本文整理汇总了Java中javax.vecmath.Vector3d.add方法的典型用法代码示例。如果您正苦于以下问题:Java Vector3d.add方法的具体用法?Java Vector3d.add怎么用?Java Vector3d.add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javax.vecmath.Vector3d
的用法示例。
在下文中一共展示了Vector3d.add方法的11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: computeFrontCollisionVector
import javax.vecmath.Vector3d; //导入方法依赖的package包/类
/**If it's really the front collision, the "mirror vector" is returned. Otherwise the unchanged parameter normal is returned.*/
private Vector3d computeFrontCollisionVector(Vector3d normal) {
Vector3d av = botself.getVelocity().getVector3d();
Vector3d result = new Vector3d(normal.x, normal.y, 0);
Vector3d negativeActual = new Vector3d(-av.x, -av.y, 0);
if (SteeringManager.DEBUG) System.out.println("Angle "+SteeringTools.radiansToDegrees(normal.angle(negativeActual)));
if (result.angle(negativeActual) <= Math.PI/2) {
boolean turnLeft;
if (result.angle(negativeActual) == 0) {
turnLeft = random.nextBoolean();
} else {
turnLeft = SteeringTools.pointIsLeftFromTheVector(av, result);
}
Vector3d turn = SteeringTools.getTurningVector2(av, turnLeft); //Tady se původně používal getTurningVector1.
turn.normalize();
turn.scale(0.5); //Aby neměl rotační vektor tak velký vliv.
result.add(turn);
result.normalize();
if (SteeringManager.DEBUG) System.out.println("Obstacle avoidance front collision: turn left "+turnLeft);
}
return result;
}
示例2: run
import javax.vecmath.Vector3d; //导入方法依赖的package包/类
/** When called, the bot starts steering, when possible, he get's nearer the target location. */
@Override
public Vector3d run(Vector3d scaledActualVelocity, RefBoolean wantsToGoFaster, RefBoolean wantsToStop, RefLocation focus)
{
// Supposed velocity in the next tick of logic, after applying various steering forces to the bot.
Vector3d nextVelocity = new Vector3d(0,0,0);
for(Target_packet tp : targets) {
/** ISteering properties: target location - bot approaches this location. */
Location targetLocation = tp.getTargetLocation();
// A vector from the bot to the target location.
Vector3d vectorToTarget = new Vector3d(targetLocation.x - botself.getLocation().x, targetLocation.y - botself.getLocation().y, 0);
double distFromTarget = vectorToTarget.length();
/** ISteering properties: target gravity - a parameter meaning how attracted the bot is to his target location. */
int attractiveForce = tp.getAttractiveForce(distFromTarget);
if (distFromTarget < NEARLY_THERE_DISTANCE) {
wantsToStop.setValue(true);
//if (SteeringManager.DEBUG) System.out.println("We reached the target");
} else {
vectorToTarget.normalize();
vectorToTarget.scale(attractiveForce);
nextVelocity.add((Tuple3d) vectorToTarget);
}
}
wantsToGoFaster.setValue(true);
return nextVelocity;
}
示例3: cut
import javax.vecmath.Vector3d; //导入方法依赖的package包/类
private static LinearForm3D cut(Point3d a, Point3d b, Point3d c) {
Vector3d ab = new Vector3d(b);
ab.sub(a);
Vector3d bc = new Vector3d(c);
bc.sub(b);
ab.normalize();
bc.normalize();
// if ( true || ab.z > 0.0 || bc.z > 0.0) {
ab.add( bc );
ab.normalize();
return new LinearForm3D( toXZ( ab ), toXZ( b ) );
// }
// Vector2d ab2 = new Vector2d( ab.x, ab.y ),
// bc2 = new Vector2d( bc.x, bc.y );
//
// ab2.normalize();
// bc2.normalize();
//
// ab2.add( bc2 );
//
// Vector3d normal = new Vector3d(ab2.x , ab2.y, 0);
// normal.normalize();
//
// return new LinearForm3D( toXZ( normal ), toXZ( b ) );
}
示例4: pointPlaneAngleRadians
import javax.vecmath.Vector3d; //导入方法依赖的package包/类
public static double pointPlaneAngleRadians(Vector3d a, Vector3d b,
