本文整理匯總了Java中javax.vecmath.Matrix4f.setIdentity方法的典型用法代碼示例。如果您正苦於以下問題:Java Matrix4f.setIdentity方法的具體用法?Java Matrix4f.setIdentity怎麽用?Java Matrix4f.setIdentity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javax.vecmath.Matrix4f
的用法示例。
在下文中一共展示了Matrix4f.setIdentity方法的8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: isInteger
import javax.vecmath.Matrix4f; //導入方法依賴的package包/類
public static boolean isInteger(Matrix4f matrix)
{
Matrix4f m = new Matrix4f();
m.setIdentity();
m.m30 = m.m31 = m.m32 = 1;
m.m33 = 0;
m.mul(matrix, m);
for(int i = 0; i < 3; i++)
{
for(int j = 0; j < 3; j++)
{
float v = m.getElement(i, j) / m.getElement(3, j);
if(Math.abs(v - Math.round(v)) > 1e-5) return false;
}
}
return true;
}
示例2: getBlockTransforms
import javax.vecmath.Matrix4f; //導入方法依賴的package包/類
/** Get the default transformations for inside inventories and third person */
protected static ImmutableMap<TransformType, TRSRTransformation> getBlockTransforms() {
ImmutableMap.Builder<TransformType, TRSRTransformation> builder = ImmutableMap.builder();
// Copied from ForgeBlockStateV1
/*builder.put(TransformType.THIRD_PERSON, TRSRTransformation.blockCenterToCorner(new TRSRTransformation(new Vector3f(0, 1.5f / 16, -2.75f / 16),
TRSRTransformation.quatFromYXZDegrees(new Vector3f(10, -45, 170)), new Vector3f(0.375f, 0.375f, 0.375f), null)));
*/
// Gui
{
Matrix4f rotationMatrix = new Matrix4f();
rotationMatrix.setIdentity();
rotationMatrix = rotateTowardsFace(EnumFacing.SOUTH, EnumFacing.EAST);
Matrix4f result = new Matrix4f();
result.setIdentity();
// Multiply by the last matrix transformation FIRST
result.mul(rotationMatrix);
TRSRTransformation trsr = new TRSRTransformation(result);
builder.put(TransformType.GUI, trsr);
}
return builder.build();
}
示例3: setSphereMatrix
import javax.vecmath.Matrix4f; //導入方法依賴的package包/類
protected void setSphereMatrix(Point3f center, float rx, float ry, float rz,
AxisAngle4f a, Matrix4f sphereMatrix) {
if (a != null) {
Matrix3f mq = new Matrix3f();
Matrix3f m = new Matrix3f();
m.m00 = rx;
m.m11 = ry;
m.m22 = rz;
mq.set(a);
mq.mul(m);
sphereMatrix.set(mq);
} else {
sphereMatrix.setIdentity();
sphereMatrix.m00 = rx;
sphereMatrix.m11 = ry;
sphereMatrix.m22 = rz;
}
sphereMatrix.m03 = center.x;
sphereMatrix.m13 = center.y;
sphereMatrix.m23 = center.z;
sphereMatrix.m33 = 1;
}
示例4: getUnscaledTransformMatrix
import javax.vecmath.Matrix4f; //導入方法依賴的package包/類
Matrix4f getUnscaledTransformMatrix() {
//for povray only
Matrix4f unscaled = new Matrix4f();
unscaled.setIdentity();
vectorTemp.set(fixedRotationCenter);
matrixTemp.setZero();
matrixTemp.setTranslation(vectorTemp);
unscaled.sub(matrixTemp);
matrixTemp.set(matrixRotate);
unscaled.mul(matrixTemp, unscaled);
return unscaled;
}
示例5: handlePerspective
import javax.vecmath.Matrix4f; //導入方法依賴的package包/類
@Override
public Pair<? extends IBakedModel, Matrix4f> handlePerspective(ItemCameraTransforms.TransformType type) {
Matrix4f m = new Matrix4f();
m.setIdentity();
TRSRTransformation trsrt = new TRSRTransformation(m);
switch(type){
case FIRST_PERSON_RIGHT_HAND:
trsrt = new TRSRTransformation(new Vector3f( 0.1f, 0.2f, 0.05f ), new Quat4f(-0.15304594f, -0.6903456f, 0.15304594f, 0.6903456f), new Vector3f(0.68f, 0.68f, 0.68f), new Quat4f(0.0f, 0.0f, 0.0f, 1.0f));
break;
case FIRST_PERSON_LEFT_HAND:
trsrt = new TRSRTransformation(new Vector3f( 0.1f, 0.2f, 0.05f ), new Quat4f(0.15304594f, -0.6903456f, 0.15304594f, -0.6903456f), new Vector3f(0.68f, 0.68f, 0.68f), new Quat4f(0.0f, 0.0f, 0.0f, 1.0f));
