本文整理汇总了Java中org.rajawali3d.math.vector.Vector3.normalize方法的典型用法代码示例。如果您正苦于以下问题:Java Vector3.normalize方法的具体用法?Java Vector3.normalize怎么用?Java Vector3.normalize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类org.rajawali3d.math.vector.Vector3
的用法示例。
在下文中一共展示了Vector3.normalize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: attackDestroyer
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
private void attackDestroyer(double x, double y, double z) {
// Make target vector
Random rand = new Random();
Vector3 targetVec = new Vector3(mDestroyer.object.getX()+rand.nextInt(20),
mDestroyer.object.getY()+rand.nextInt(20),
mDestroyer.object.getZ()+rand.nextInt(20));
targetVec.subtract(x, y, z);
targetVec.normalize();
targetVec.multiply(3);
// clone object and add to scene
Object3D missileObj = mMissileObj.clone();
missileObj.setX(x+targetVec.x);
missileObj.setY(y+targetVec.y);
missileObj.setZ(z+targetVec.z);
missileObj.setColor(FRIENDLY_MISSILE_COLOR);
mRenderer.getCurrentScene().addChild(missileObj);
//mMissileObj.addChild(missileObj);
// make Missile instance and set location and target
Missile missile = new Missile(x+targetVec.x, y+targetVec.y, z+targetVec.z,
Missile.FROM_MOTHERSHIP, missileObj);
targetVec.multiply(20);
missile.setTarget(targetVec.x, targetVec.y, targetVec.z);
synchronized (mMissiles) {
mMissiles.add(missile);
}
}
示例2: applyRotation
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
private void applyRotation()
{
if (mIsRotating)
{
mapToSphere((float) mPrevScreenCoord.getX(), (float) mPrevScreenCoord.getY(), mPrevSphereCoord);
mapToSphere((float) mCurrScreenCoord.getX(), (float) mCurrScreenCoord.getY(), mCurrSphereCoord);
Vector3 rotationAxis = mPrevSphereCoord.clone();
rotationAxis.cross(mCurrSphereCoord);
rotationAxis.normalize();
double rotationAngle = Math.acos(Math.min(1, mPrevSphereCoord.dot(mCurrSphereCoord)));
mCurrentOrientation.fromAngleAxis(rotationAxis, MathUtil.radiansToDegrees(rotationAngle));
mCurrentOrientation.normalize();
Quaternion q = new Quaternion(mStartOrientation);
q.multiply(mCurrentOrientation);
mEmpty.setOrientation(q);
}
}
示例3: fire
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
public void fire() {
if(mLastFireTime + MISSILE_INTERVAL > System.currentTimeMillis()) {
return;
}
// clone object and add to scene
Object3D missileObj = mMissileObj.clone();
missileObj.setX(mCameraBox.getX());
missileObj.setY(mCameraBox.getY());
missileObj.setZ(mCameraBox.getZ());
missileObj.setColor(FRIENDLY_MISSILE_COLOR);
mRenderer.getCurrentScene().addChild(missileObj);
//mMissileObj.addChild(missileObj);
// make Missile instance and set location and target
Missile missile = new Missile(mCameraBox.getX(), mCameraBox.getY(), mCameraBox.getZ(),
Missile.FROM_FRIENDLY, missileObj);
Vector3 targetVec = new Vector3(mHeadViewForward);
targetVec.normalize();
targetVec.multiply(30);
missile.setTarget(mCameraBox.getX() + targetVec.x,
mCameraBox.getY() + targetVec.y,
mCameraBox.getZ() + targetVec.z);
synchronized (mMissiles) {
mMissiles.add(missile);
}
}
示例4: createLightViewProjectionMatrix
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
private Matrix4 createLightViewProjectionMatrix(DirectionalLight light) {
//
// -- Get the frustum corners in world space
//
mCamera.getFrustumCorners(mFrustumCorners, true);
//
// -- Get the frustum centroid
//
mFrustumCentroid.setAll(0, 0, 0);
for(int i=0; i<8; i++)
mFrustumCentroid.add(mFrustumCorners[i]);
mFrustumCentroid.divide(8.0);
//
// --
//
BoundingBox lightBox = new BoundingBox(mFrustumCorners);
double distance = mFrustumCentroid.distanceTo(lightBox.getMin());
Vector3 lightDirection = light.getDirectionVector().clone();
lightDirection.normalize();
Vector3 lightPosition = Vector3.subtractAndCreate(mFrustumCentroid, Vector3.multiplyAndCreate(lightDirection, distance));
//
// --
//
mLightViewMatrix.setToLookAt(lightPosition, mFrustumCentroid, Vector3.Y);
for(int i=0; i<8; i++)
mFrustumCorners[i].multiply(mLightViewMatrix);
BoundingBox b = new BoundingBox(mFrustumCorners);
mLightProjectionMatrix.setToOrthographic(b.getMin().x, b.getMax().x, b.getMin().y, b.getMax().y, -b.getMax().z, -b.getMin().z);
mLightModelViewProjectionMatrix.setAll(mLightProjectionMatrix);
mLightModelViewProjectionMatrix.multiply(mLightViewMatrix);
return mLightModelViewProjectionMatrix;
}
示例5: fromAngleAxis
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
/**
* Sets this {@link Quaternion}'s components from the given axis vector and angle around the axis.