Vector3d c, Vector3d d,
Vector3d v1,Vector3d v2,
Vector3d norm) {
v1.sub(b, c);
v2.sub(b, d);
norm.cross(v1, v2);
v2.add(v1);
v1.sub(b, a);
double angleA_CD = vectorAngleRadians(v2, v1);
double angleNorm = vectorAngleRadians(norm, v1);
if (angleNorm > Math.PI / 2)
angleNorm = Math.PI - angleNorm;
return Math.PI / 2.0 + (angleA_CD > Math.PI / 2.0 ? -angleNorm : angleNorm) ;
}
示例5: boundingSphere
import javax.vecmath.Vector3d; //导入方法依赖的package包/类
public static Sphere boundingSphere(Geometry geom) {
if (geom.isEmpty()) {
return new Sphere();
}
PointsVisitor v = new PointsVisitor();
geom.accept(v);
if (v.getPoints().size() == 0) {
return new Sphere();
}
Vector3d c = new Vector3d(0, 0, 0);
int numPoint = 0;
while (numPoint < v.getPoints().size()) {
c.add(v.getPoints().get(numPoint).asPoint3d());
numPoint++;
}
c.scale(1/numPoint);
// farthest point from centroid
// Point3d f = c;
double maxDistanceSq = 0;
for (int i = 0; i < v.getPoints().size(); i++) {
Point3d x = v.getPoints().get(i).asPoint3d();
Vector3d cx = new Vector3d(x.x-c.x,x.y-c.y,x.z-c.z);
double dSq = cx.length();
if (dSq > maxDistanceSq) {
// f = x;
maxDistanceSq = dSq;
}
}
return new Sphere(Math.sqrt(maxDistanceSq), new Point3d(c.x,c.y,c.z));
}
示例6: antiPodalDirection
import javax.vecmath.Vector3d; //导入方法依赖的package包/类
private Vector3d antiPodalDirection(Edge e1,Edge e2){
Vector3d e1v1=e1.getNFaces().get(0).getNormal();
Vector3d e1v2=e1.getNFaces().get(1).getNormal();
Vector3d e2v1=e2.getNFaces().get(0).getNormal();
Vector3d e2v2=e2.getNFaces().get(1).getNormal();
Matrix3d m=new Matrix3d();
m.setColumn(0, GeometryUtils.vectorSubtract(e1v1, e1v2));
m.setColumn(1, e2v1);
m.setColumn(2, GeometryUtils.vectorSubtract(e2v2, e2v1));
try{
m.invert();
}catch (Exception e){
return null;
}
double t=m.m00*e1v1.x+m.m01*e1v1.y+m.m02*e1v1.z;
double c=m.m10*e1v1.x+m.m11*e1v1.y+m.m12*e1v1.z;
double cu=m.m20*e1v1.x+m.m21*e1v1.y+m.m22*e1v1.z;
double u=cu/c;
if (c<0&&t>=0-EPS&&t<=1+EPS&&u>=0-EPS&&u<=1+EPS){
Vector3d n=new Vector3d();
Vector3d vv=GeometryUtils.vectorSubtract(e1v2, e1v1);
vv.scale(t);
n.add(e1v1,vv);
n.normalize();
return n;
}
return null;
}
示例7: goRoundPartner
import javax.vecmath.Vector3d; //导入方法依赖的package包/类
private Vector3d goRoundPartner(Player player) {
Vector3d result = new Vector3d(0,0,0);
Location myActualLocation = botself.getLocation();
Vector3d myVelocity = botself.getVelocity().getVector3d();
Location hisActualLocation = player.getLocation();
Vector3d hisVelocity = player.getVelocity().getVector3d();
Location myNextLocation = null;
Location hisNextLocation = null;
double collisionTime = -1;
for(int t=0;t <= projection*TICK_PARTS;t++){
double time = ((double)t)/TICK_PARTS;
myNextLocation = getLocationAfterTime(myActualLocation, myVelocity, time);
hisNextLocation = getLocationAfterTime(hisActualLocation, hisVelocity, time);
if (myNextLocation.getDistance(hisNextLocation) <= distanceFromOtherPeople) {
collisionTime = time;
break;
}
}
if (collisionTime != -1) { //Za dobu collisionTime bychom se přiblížili příliš blízko.
double ourNextDistance = myNextLocation.getDistance(hisNextLocation);
Vector3d myNextLocationToHis = new Vector3d(hisNextLocation.x - myNextLocation.x, hisNextLocation.y - myNextLocation.y, hisNextLocation.z - myNextLocation.z);
double ourNextAngle = myNextLocationToHis.angle(myVelocity);
Vector3d turningVector;
double koefA, koefB;
boolean turnLeft;
/*Teď podle toho, zda bude v danou chvíli druhý bot od nás napravo či nalevo, zatočíme na danou stranu.
