当前位置: 首页>>代码示例>>Java>>正文


Java Matrix4f.translate方法代码示例

本文整理汇总了Java中org.lwjgl.util.vector.Matrix4f.translate方法的典型用法代码示例。如果您正苦于以下问题:Java Matrix4f.translate方法的具体用法?Java Matrix4f.translate怎么用?Java Matrix4f.translate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org.lwjgl.util.vector.Matrix4f的用法示例。


在下文中一共展示了Matrix4f.translate方法的15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: createTransformationMatrix

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
public static Matrix4f createTransformationMatrix(final Vector3f translation, final float rx, final float ry, final float rz, final float scale) {
    final Matrix4f matrix = new Matrix4f();
    matrix.setIdentity();
    Matrix4f.translate(translation, matrix, matrix);
    Matrix4f.rotate((float) Math.toRadians(rx), new Vector3f(1, 0, 0), matrix, matrix);
    Matrix4f.rotate((float) Math.toRadians(ry), new Vector3f(0, 1, 0), matrix, matrix);
    Matrix4f.rotate((float) Math.toRadians(rz), new Vector3f(0, 0, 1), matrix, matrix);
    Matrix4f.scale(new Vector3f(scale, scale, scale), matrix, matrix);
    return matrix;
}
 
开发者ID:Biacode,项目名称:bia-engine,代码行数:11,代码来源:Maths.java

示例2: createTransformationMatrix

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
public static Matrix4f createTransformationMatrix(Vector3f translation, float rx, float ry, float rz, float scale) {
	Matrix4f matrix = new Matrix4f();
	matrix.setIdentity();
	Matrix4f.translate(translation, matrix, matrix);
	Matrix4f.rotate((float) Math.toRadians(rx), new Vector3f(1, 0, 0), matrix, matrix);
	Matrix4f.rotate((float) Math.toRadians(ry), new Vector3f(0, 1, 0), matrix, matrix);
	Matrix4f.rotate((float) Math.toRadians(rz), new Vector3f(0, 0, 1), matrix, matrix);
	Matrix4f.scale(new Vector3f(scale, scale, scale), matrix, matrix);
	return matrix;
}
 
开发者ID:marcioz98,项目名称:MRCEngine,代码行数:11,代码来源:Maths.java

示例3: createViewMatrix

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
public static Matrix4f createViewMatrix(Camera camera) {
	Matrix4f viewMatrix = new Matrix4f();
	viewMatrix.setIdentity();
	Matrix4f.rotate((float) Math.toRadians(camera.getPitch()), new Vector3f(1, 0, 0), viewMatrix, viewMatrix);
	Matrix4f.rotate((float) Math.toRadians(camera.getYaw()), new Vector3f(0, 1, 0), viewMatrix, viewMatrix);
	Vector3f cameraPos = camera.getPosition();
	Vector3f negativeCameraPos = new Vector3f(-cameraPos.x, -cameraPos.y, -cameraPos.z);
	Matrix4f.translate(negativeCameraPos, viewMatrix, viewMatrix);
	return viewMatrix;
}
 
开发者ID:marcioz98,项目名称:MRCEngine,代码行数:11,代码来源:Maths.java

示例4: createView

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
public Matrix4f createView(Matrix4f dest){
	dest.setIdentity();
	//		MatrixUtil.rotateZXY(dest, PartialTick.calc(activeRotVec, prevRot, rot));
	MatrixUtil.rotateZXY(dest, activeRotVec.set(rot));
	
	Vec3f rotV=activeRotVec.clone().eulerToDirection().mul(-viewDistance.get());
	if(rotV.y()<0) rotV.y((float)-Math.sqrt(-rotV.y()));
	
	dest.translate(PartialTick.calc(EFF_POS, prevPos, pos).add(rotV).mul(-1F));
	activeRotVec.mul(-1);
	activeRotQuat.set(activeRotVec);
	return dest;
}
 