*
* @param axis {@link Vector3} The axis to set rotation on.
* @param angle double The rotation angle in degrees.
* @return A reference to this {@link Quaternion} to facilitate chaining.
*/
public Quaternion fromAngleAxis(final Vector3 axis, final double angle) {
if (!axis.isUnit()) axis.normalize();
double radian = Math.toRadians(angle); //MathUtil.degreesToRadians(angle);
double halfAngle = radian * .5;
double halfAngleSin = Math.sin(halfAngle);
w = Math.cos(halfAngle);
x = halfAngleSin * axis.x;
y = halfAngleSin * axis.y;
z = halfAngleSin * axis.z;
return this;
}
示例6: quaternionFromVector
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
protected Quaternion quaternionFromVector(Vector3 vec) {
vec.normalize();
final double angle = MathUtil.radiansToDegrees(Math.acos(Vector3.dot(mForwardVec, vec)));
final Quaternion q = new Quaternion();
q.fromAngleAxis(mTmpQuatVector.crossAndSet(mForwardVec, vec), angle);
return q;
}
示例7: calculateFaceNormal
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
private Vector3 calculateFaceNormal(int[] vertexIDs) {
ArrayList<Vector3> vertices = mVertices.get(mObjects);
Vector3 v1 = vertices.get(vertexIDs[0]);
Vector3 v2 = vertices.get(vertexIDs[2]);
Vector3 v3 = vertices.get(vertexIDs[1]);
Vector3 vector1 = Vector3.subtractAndCreate(v2, v1);
Vector3 vector2 = Vector3.subtractAndCreate(v3, v1);
Vector3 normal = Vector3.crossAndCreate(vector1, vector2);
normal.normalize();
return normal;
}
示例8: mapToSphere
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
private void mapToSphere(final float x, final float y, Vector3 out)
{
float lengthSquared = x * x + y * y;
if (lengthSquared > 1)
{
out.setAll(x, y, 0);
out.normalize();
}
else
{
out.setAll(x, y, Math.sqrt(1 - lengthSquared));
}
}
示例9: intersectRayTriangle
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
/**
* Intersects a ray defined by a start and end point and a triangle.
* @param rayStart Startpoint of the ray
* @param rayEnd Endpoint of the ray
* @param t1 The first vertex of the triangle
* @param t2 The second vertex of the triangle
* @param t3 The third vertex of the triangle
* @param hitPoint The intersection point (optional)
* @return True if there is an intersection, false otherwise.
*/
public static boolean intersectRayTriangle(Vector3 rayStart, Vector3 rayEnd, Vector3 t1, Vector3 t2, Vector3 t3, Vector3 hitPoint) {
Vector3 rayDir = Vector3.subtractAndCreate(rayEnd, rayStart);
rayDir.normalize();
p.set(t1, t2, t3);
if (!intersectRayPlane(rayStart, rayEnd, p, i)) return false;
v0.subtractAndSet(t3, t1);
v1.subtractAndSet(t2, t1);
v2.subtractAndSet(i, t1);
double dot00 = v0.dot(v0);
double dot01 = v0.dot(v1);
double dot02 = v0.dot(v2);
double dot11 = v1.dot(v1);
double dot12 = v1.dot(v2);
double denom = dot00 * dot11 - dot01 * dot01;
if (denom == 0) return false;
double u = (dot11 * dot02 - dot01 * dot12) / denom;
double v = (dot00 * dot12 - dot01 * dot02) / denom;
if (u >= 0 && v >= 0 && u + v <= 1) {
if (hitPoint != null) hitPoint.setAll(i);
return true;
} else
return false;
}
示例10: matrixFromPointNormalUp
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
/**
* Calculates a transformation matrix based on a point, a normal and the up gravity vector.