A podle toho, jak dalekood sebe budeme a za jak dlouho to je, bude síla velká.*/
if (ourNextAngle == 0) {
turnLeft = random.nextBoolean();
if (SteeringManager.DEBUG) {
System.out.println("Partner exactly front collision. "+turnLeft);
}
koefA = 1;
koefB = getKoefB(collisionTime);
} else {
koefA = getKoefA(ourNextAngle, ourNextDistance);
koefB = getKoefB(collisionTime);
turnLeft = !SteeringTools.pointIsLeftFromTheVector(myVelocity, myNextLocationToHis);
if (SteeringManager.DEBUG) System.out.println("Partner nearly front collision. " + turnLeft);
if (SteeringManager.DEBUG) System.out.println("Distance " + ourNextDistance + " koefA " + koefA + " koefB " + koefB);
}
turningVector = SteeringTools.getTurningVector2(botself.getVelocity().getVector3d(), turnLeft);
turningVector.normalize();
turningVector.scale(2*repulsiveForce * koefA * koefB);
if (SteeringManager.DEBUG) System.out.println("Turning vector " + turningVector.length());
result.add(turningVector);
}
return result;
}
示例8: run
import javax.vecmath.Vector3d; //导入方法依赖的package包/类
/**
* The main method. This method must be called in each tick (logic), if we want the navigation layer to compute the next velocity and send it to the locomotion layer.
* Note: Should not be called anymore. Use start() and stop() methods.
*/
public void run() {
steeringForces.clear();
Vector3d velocity = botself.getVelocity().getVector3d();
if (SteeringManager.DEBUG) System.out.println("Velocity "+velocity+" length "+velocity.length());
// Supposed velocity in the next tick of logic, after applying various steering forces to the bot.
Vector3d nextVelocity = new Vector3d(velocity.x, velocity.y, velocity.z);
double actualWeight;
if (useLastVeloWeight) {
actualWeight = lastVeloWeight;
} else {
actualWeight = 3 - velocity.length()/WALK_VELOCITY_LENGTH; //This causes that <= WALK_VEOCITY_LENGTH will have actualWeight 2, sth. >= 2*WALK_VELOCITY_LENGTH 1, and other values wil be between 1 and 2.
if (actualWeight <1)
actualWeight = 1;
else if (actualWeight > 2)
actualWeight = 2;
if (velocity.length() == 0)
actualWeight = 0;
}
//The actual velocity has bigger weigh ==> the behavior will be smoother. //5389.0,-6203.0,-3446.65
nextVelocity.scale(actualWeight);
myActualVelocity = new Vector3d(nextVelocity.x, nextVelocity.y, nextVelocity.z);
Vector3d myStopVelocity = new Vector3d(nextVelocity.x, nextVelocity.y, nextVelocity.z);
double totalWeight = actualWeight;
boolean everyoneWantsToGoFaster = canEnlargeVelocity;
RefBoolean wantsToGoFaster = new RefBoolean(false);
RefBoolean wantsToStop = new RefBoolean(false);
Location focusLoc = new Location(0,0,0);
for(SteeringType stType : mySteerings.keySet()) {
ISteering steering = mySteerings.get(stType);
RefLocation newFocus = new RefLocation();
newFocus.data = new Location(0, 0, 0);
Vector3d newVelocity = setVelocitySpecific(steering, wantsToGoFaster, wantsToStop, newFocus);
focusLoc = setFocusSpecific(stType,wantsToStop.getValue(),newFocus.data,focusLoc);
if (wantsToStop.getValue()) { //Wants to stop causes, tak bot stops, if this steering is the only one. Otherwise the other steerings can cause that bot will again move.
newVelocity.x = -myStopVelocity.x;
newVelocity.y = -myStopVelocity.y;
newVelocity.z = -myStopVelocity.z;
myStopVelocity.sub(newVelocity);
everyoneWantsToGoFaster = false;
if (SteeringManager.DEBUG) System.out.println("We stop.");
wantsToStop.setValue(false);
} else {
if (newVelocity.length() > MAX_FORCE) newVelocity.scale(MAX_FORCE/newVelocity.length());
newVelocity.scale(steeringWeights.get(stType)); //Each steering has its own weight.
everyoneWantsToGoFaster = everyoneWantsToGoFaster && wantsToGoFaster.getValue();
}
if (newVelocity.length()>0) {
//TODO: WARNING hack to use different type of steering return values
//it should be redone, more cleaner and robust way... Petr B.
newVelocity.add((Tuple3d)nextVelocity);
nextVelocity = newVelocity;
if (newVelocity.length() > MIN_VALUE_TO_SUM) //Only significant steerings are counted into totalWeight.
