典型用法代码示例。如果您正苦于以下问题:Java Vector3f.subtract方法的具体用法?Java Vector3f.subtract怎么用?Java Vector3f.subtract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.math.Vector3f
的用法示例。
在下文中一共展示了Vector3f.subtract方法的7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: barycentricCoords
import com.jme3.math.Vector3f; //导入方法依赖的package包/类
protected Vector3f barycentricCoords(Vector3f pA, Vector3f pB, Vector3f pC, Vector3f point) {
Vector3f v0=pB.subtract(pA);
Vector3f v1=pC.subtract(pA);
Vector3f v2=point.subtract(pA);
float d00=v0.dot(v0);
float d01=v0.dot(v1);
float d11=v1.dot(v1);
float d20=v2.dot(v0);
float d21=v2.dot(v1);
float invDenom=1.0f/(d00*d11-d01*d01);
float v=(d11*d20-d01*d21)*invDenom;
float w=(d00*d21-d01*d20)*invDenom;
float u=1.0f-v-w;
if(u<0) return new Vector3f(-1.0f,-1.0f,-1.0f);
return new Vector3f(u,v,w);
}
示例2: barycentric
import com.jme3.math.Vector3f; //导入方法依赖的package包/类
private static float[] barycentric(Vector3f p, Vector3f a, Vector3f b, Vector3f c )
{
Vector3f v0 = b.subtract( a ),
v1 = c.subtract( a ),
v2 = p.subtract( a );
float d00 = v0.dot(v0);
float d01 = v0.dot(v1);
float d11 = v1.dot(v1);
float d20 = v2.dot(v0);
float d21 = v2.dot(v1);
float denom = d00 * d11 - d01 * d01;
float v = (d11 * d20 - d01 * d21) / denom,
w = (d00 * d21 - d01 * d20) / denom,
u = 1.0f - v - w;
return new float[] {u, v, w};
}
示例3: dragging
import com.jme3.math.Vector3f; //导入方法依赖的package包/类
@Override
public void dragging(Vector2f screen) {
Vector3f newPt = toWorld ( screen );
Vector3f delta = newPt.subtract(dragStart);
target.setLocalTranslation( target.getLocalTranslation().add(delta) );
// target.getParent().setLocalTranslation( new Vector3f() );//.getLocalTranslation().add(delta) );
// target.updateGeometricState();
// getParent().setLocalTranslation( getParent().getLocalTranslation().add(delta) );
updateScale();
dragStart = newPt;
}
示例4: buildFrame
import com.jme3.math.Vector3f; //导入方法依赖的package包/类
private Matrix4d buildFrame( Vector3f[] locs ) {
Vector3f dir0 = new Vector3f(locs[1]);
dir0 = dir0.subtract(locs[0]);
dir0.y = 0;
// dir.normalize();
Vector3f dir1 = new Vector3f(0,dir0.length(),0);
Vector3f dir2 = new Vector3f(-dir0.z, 0, dir0.x);
Matrix4d out = new Matrix4d();
out.setRow( 0, toArray( dir2 ));
out.setRow( 1, toArray( dir1 ));
out.setRow( 2, toArray( dir0 ));
out.m03 = locs[0].x;
out.m13 = 0;
out.m23 = locs[0].z;
out.m33 = 1;
if (false)
{
Point3d a = new Point3d (0,0,0);
Point3d b = new Point3d (0,0,1);
out.transform( a );
out.transform( b );
System.out.println( a + " >>><<< " + b );
System.out.println( locs[0] + " <<<>>> " + locs[1] );
}
return out;
}
示例5: paintTexture
import com.jme3.math.Vector3f; //导入方法依赖的package包/类
/**
* Paint texture.
*
* @param editingInput the editing input.
* @param contactPoint the contact point.
*/
private void paintTexture(@NotNull final EditingInput editingInput, @NotNull final Vector3f contactPoint) {
final Texture alphaTexture = getAlphaTexture();
if (alphaTexture == null) return;
final LocalObjects local = LocalObjects.get();
final Spatial terrainNode = notNull(getEditedModel());
final Terrain terrain = (Terrain) terrainNode;
final Image image = alphaTexture.getImage();
final Vector3f worldTranslation = terrainNode.getWorldTranslation();
final Vector3f localPoint = contactPoint.subtract(worldTranslation, local.nextVector());
final Vector3f localScale = terrainNode.getLocalScale();
final Vector2f uv = getPointPercentagePosition(terrain, localPoint, localScale, local.nextVector2f());
final Vector2f temp = local.nextVector2f();
final ColorRGBA color = local.nextColor();
final int layer = getLayer();
// get the radius of the brush in pixel-percent
float brushSize = getBrushSize() / (terrain.getTerrainSize() * localScale.getX());
float brushPower = getBrushPower();
if (editingInput == EditingInput.MOUSE_SECONDARY) {
brushPower *= -1;
}
// selectedTextureIndex/4 is an int floor, do not simplify the equation
final ObjectFloatObjectConsumer<ColorRGBA, Boolean> colorFunction = COLOR_FUNCTIONS[layer - ((layer / 4) * 4)];
doPaintAction(colorFunction, image, uv, temp, color, brushSize, false, brushPower);
image.setUpdateNeeded();
}
示例6: modifyHeight
import com.jme3.math.Vector3f; //导入方法依赖的package包/类
/**
* Modify height of terrain points.
