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Java Vector3f.normalise方法代码示例

本文整理汇总了Java中org.lwjgl.util.vector.Vector3f.normalise方法的典型用法代码示例。如果您正苦于以下问题:Java Vector3f.normalise方法的具体用法?Java Vector3f.normalise怎么用?Java Vector3f.normalise使用的例子?那么恭喜您, 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.Vector3f的用法示例。


在下文中一共展示了Vector3f.normalise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: rotationMatrix

import org.lwjgl.util.vector.Vector3f; //导入方法依赖的package包/类
public static Matrix3f rotationMatrix(float angle, float x, float y, float z)
{
	angle *= (float)Math.PI/180f;
	Vector3f axis = new Vector3f(x,y,z);
	axis.normalise();
	float s = (float)Math.sin(angle);
	float c = (float)Math.cos(angle);
	float oc = 1.0f - c;

	Matrix3f mat = new Matrix3f();
	mat.m00 = oc * axis.x * axis.x + c;
	mat.m01 = oc * axis.x * axis.y - axis.z * s;
	mat.m02 = oc * axis.z * axis .x + axis.y * s;
	mat.m10 = oc * axis.x * axis.y + axis.z * s;
	mat.m11 = oc * axis.y * axis.y + c;
	mat.m12 = oc * axis.y * axis.z - axis.x * s;
	mat.m20 = oc * axis.z * axis.x - axis.y * s;
	mat.m21 = oc * axis.y * axis.z + axis.x * s;
	mat.m22 = oc * axis.z * axis.z + c;
	return mat;
}
 
开发者ID:ObsidianSuite,项目名称:ObsidianSuite,代码行数:22,代码来源:Shape.java

示例2: calculateNormals

import org.lwjgl.util.vector.Vector3f; //导入方法依赖的package包/类
/**
    * Calculates the normals of the mesh using vector cross products
    * @param vertices The vertices of the mesh
    * @param indices The indices of the mesh
    */
   public static void calculateNormals(Vertex[] vertices, int[] indices) {
// Iterate through every face
for(int i = 0; i < indices.length; i+=3) {
    // Get the three indices for the triangle face
    int i0 = indices[i];
    int i1 = indices[i+1];
    int i2 = indices[i+2];
    
    // Get the two displacement vectors for the face from the base vertex (arbitrary)
    Vector3f v1 = Vector3f.sub(vertices[i1].getPos(), vertices[i0].getPos(), null);
    Vector3f v2 = Vector3f.sub(vertices[i2].getPos(), vertices[i0].getPos(), null);
    
    // Calculate the normal using the cross product of the two displacements
    Vector3f normal = Vector3f.cross(v1, v2, null);
    normal.normalise();
    
    // Set the normal to all the vertices in the face
    vertices[i0].setNormal(normal);
    vertices[i1].setNormal(normal);
    vertices[i2].setNormal(normal);
}
   }
 
开发者ID:camilne,项目名称:open-world,代码行数:28,代码来源:Mesh.java

示例3: averageNormals

import org.lwjgl.util.vector.Vector3f; //导入方法依赖的package包/类
/**
    * Computes the average of the normals supplied.
    * @param normals The normals, located at the same position, that should be averaged
    */
   private Vector3f averageNormals(Vector3f[] normals) {
Vector3f sum = new Vector3f();
for(int i = 0; i < normals.length; i++) {
    if(normals[i] != null) {
	Vector3f.add(sum, normals[i], sum);
    }
}
sum.normalise();
return sum;
   }
 
开发者ID:camilne,项目名称:open-world,代码行数:15,代码来源:Region.java

示例4: move

import org.lwjgl.util.vector.Vector3f; //导入方法依赖的package包/类
/**
    * Moves the camera in the specified direction by the specified distance
    * @param direction The direction to move in world space
    * @param distance The distance to move in world space
    */
   public void move(Vector3f direction, float distance) {
// Create a copy of the direction to avoid modifying the original TODO: fix temp
Vector3f deltaMovement = new Vector3f(direction);

// Scale the direction to be the length of the specified distance
deltaMovement.normalise();
deltaMovement.scale(distance);

// Add the movement to the camera's position
Vector3f.add(position, deltaMovement, position);
   }
 
开发者ID:camilne,项目名称:open-world,代码行数:17,代码来源:Camera.java

示例5: rotate

import org.lwjgl.util.vector.Vector3f; //导入方法依赖的package包/类
/**
    * Rotates the camera around the specified axis in the counter-clockwise direction
    * @param axis The axis to rotate around
    * @param v1 The first local camera vector to be updated
    * @param v2 The second local camera vector to be updated
    * @param angle The amount to rotate around the axis in degrees
    */
   private void rotate(Vector3f axis, Vector3f v1, Vector3f v2, float angle) {
Quaternion rotation = QuaternionUtil.createFromAxisAngle(axis, angle, null);
Quaternion.mul(rotation, orientation, orientation);