totalWeight += steeringWeights.get(stType);
}
if (SteeringManager.DEBUG) System.out.println(steering.toString()+"| length "+newVelocity.length()+" | weight: "+steeringWeights.get(stType));
steeringForces.put(stType, newVelocity);
}
if (SteeringManager.DEBUG) System.out.print("Sum "+nextVelocity.length()+" TotalWeight: "+totalWeight);
if (totalWeight > 0) {
nextVelocity.scale(1/totalWeight);
}
if (SteeringManager.DEBUG) System.out.println(" Result "+nextVelocity.length());
moveTheBot(nextVelocity, everyoneWantsToGoFaster, focusLoc);
}
示例9: createWindow
import javax.vecmath.Vector3d; //导入方法依赖的package包/类
protected void createWindow( DRectangle winPanel, Matrix4d to3d,
MeshBuilder wall,
MeshBuilder window,
MeshBuilder glass,
double depth,
float sillDepth, float sillHeight,
float corniceHeight,
double panelWidth, double panelHeight ) {
Point2d[] pts = winPanel.points();
Point3d[] ptt = new Point3d[4];
for (int i = 0; i < 4; i++) {
ptt[i] = Pointz.to3( pts[i] );
to3d.transform( ptt[i] );
}
Vector3d along = new Vector3d(ptt[3]);
along.sub(ptt[0]);
along.normalize();
Vector3d up = new Vector3d(ptt[1]);
up.sub(ptt[0]);
up.normalize();
Vector3d out = new Vector3d();
out.cross( along, up );
out.scale(-1/out.length());
Vector3d loc = new Vector3d();
loc.cross( along, up );
loc.scale ( -depth / loc.length() );
loc.add(ptt[0]);
WindowGen.createWindow( window, glass, new Window( Jme3z.to ( loc ), Jme3z.to(along), Jme3z.to(up),
winPanel.width, winPanel.height, 0.3, panelWidth, panelHeight ) );
Vector3f u = Jme3z.to(up), o = Jme3z.to( out );
wall.addInsideRect( Jme3z.to ( ptt[0] ), o, Jme3z.to(along), u,
(float)depth, (float)winPanel.width,(float) winPanel.height );
if (sillDepth > 0 && sillHeight > 0)
window.addCube( Jme3z.to ( ptt[0] ).add( u.mult( -sillHeight + 0.01f ) ).add( o.mult( -sillDepth) ),
Jme3z.to(out), Jme3z.to(along), Jme3z.to(up),
(float)depth + sillDepth, (float)winPanel.width,(float) sillHeight );
if (corniceHeight > 0)
moulding( to3d, new DRectangle(winPanel.x, winPanel.getMaxY(), winPanel.width, corniceHeight), wall );
}
示例10: restorativeForceAndTorsionAngleRadians
import javax.vecmath.Vector3d; //导入方法依赖的package包/类
public static double restorativeForceAndTorsionAngleRadians(Vector3d i, Vector3d j,
Vector3d k, Vector3d l) {
// This is adapted from http://scidok.sulb.uni-saarland.de/volltexte/2007/1325/pdf/Dissertation_1544_Moll_Andr_2007.pdf
// Many thanks to Andreas Moll and the BALLView developers for this
// Bond vectors of the three atoms
i.sub(j, i);
j.sub(k, j);
k.sub(l, k);
double len_ij = i.length();
double len_jk = j.length();
double len_kl = k.length();
if (isNearZero(len_ij) || isNearZero(len_jk) || isNearZero(len_kl)) {
i.set(0, 0, 0);
j.set(0, 0, 0);
k.set(0, 0, 0);
l.set(0, 0, 0);
return 0.0;
}
double ang = vectorAngleRadians(i, j);
double sin_j = Math.sin(ang);
double cos_j = Math.cos(ang);
ang = vectorAngleRadians(j, k);
double sin_k = Math.sin(ang);
double cos_k = Math.cos(ang);
// normalize the bond vectors:
i.normalize();
j.normalize();
k.normalize();
// use i, k, and l for temporary variables as well
i.cross(i, j); //a
l.cross(j, k); //b
k.cross(i, l); //c
double theta = -Math.atan2(
k.dot(j), // ((ij x jk) x (jk x kl)) . jk
i.dot(l)); // (ij x jk) . (jk x kl)
i.scale(1. / len_ij / sin_j / sin_j);
l.scale(-1. / len_kl / sin_k / sin_k);
j.set(i);
j.scale(-len_ij / len_jk * cos_j - 1.);
k.set(l);
k.scale(-len_kl / len_jk * cos_k);
j.sub(k);
k.set(i);
k.add(j);
k.add(l);
k.scale(-1);
return theta;
}
示例11: roofTween
import javax.vecmath.Vector3d; //导入方法依赖的package包/类
private static LinearForm3D roofTween( SharedEdge a, SharedEdge b, Face f ) {
if (a == null || b == null)
return null;
Vector3d aD = a.dir(f);
if (aD == null)
return null;
aD.normalize();
Vector3d bD = b.dir(f);
if (bD == null)
return null;
bD.normalize();
aD.add(bD);
aD.normalize();
Point3d pt = a.getEnd( f );
return new LinearForm3D( new Vector3d(aD.x, aD.z, aD.y), new Point3d(pt.x, pt.z, pt.y) );
}