*
* @param contactPoint the contact point.
*/
private void modifyHeight(@NotNull final Vector3f contactPoint) {
final LocalObjects local = LocalObjects.get();
final Node terrainNode = (Node) notNull(getEditedModel());
final Vector3f worldTranslation = terrainNode.getWorldTranslation();
final Vector3f localScale = terrainNode.getLocalScale();
final Vector3f localPoint = contactPoint.subtract(worldTranslation, local.nextVector());
final Vector2f terrainLoc = local.nextVector2f();
final Vector2f effectPoint = local.nextVector2f();
final Terrain terrain = (Terrain) terrainNode;
final Geometry brush = getBrush();
final float brushSize = getBrushSize();
final int twoBrushSize = (int) (brushSize * 2);
final Basis fractalFilter = createFractalGenerator();
final FloatBuffer buffer = fractalFilter.getBuffer(terrainLoc.getX(), terrainLoc.getY(), 0, twoBrushSize);
final int radiusStepsX = (int) (brushSize / localScale.getX());
final int radiusStepsZ = (int) (brushSize / localScale.getY());
final float xStepAmount = localScale.getX();
final float zStepAmount = localScale.getZ();
final List<Vector2f> locs = new ArrayList<>();
final List<Float> heights = new ArrayList<>();
for (int z = -radiusStepsZ, yfb = 0; z < radiusStepsZ; z++, yfb++) {
for (int x = -radiusStepsX, xfb = 0; x < radiusStepsX; x++, xfb++) {
final float locX = localPoint.getX() + (x * xStepAmount);
final float locZ = localPoint.getZ() + (z * zStepAmount);
effectPoint.set(locX - localPoint.getX(), locZ - localPoint.getZ());
if (!isContains(brush, effectPoint.getX(), effectPoint.getX())) {
continue;
}
final float height = buffer.get(yfb * twoBrushSize + xfb);
terrainLoc.set(locX, locZ);
final float currentHeight = terrain.getHeightmapHeight(terrainLoc) * localScale.getY();
// see if it is in the radius of the tool
final float newHeight = calculateHeight(brushSize, height, effectPoint);
locs.add(terrainLoc.clone());
heights.add(currentHeight + newHeight);
}
}
locs.forEach(this::change);
// do the actual height adjustment
terrain.setHeight(locs, heights);
terrainNode.updateModelBound(); // or else we won't collide with it where we just edited
}
示例7: modifyHeight
import com.jme3.math.Vector3f; //导入方法依赖的package包/类
/**
* Modify height of terrain points.
*
* @param editingInput the type of input.
* @param contactPoint the contact point.
*/
private void modifyHeight(@NotNull final EditingInput editingInput, @NotNull final Vector3f contactPoint) {
final LocalObjects local = LocalObjects.get();
final Node terrainNode = (Node) notNull(getEditedModel());
final Vector3f worldTranslation = terrainNode.getWorldTranslation();
final Vector3f localScale = terrainNode.getLocalScale();
final Vector3f localPoint = contactPoint.subtract(worldTranslation, local.nextVector());
final Vector2f terrainLoc = local.nextVector2f();
final Vector2f effectPoint = local.nextVector2f();
final Terrain terrain = (Terrain) terrainNode;
final Geometry brush = getBrush();
final float brushSize = getBrushSize();
final float brushPower = editingInput == EditingInput.MOUSE_PRIMARY ? getBrushPower() : getBrushPower() * -1F;
final int radiusStepsX = (int) (brushSize / localScale.getX());
final int radiusStepsZ = (int) (brushSize / localScale.getY());
final float xStepAmount = localScale.getX();
final float zStepAmount = localScale.getZ();
final List<Vector2f> locs = new ArrayList<>();
final List<Float> heights = new ArrayList<>();
for (int z = -radiusStepsZ; z < radiusStepsZ; z++) {
for (int x = -radiusStepsX; x < radiusStepsX; x++) {
float locX = localPoint.getX() + (x * xStepAmount);
float locZ = localPoint.getZ() + (z * zStepAmount);
effectPoint.set(locX - localPoint.getX(), locZ - localPoint.getZ());
if (!isContains(brush, effectPoint.getX(), effectPoint.getY())) {
continue;
}
terrainLoc.set(locX, locZ);
final float currentHeight = terrain.getHeightmapHeight(terrainLoc) * localScale.getY();
// adjust height based on radius of the tool
final float newHeight = calculateHeight(brushSize, brushPower, effectPoint.getX(), effectPoint.getY());
// increase the height
locs.add(terrainLoc.clone());
heights.add(currentHeight + newHeight);
}
}
locs.forEach(this::change);
// do the actual height adjustment
terrain.setHeight(locs, heights);
terrainNode.updateModelBound(); // or else we won't collide with it where we just edited
}