开发者ID:LapisSea,项目名称:OpenGL-Bullet-engine,代码行数:14,代码来源:Camera.java

示例5: Region

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
/**
    * Creates a square region of length size SIZE, and generates tiled terrain.
    * @param x The x offset of the region
    * @param z The z offset of the region
    */
   public Region(float x, float z) {
transformationMatrix = new Matrix4f();
transformationMatrix.translate(new Vector3f(x * SIZE, 0, z * SIZE));

if(grassTexture == null) {
    grassTexture = new Texture("grass.png");
}

createTerrain();
water = new WaterRegion(x * SIZE, z * SIZE);
   }
 
开发者ID:camilne,项目名称:open-world,代码行数:17,代码来源:Region.java

示例6: update

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
/**
    * Updates the view matrix
    */
   public void update() {
// Rotate the scene based on orientation
QuaternionUtil.toRotationMatrix(orientation, view);
// Translate the scene based on position
Matrix4f.translate(position.negate(null), view, view);
   }
 
开发者ID:camilne,项目名称:open-world,代码行数:10,代码来源:Camera.java

示例7: updateViewMatrix

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
public static void updateViewMatrix(Matrix4f viewMatrix, float x, float y, float z, float pitch, float yaw){
	viewMatrix.setIdentity();
	Matrix4f.rotate((float) Math.toRadians(pitch), new Vector3f(1, 0, 0), viewMatrix, viewMatrix);
	Matrix4f.rotate((float) Math.toRadians(yaw), new Vector3f(0, 1, 0), viewMatrix, viewMatrix);
	Vector3f negativeCameraPos = new Vector3f(-x, -y, -z);
	Matrix4f.translate(negativeCameraPos, viewMatrix, viewMatrix);
}
 
开发者ID:TheThinMatrix,项目名称:LowPolyWater,代码行数:8,代码来源:Maths.java

示例8: calculateMvpMatrix

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
private Matrix4f calculateMvpMatrix(Sun sun, ICamera camera) {
	Matrix4f modelMatrix = new Matrix4f();
	Vector3f sunPos = sun.getWorldPosition(camera.getPosition());
	Matrix4f.translate(sunPos, modelMatrix, modelMatrix);
	Matrix4f modelViewMat = applyViewMatrix(modelMatrix, camera.getViewMatrix());
	Matrix4f.scale(new Vector3f(sun.getScale(), sun.getScale(), sun.getScale()), modelViewMat, modelViewMat);
	return Matrix4f.mul(camera.getProjectionMatrix(), modelViewMat, null);
}
 
开发者ID:TheThinMatrix,项目名称:OcclusionQueries,代码行数:9,代码来源:SunRenderer.java

示例9: createTransformationMatrix

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
/**
 * Creates transformation matrix for GUIs in rendering.
 * @param translation - Translation
 * @param scale - Scale
 * @return - Transformation matrix
 */
public static Matrix4f createTransformationMatrix(Vector2f translation, Vector2f scale) {
	Matrix4f matrix = new Matrix4f();
	matrix.setIdentity();
	Matrix4f.translate(translation, matrix, matrix);
	Matrix4f.scale(new Vector3f(scale.x, scale.y, 1f), matrix, matrix);
	return matrix;
}
 
开发者ID:Essentria,项目名称:Elgin-Plant-Game,代码行数:14,代码来源:Maths.java

示例10: createViewMatrix

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
/**
 * Creates view matrix based off camera for rendering
 * @param camera - camera to base view matrix
 * @return - New view matrix
 */
public static Matrix4f createViewMatrix(Camera camera) {
	Matrix4f viewMatrix = new Matrix4f();
	viewMatrix.setIdentity();
	Matrix4f.rotate((float) Math.toRadians(camera.getPitch()), new Vector3f(1, 0, 0), viewMatrix, viewMatrix);
	Matrix4f.rotate((float) Math.toRadians(camera.getYaw()), new Vector3f(0, 1, 0), viewMatrix, viewMatrix);
	Vector3f cameraPos = camera.getPosition();
	Vector3f negativeCameraPos = new Vector3f(-cameraPos.x, -cameraPos.y, -cameraPos.z);
	Matrix4f.translate(negativeCameraPos, viewMatrix, viewMatrix);
	return viewMatrix;
}
 