* The coordinate frame of the target transformation will be Z forward, X left, Y up.
*/
public static Matrix4 matrixFromPointNormalUp(double[] point, double[] normal, Vector3 up) {
Vector3 zAxis = new Vector3(normal);
zAxis.normalize();
Vector3 xAxis = new Vector3();
xAxis.crossAndSet(up, zAxis);
xAxis.normalize();
Vector3 yAxis = new Vector3();
yAxis.crossAndSet(xAxis, zAxis);
yAxis.normalize();
double[] rot = new double[16];
rot[Matrix4.M00] = xAxis.x;
rot[Matrix4.M10] = xAxis.y;
rot[Matrix4.M20] = xAxis.z;
rot[Matrix4.M01] = yAxis.x;
rot[Matrix4.M11] = yAxis.y;
rot[Matrix4.M21] = yAxis.z;
rot[Matrix4.M02] = zAxis.x;
rot[Matrix4.M12] = zAxis.y;
rot[Matrix4.M22] = zAxis.z;
rot[Matrix4.M33] = 1;
Matrix4 m = new Matrix4(rot);
m.setTranslation(point[0], point[1], point[2]);
return m;
}
示例11: createLightViewProjectionMatrix
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
private Matrix4 createLightViewProjectionMatrix(DirectionalLight light) {
//
// -- Get the frustum corners in world space
//
mCamera.getFrustumCorners(mFrustumCorners, true);
//
// -- Get the frustum centroid
//
mFrustumCentroid.setAll(0, 0, 0);
for(int i=0; i<8; i++)
mFrustumCentroid.add(mFrustumCorners[i]);
mFrustumCentroid.divide(8.0);
//
// --
//
BoundingBox lightBox = new BoundingBox(mFrustumCorners);
double distance = mFrustumCentroid.distanceTo(lightBox.getMin());
Vector3 lightDirection = light.getDirectionVector().clone();
lightDirection.normalize();
Vector3 lightPosition = Vector3.subtractAndCreate(mFrustumCentroid, Vector3.multiplyAndCreate(lightDirection, distance));
//
// --
//
mLightViewMatrix.setToLookAt(lightPosition, mFrustumCentroid, Vector3.Y);
for(int i=0; i<8; i++)
mFrustumCorners[i].multiply(mLightViewMatrix);
BoundingBox b = new BoundingBox(mFrustumCorners);
mLightProjectionMatrix.setToOrthographic(b.getMin().x, b.getMax().x, b.getMin().y, b.getMax().y, -b.getMax().z, -b.getMin().z);
mLightModelViewProjectionMatrix.setAll(mLightProjectionMatrix);
mLightModelViewProjectionMatrix.multiply(mLightViewMatrix);
return mLightModelViewProjectionMatrix;
}
示例12: fromAngleAxis
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
/**
* Sets this {@link Quaternion}'s components from the given axis vector and angle around the axis.
*
* @param axis {@link Vector3} The axis to set rotation on.
* @param angle double The rotation angle in degrees.
* @return A reference to this {@link Quaternion} to facilitate chaining.
