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Java Matrix4f.translate方法代碼示例

本文整理匯總了Java中org.lwjgl.util.vector.Matrix4f.translate方法的典型用法代碼示例。如果您正苦於以下問題:Java Matrix4f.translate方法的具體用法?Java Matrix4f.translate怎麽用?Java Matrix4f.translate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: createTransformationMatrix

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
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;
}
 
開發者ID:Biacode,項目名稱:bia-engine,代碼行數:11,代碼來源:Maths.java

示例2: createTransformationMatrix

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
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;
}
 
開發者ID:marcioz98,項目名稱:MRCEngine,代碼行數:11,代碼來源:Maths.java

示例3: createViewMatrix

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
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;
}
 
開發者ID:marcioz98,項目名稱:MRCEngine,代碼行數:11,代碼來源:Maths.java

示例4: createView

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
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;
}
 
開發者ID:LapisSea,項目名稱:OpenGL-Bullet-engine,代碼行數:14,代碼來源:Camera.java

示例5: Region

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
/**
    * 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);
   }
 
開發者ID:camilne,項目名稱:open-world,代碼行數:17,代碼來源:Region.java

示例6: update

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
/**
    * 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);
   }
 
開發者ID:camilne,項目名稱:open-world,代碼行數:10,代碼來源:Camera.java

示例7: updateViewMatrix

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
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);
}
 
開發者ID:TheThinMatrix,項目名稱:LowPolyWater,代碼行數:8,代碼來源:Maths.java

示例8: calculateMvpMatrix

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
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);
}
 
開發者ID:TheThinMatrix,項目名稱:OcclusionQueries,代碼行數:9,代碼來源:SunRenderer.java

示例9: createTransformationMatrix

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
/**
 * 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;
}
 
開發者ID:Essentria,項目名稱:Elgin-Plant-Game,代碼行數:14,代碼來源:Maths.java

示例10: createViewMatrix

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
/**
 * 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;
}
 
開發者ID:Essentria,項目名稱:Elgin-Plant-Game,代碼行數:16,代碼來源:Maths.java

示例11: updateViewMatrix

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
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);
}
 
開發者ID:TheThinMatrix,項目名稱:LowPolyTerrain,代碼行數:8,代碼來源:Camera.java

示例12: updateViewMatrix

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
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);
}
 
開發者ID:GryPLOfficial,項目名稱:EcoSystem-Official,代碼行數:8,代碼來源:Maths.java

示例13: updateViewMatrix

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
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);
}
 
開發者ID:TheThinMatrix,項目名稱:OcclusionQueries,代碼行數:9,代碼來源:Camera.java

示例14: createModelMatrix

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
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;
}
 
開發者ID:TheThinMatrix,項目名稱:OcclusionQueries,代碼行數:7,代碼來源:WaterRenderer.java

示例15: getLocalTransform

import org.lwjgl.util.vector.Matrix4f; //導入方法依賴的package包/類
/**
 * 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;
}
 
開發者ID:LapisSea,項目名稱:OpenGL-Bullet-engine,代碼行數:18,代碼來源:JointTransform.java


注:本文中的org.lwjgl.util.vector.Matrix4f.translate方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。