开发者ID:Essentria,项目名称:Elgin-Plant-Game,代码行数:16,代码来源:Maths.java

示例11: updateViewMatrix

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
private void updateViewMatrix() {
	viewMatrix.setIdentity();
	Matrix4f.rotate((float) Math.toRadians(pitch.get()), new Vector3f(1, 0, 0), viewMatrix, viewMatrix);
	Matrix4f.rotate((float) Math.toRadians(yaw), new Vector3f(0, 1, 0), viewMatrix, viewMatrix);
	Vector3f negativeCameraPos = new Vector3f(-position.x, -position.y, -position.z);
	Matrix4f.translate(negativeCameraPos, viewMatrix, viewMatrix);
}
 
开发者ID:TheThinMatrix,项目名称:LowPolyTerrain,代码行数:8,代码来源:Camera.java

示例12: updateViewMatrix

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
public static void updateViewMatrix(Matrix4f viewMatrix, float x, float y, float z, float pitch, float yaw) {
    viewMatrix.setIdentity();
    Matrix4f.rotate((float) Math.toRadians(pitch), new Vector3f(1, 0, 0), viewMatrix, viewMatrix);
    Matrix4f.rotate((float) Math.toRadians(yaw), new Vector3f(0, 1, 0), viewMatrix, viewMatrix);
    Vector3f negativeCameraPos = new Vector3f(-x, -y, -z);
    Matrix4f.translate(negativeCameraPos, viewMatrix, viewMatrix);
}
 
开发者ID:GryPLOfficial,项目名称:EcoSystem-Official,代码行数:8,代码来源:Maths.java

示例13: updateViewMatrix

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
private void updateViewMatrix() {
	viewMatrix.setIdentity();
	Matrix4f.rotate((float) Math.toRadians(pitch), new Vector3f(1, 0, 0), viewMatrix,
			viewMatrix);
	Matrix4f.rotate((float) Math.toRadians(yaw), new Vector3f(0, 1, 0), viewMatrix, viewMatrix);
	Vector3f negativeCameraPos = new Vector3f(-position.x,-position.y,-position.z);
	Matrix4f.translate(negativeCameraPos, viewMatrix, viewMatrix);
}
 
开发者ID:TheThinMatrix,项目名称:OcclusionQueries,代码行数:9,代码来源:Camera.java

示例14: createModelMatrix

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
private Matrix4f createModelMatrix(float x, float y, float z, float scale) {
	Matrix4f modelMatrix = new Matrix4f();
	Matrix4f.translate(new Vector3f(x, y, z), modelMatrix, modelMatrix);
	Matrix4f.scale(new Vector3f(scale, scale, scale), modelMatrix, modelMatrix);
	return modelMatrix;
}
 
开发者ID:TheThinMatrix,项目名称:OcclusionQueries,代码行数:7,代码来源:WaterRenderer.java

示例15: getLocalTransform

import org.lwjgl.util.vector.Matrix4f; //导入方法依赖的package包/类
/**
 * In this method the bone-space transform matrix is constructed by
 * translating an identity matrix using the position variable and then
 * applying the rotation. The rotation is applied by first converting the
 * quaternion into a rotation matrix, which is then multiplied with the
 * transform matrix.
 * 
 * @return This bone-space joint transform as a matrix. The exact same
 *         transform as represented by the position and rotation in this
 *         instance, just in matrix form.
 */
protected Matrix4f getLocalTransform(){
	Matrix4f matrix=new Matrix4f();
	matrix.translate(position);
	Matrix4f.mul(matrix, rotation.toRotationMatrix(), matrix);
	return matrix;
}
 
开发者ID:LapisSea,项目名称:OpenGL-Bullet-engine,代码行数:18,代码来源:JointTransform.java


注:本文中的org.lwjgl.util.vector.Matrix4f.translate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。