*/
public Quaternion fromAngleAxis(final Vector3 axis, final double angle) {
if (!axis.isUnit()) axis.normalize();
double radian = Math.toRadians(angle); //MathUtil.degreesToRadians(angle);
double halfAngle = radian * .5;
double halfAngleSin = Math.sin(halfAngle);
w = Math.cos(halfAngle);
x = halfAngleSin * axis.x;
y = halfAngleSin * axis.y;
z = halfAngleSin * axis.z;
return this;
}
示例13: attackMothership
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
private void attackMothership(double x, double y, double z, int from) {
// Make target vector
Vector3 targetVec = new Vector3(mMothershipObj.getX(), mMothershipObj.getY(), mMothershipObj.getZ());
double distance = targetVec.distanceTo(x, y, z);
targetVec.subtract(x, y, z);
targetVec.normalize();
if(distance > 50) {
targetVec.multiply(30);
} else {
targetVec.multiply(3);
}
// clone object and add to scene
Object3D missileObj = mMissileObj.clone();
missileObj.setX(x+targetVec.x);
missileObj.setY(y+targetVec.y);
missileObj.setZ(z+targetVec.z);
missileObj.setColor(ENEMY_MISSILE_COLOR);
mRenderer.getCurrentScene().addChild(missileObj);
//mMissileObj.addChild(missileObj);
// make Missile instance and set location and target
Missile missile = new Missile(x+targetVec.x, y+targetVec.y, z+targetVec.z,
from, missileObj);
targetVec.multiply((distance+10)/3);
missile.setTarget(mMothershipObj.getX(), mMothershipObj.getY(), mMothershipObj.getZ());
if(distance > 50) {
missile.setSpeed(0.75);
}
synchronized (mMissiles) {
mMissiles.add(missile);
}
}
示例14: calculateNormals
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
public float[] calculateNormals(int[] indices) {
float[] vertices = new float[mGeometry.getVertices().capacity()];
mGeometry.getVertices().get(vertices).position(0);
float[] faceNormals = new float[indices.length];
float[] vertNormals = new float[vertices.length];
int numIndices = indices.length;
int numVertices = vertices.length;
int id1, id2, id3, vid1, vid2, vid3;
Vector3 v1 = new Vector3();
Vector3 v2 = new Vector3();
Vector3 v3 = new Vector3();
Vector3 normal = new Vector3();
// -- calculate face normals
for(int i=0; i<numIndices; i+=3) {
id1 = indices[i];
id2 = indices[i+1];
id3 = indices[i+2];
vid1 = id1 * 3;
vid2 = id2 * 3;
vid3 = id3 * 3;
v1.setAll(vertices[vid1], vertices[vid1+1], vertices[vid1+2]);
v2.setAll(vertices[vid2], vertices[vid2+1], vertices[vid2+2]);
v3.setAll(vertices[vid3], vertices[vid3+1], vertices[vid3+2]);
Vector3 vector1 = Vector3.subtractAndCreate(v2, v1);
Vector3 vector2 = Vector3.subtractAndCreate(v3, v1);
normal = Vector3.crossAndCreate(vector1, vector2);
normal.normalize();
faceNormals[i] = (float) normal.x;
faceNormals[i+1] = (float) normal.y;
faceNormals[i+2] = (float) normal.z;
}
// -- calculate vertex normals
Vector3 vertexNormal = new Vector3();
for(int i=0; i<numVertices; i+=3) {
int vIndex = i / 3;
vertexNormal.setAll(0, 0, 0);
for(int j=0; j<numIndices; j+=3)
{
id1 = indices[j];
id2 = indices[j+1];
id3 = indices[j+2];
if(id1 == vIndex || id2 == vIndex || id3 == vIndex) {
vertexNormal.add(faceNormals[j], faceNormals[j+1], faceNormals[j+2]);
}
}
vertexNormal.normalize();
vertNormals[i] = (float) vertexNormal.x;
vertNormals[i+1] = (float) vertexNormal.y;
vertNormals[i+2] = (float) vertexNormal.z;
}
//mGeometry.setNormals(vertNormals);
faceNormals = null;
v1 = null;
v2 = null;
v3 = null;
return vertNormals;
}
示例15: readFaces
import org.rajawali3d.math.vector.Vector3; //导入方法依赖的package包/类
protected void readFaces(InputStream buffer) throws IOException {
int triangles = readShort(buffer);
Vector3[] normals = new Vector3[triangles];
ArrayList<Integer> indices = new ArrayList<Integer>();
for (int i = 0; i < triangles; i++) {
int[] vertexIDs = new int[3];
vertexIDs[0] = readShort(buffer);
vertexIDs[1] = readShort(buffer);
vertexIDs[2] = readShort(buffer);
readShort(buffer);
indices.add(vertexIDs[0]);
indices.add(vertexIDs[1]);
indices.add(vertexIDs[2]);
Vector3 normal = calculateFaceNormal(vertexIDs);
normals[i] = normal;
}
mNormals.add(new Vector3[triangles]);
mIndices.add(indices);
int numVertices = mVertices.get(mObjects).size();
int numIndices = indices.size();
ArrayList<Vector3> vertNormals = new ArrayList<Vector3>();
for (int i = 0; i < numVertices; i++) {
Vector3 vertexNormal = new Vector3();
for (int j = 0; j < numIndices; j += 3) {
int id1 = indices.get(j);
int id2 = indices.get(j + 1);
int id3 = indices.get(j + 2);
if (id1 == i || id2 == i || id3 == i) {
vertexNormal.add(normals[j / 3]);
}
}
vertexNormal.normalize();
vertNormals.add(vertexNormal);
}
mVertNormals.add(vertNormals);
}