QuaternionUtil.rotate(v1, rotation, v1);
QuaternionUtil.rotate(v2, rotation, v2);

v1.normalise();
v2.normalise();
   }
 
开发者ID:camilne,项目名称:open-world,代码行数:18,代码来源:Camera.java

示例6: calcNormal

import org.lwjgl.util.vector.Vector3f; //导入方法依赖的package包/类
/**
 * Calculates the normal of the triangle made from the 3 vertices. The vertices must be specified in counter-clockwise order.
 * @param vertex0
 * @param vertex1
 * @param vertex2
 * @return
 */
public static Vector3f calcNormal(Vector3f vertex0, Vector3f vertex1, Vector3f vertex2) {
	Vector3f tangentA = Vector3f.sub(vertex1, vertex0, null);
	Vector3f tangentB = Vector3f.sub(vertex2, vertex0, null);
	Vector3f normal = Vector3f.cross(tangentA, tangentB, null);
	normal.normalise();
	return normal;
}
 
开发者ID:TheThinMatrix,项目名称:LowPolyWater,代码行数:15,代码来源:Maths.java

示例7: toWorldCoords

import org.lwjgl.util.vector.Vector3f; //导入方法依赖的package包/类
private Vector3f toWorldCoords(Vector4f eyeCoords) {
	Matrix4f invertedView = Matrix4f.invert(viewMatrix, null);
	Vector4f rayWorld = Matrix4f.transform(invertedView, eyeCoords, null);
	Vector3f mouseRay = new Vector3f(rayWorld.x, rayWorld.y, rayWorld.z);
	mouseRay.normalise();
	return mouseRay;
}
 
开发者ID:Essentria,项目名称:Elgin-Plant-Game,代码行数:8,代码来源:MousePicker.java

示例8: calculateNormal

import org.lwjgl.util.vector.Vector3f; //导入方法依赖的package包/类
private static Vector3f calculateNormal(int x, int z, float[][] heights) {
	float heightL = getHeight(x - 1, z, heights);
	float heightR = getHeight(x + 1, z, heights);
	float heightD = getHeight(x, z - 1, heights);
	float heightU = getHeight(x, z + 1, heights);
	Vector3f normal = new Vector3f(heightL - heightR, 2f, heightD - heightU);
	normal.normalise();
	return normal;
}
 
开发者ID:TheThinMatrix,项目名称:LowPolyTerrain,代码行数:10,代码来源:SmoothNormalsGenerator.java

示例9: calculateNormal

import org.lwjgl.util.vector.Vector3f; //导入方法依赖的package包/类
private static Vector3f calculateNormal(int x, int z, float[][] heights) {
    float heightL = getHeight(x - 1, z, heights);
    float heightR = getHeight(x + 1, z, heights);
    float heightD = getHeight(x, z - 1, heights);
    float heightU = getHeight(x, z + 1, heights);
    Vector3f normal = new Vector3f(heightL - heightR, 2f, heightD - heightU);
    normal.normalise();
    return normal;
}
 
开发者ID:GryPLOfficial,项目名称:EcoSystem-Official,代码行数:10,代码来源:SmoothNormalsGenerator.java

示例10: setLightDirection

import org.lwjgl.util.vector.Vector3f; //导入方法依赖的package包/类
public void setLightDirection(Vector3f direction) {
	direction.normalise();
	this.lightDirection.set(direction);
}
 
开发者ID:TheThinMatrix,项目名称:OcclusionQueries,代码行数:5,代码来源:Scene.java

示例11: calcNormal

import org.lwjgl.util.vector.Vector3f; //导入方法依赖的package包/类
/**
 * Calculates the normal of the triangle made from the 3 vertices. The vertices must be specified in counter-clockwise order.
 *
 * @param vertex0
 * @param vertex1
 * @param vertex2
 * @return
 */
public static Vector3f calcNormal(Vector3f vertex0, Vector3f vertex1, Vector3f vertex2) {
    Vector3f tangentA = Vector3f.sub(vertex1, vertex0, null);
    Vector3f tangentB = Vector3f.sub(vertex2, vertex0, null);
    Vector3f normal = Vector3f.cross(tangentA, tangentB, null);
    normal.normalise();
    return normal;
}
 
开发者ID:GryPLOfficial,项目名称:EcoSystem-Official,代码行数:16,代码来源:Maths.java


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