本文整理匯總了Java中com.jme3.math.Quaternion.normalizeLocal方法的典型用法代碼示例。如果您正苦於以下問題:Java Quaternion.normalizeLocal方法的具體用法?Java Quaternion.normalizeLocal怎麽用?Java Quaternion.normalizeLocal使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類com.jme3.math.Quaternion
的用法示例。
在下文中一共展示了Quaternion.normalizeLocal方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: matchPhysicObjectToBone
import com.jme3.math.Quaternion; //導入方法依賴的package包/類
/**
* Set the transforms of a rigidBody to match the transforms of a bone.
* this is used to make the ragdoll follow the skeleton motion while in Kinematic mode
* @param link the link containing the bone and the rigidBody
* @param position just a temp vector for position
* @param tmpRot1 just a temp quaternion for rotation
*/
private void matchPhysicObjectToBone(PhysicsBoneLink link, Vector3f position, Quaternion tmpRot1) {
//computing position from rotation and scale
targetModel.getWorldTransform().transformVector(link.bone.getModelSpacePosition(), position);
//computing rotation
tmpRot1.set(link.bone.getModelSpaceRotation()).multLocal(link.bone.getWorldBindInverseRotation());
targetModel.getWorldRotation().mult(tmpRot1, tmpRot1);
tmpRot1.normalizeLocal();
//updating physic location/rotation of the physic bone
link.rigidBody.setPhysicsLocation(position);
link.rigidBody.setPhysicsRotation(tmpRot1);
}
示例2: blendToKinematicMode
import com.jme3.math.Quaternion; //導入方法依賴的package包/類
/**
* Smoothly blend from Ragdoll mode to Kinematic mode
* This is useful to blend ragdoll actual position to a keyframe animation for example
* @param blendTime the blending time between ragdoll to anim.
*/
public void blendToKinematicMode(float blendTime) {
if (mode == Mode.Kinetmatic) {
return;
}
blendedControl = true;
this.blendTime = blendTime;
mode = Mode.Kinetmatic;
AnimControl animControl = targetModel.getControl(AnimControl.class);
animControl.setEnabled(true);
TempVars vars = TempVars.get();
for (PhysicsBoneLink link : boneLinks.values()) {
Vector3f p = link.rigidBody.getMotionState().getWorldLocation();
Vector3f position = vars.vect1;
targetModel.getWorldTransform().transformInverseVector(p, position);
Quaternion q = link.rigidBody.getMotionState().getWorldRotationQuat();
Quaternion q2 = vars.quat1;
Quaternion q3 = vars.quat2;
q2.set(q).multLocal(link.initalWorldRotation).normalizeLocal();
q3.set(targetModel.getWorldRotation()).inverseLocal().mult(q2, q2);
q2.normalizeLocal();
link.startBlendingPos.set(position);
link.startBlendingRot.set(q2);
link.rigidBody.setKinematic(true);
}
vars.release();
for (Bone bone : skeleton.getRoots()) {
RagdollUtils.setUserControl(bone, false);
}
blendStart = 0;
}