break;
case THIRD_PERSON_RIGHT_HAND:
trsrt = new TRSRTransformation(new Vector3f( 0.0f, 0.25f, 0.03f ), new Quat4f(-0.3265056f, -0.6272113f, 0.32650554f, 0.62721133f), new Vector3f(0.85f, 0.85f, 0.85f), new Quat4f(0.0f, 0.0f, 0.0f, 1.0f));
break;
case THIRD_PERSON_LEFT_HAND:
trsrt = new TRSRTransformation(new Vector3f( 0.0f, 0.25f, 0.03f ), new Quat4f(-0.3265056f, 0.6272113f, -0.32650554f, 0.62721133f), new Vector3f(0.85f, 0.85f, 0.85f), new Quat4f(0.0f, 0.0f, 0.0f, 1.0f));
break;
case GROUND:
trsrt = new TRSRTransformation(new Vector3f( 0.0f, 0.0f, 0.0f ), new Quat4f(0.0f, 0.0f, 0.0f, 1.0f), new Vector3f(0.5f, 0.5f, 0.5f), new Quat4f(0.0f, 0.0f, 0.0f, 1.0f));
break;
default:
break;
}
return Pair.of(this,trsrt.getMatrix());
}
示例6: getMatrix
import javax.vecmath.Matrix4f; //導入方法依賴的package包/類
public void getMatrix(Matrix4f matrix, float time) {
matrix.setIdentity();
Matrix4f rot = new Matrix4f();
for(SkyLayerRotation roti : rotation) {
roti.getMatrix(rot, time);
matrix.mul(rot);
}
matrix.setTranslation(new Vector3f(offset[0], offset[1], offset[2]));
matrix.setScale(scale);
}
示例7: getEquationForQuadricWithCenter
import javax.vecmath.Matrix4f; //導入方法依賴的package包/類
public static void getEquationForQuadricWithCenter(float x, float y, float z, Matrix3f mToElliptical,
Vector3f vTemp, Matrix3f mTemp, double[] coef, Matrix4f mDeriv) {
/* Starting with a center point and a matrix that converts cartesian
* or screen coordinates to ellipsoidal coordinates,
* this method fills a float[10] with the terms for the
* equation for the ellipsoid:
*
* c0 x^2 + c1 y^2 + c2 z^2 + c3 xy + c4 xz + c5 yz + c6 x + c7 y + c8 z - 1 = 0
*
* I made this up; I haven't seen it in print. -- Bob Hanson, 4/2008
*
*/
vTemp.set(x, y, z);
mToElliptical.transform(vTemp);
double f = 1 - vTemp.dot(vTemp); // J
mTemp.transpose(mToElliptical);
mTemp.transform(vTemp);
mTemp.mul(mToElliptical);
coef[0] = mTemp.m00 / f; // A = aXX
coef[1] = mTemp.m11 / f; // B = aYY
coef[2] = mTemp.m22 / f; // C = aZZ
coef[3] = mTemp.m01 * 2 / f; // D = aXY
coef[4] = mTemp.m02 * 2 / f; // E = aXZ
coef[5] = mTemp.m12 * 2 / f; // F = aYZ
coef[6] = -2 * vTemp.x / f; // G = aX
coef[7] = -2 * vTemp.y / f; // H = aY
coef[8] = -2 * vTemp.z / f; // I = aZ
coef[9] = -1; // J = -1
/*
* f = Ax^2 + By^2 + Cz^2 + Dxy + Exz + Fyz + Gx + Hy + Iz + J
* df/dx = 2Ax + Dy + Ez + G
* df/dy = Dx + 2By + Fz + H
* df/dz = Ex + Fy + 2Cz + I
*/
if (mDeriv == null)
return;
mDeriv.setIdentity();
mDeriv.m00 = (float) (2 * coef[0]);
mDeriv.m11 = (float) (2 * coef[1]);
mDeriv.m22 = (float) (2 * coef[2]);
mDeriv.m01 = mDeriv.m10 = (float) coef[3];
mDeriv.m02 = mDeriv.m20 = (float) coef[4];
mDeriv.m12 = mDeriv.m21 = (float) coef[5];
mDeriv.m03 = (float) coef[6];
mDeriv.m13 = (float) coef[7];
mDeriv.m23 = (float) coef[8];
}
示例8: outputTriangle1
import javax.vecmath.Matrix4f; //導入方法依賴的package包/類
/**
* Local implementation of outputCylinder.
*
* @param pt1
* Vertex 1.
* @param pt2
* Vertex 2.
* @param pt3
* Vertex 3.
* @param colix
* The colix.
*/
private void outputTriangle1(Point3f pt1, Point3f pt2, Point3f pt3,
short colix) {
MeshSurface data = MeshData.getTriangleData(pt1, pt2, pt3);
Matrix4f matrix = new Matrix4f();
addTexture(colix, null);
String name = "Triangle" + triangleNum++;
matrix.setIdentity();
addMesh(name, data, matrix, matrix, colix, null, null);
}