Java Code Examples for org.lwjgl.util.vector.Vector3f#cross()
The following examples show how to use
org.lwjgl.util.vector.Vector3f#cross() .
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Example 1
Source File: FaceBakery.java From The-5zig-Mod with MIT License | 6 votes |
private void fillNormal(int[] faceData) { Vector3f v1 = new Vector3f(faceData[3 * 7 + 0], faceData[3 * 7 + 1], faceData[3 * 7 + 2]); Vector3f t = new Vector3f(faceData[1 * 7 + 0], faceData[1 * 7 + 1], faceData[1 * 7 + 2]); Vector3f v2 = new Vector3f(faceData[2 * 7 + 0], faceData[2 * 7 + 1], faceData[2 * 7 + 2]); Vector3f result1 = new Vector3f(); Vector3f result2 = new Vector3f(); Vector3f result3 = new Vector3f(); Vector3f.sub(v1, t, result1); t.set(faceData[0 * 7 + 0], faceData[0 * 7 + 1], faceData[0 * 7 + 2]); Vector3f.sub(v2, t, result2); Vector3f.cross(result2, result1, result3); result3.normalise(); int x = ((byte) (result3.x * 127)) & 0xFF; int y = ((byte) (result3.y * 127)) & 0xFF; int z = ((byte) (result3.z * 127)) & 0xFF; for (int i = 0; i < 4; i++) { faceData[i * 7 + 6] = x | (y << 0x08) | (z << 0x10); } }
Example 2
Source File: FaceBakery.java From The-5zig-Mod with MIT License | 6 votes |
private void fillNormal(int[] faceData) { Vector3f v1 = new Vector3f(faceData[3 * 7 + 0], faceData[3 * 7 + 1], faceData[3 * 7 + 2]); Vector3f t = new Vector3f(faceData[1 * 7 + 0], faceData[1 * 7 + 1], faceData[1 * 7 + 2]); Vector3f v2 = new Vector3f(faceData[2 * 7 + 0], faceData[2 * 7 + 1], faceData[2 * 7 + 2]); Vector3f result1 = new Vector3f(); Vector3f result2 = new Vector3f(); Vector3f result3 = new Vector3f(); Vector3f.sub(v1, t, result1); t.set(faceData[0 * 7 + 0], faceData[0 * 7 + 1], faceData[0 * 7 + 2]); Vector3f.sub(v2, t, result2); Vector3f.cross(result2, result1, result3); result3.normalise(); int x = ((byte) (result3.x * 127)) & 0xFF; int y = ((byte) (result3.y * 127)) & 0xFF; int z = ((byte) (result3.z * 127)) & 0xFF; for (int i = 0; i < 4; i++) { faceData[i * 7 + 6] = x | (y << 0x08) | (z << 0x10); } }
Example 3
Source File: Trackball.java From OpenModsLib with MIT License | 6 votes |
private Matrix4f getTransform(float mouseX, float mouseY) { Preconditions.checkNotNull(dragStart, "Draging not started"); Vector3f current = calculateSpherePoint(mouseX, mouseY); float dot = Vector3f.dot(dragStart, current); if (Math.abs(dot - 1) < 0.0001) return lastTransform; Vector3f axis = Vector3f.cross(dragStart, current, null); try { axis.normalise(); } catch (IllegalStateException e) { // Zero length vector return lastTransform; } float angle = 2 * (float)(Math.acos(dot)); Matrix4f rotation = new Matrix4f(); rotation.rotate(angle, axis); return Matrix4f.mul(rotation, lastTransform, null); }
Example 4
Source File: FaceBakery.java From The-5zig-Mod with MIT License | 6 votes |
private void fillNormal(int[] faceData) { Vector3f v1 = new Vector3f(faceData[3 * 7 + 0], faceData[3 * 7 + 1], faceData[3 * 7 + 2]); Vector3f t = new Vector3f(faceData[1 * 7 + 0], faceData[1 * 7 + 1], faceData[1 * 7 + 2]); Vector3f v2 = new Vector3f(faceData[2 * 7 + 0], faceData[2 * 7 + 1], faceData[2 * 7 + 2]); Vector3f result1 = new Vector3f(); Vector3f result2 = new Vector3f(); Vector3f result3 = new Vector3f(); Vector3f.sub(v1, t, result1); t.set(faceData[0 * 7 + 0], faceData[0 * 7 + 1], faceData[0 * 7 + 2]); Vector3f.sub(v2, t, result2); Vector3f.cross(result2, result1, result3); result3.normalise(); int x = ((byte) (result3.x * 127)) & 0xFF; int y = ((byte) (result3.y * 127)) & 0xFF; int z = ((byte) (result3.z * 127)) & 0xFF; for (int i = 0; i < 4; i++) { faceData[i * 7 + 6] = x | (y << 0x08) | (z << 0x10); } }
Example 5
Source File: FaceBakery.java From The-5zig-Mod with MIT License | 6 votes |
private void fillNormal(int[] faceData) { Vector3f v1 = new Vector3f(faceData[3 * 7 + 0], faceData[3 * 7 + 1], faceData[3 * 7 + 2]); Vector3f t = new Vector3f(faceData[1 * 7 + 0], faceData[1 * 7 + 1], faceData[1 * 7 + 2]); Vector3f v2 = new Vector3f(faceData[2 * 7 + 0], faceData[2 * 7 + 1], faceData[2 * 7 + 2]); Vector3f result1 = new Vector3f(); Vector3f result2 = new Vector3f(); Vector3f result3 = new Vector3f(); Vector3f.sub(v1, t, result1); t.set(faceData[0 * 7 + 0], faceData[0 * 7 + 1], faceData[0 * 7 + 2]); Vector3f.sub(v2, t, result2); Vector3f.cross(result2, result1, result3); result3.normalise(); int x = ((byte) (result3.x * 127)) & 0xFF; int y = ((byte) (result3.y * 127)) & 0xFF; int z = ((byte) (result3.z * 127)) & 0xFF; for (int i = 0; i < 4; i++) { faceData[i * 7 + 6] = x | (y << 0x08) | (z << 0x10); } }
Example 6
Source File: FaceBakery.java From The-5zig-Mod with MIT License | 6 votes |
private void fillNormal(int[] faceData) { Vector3f v1 = new Vector3f(faceData[3 * 7 + 0], faceData[3 * 7 + 1], faceData[3 * 7 + 2]); Vector3f t = new Vector3f(faceData[1 * 7 + 0], faceData[1 * 7 + 1], faceData[1 * 7 + 2]); Vector3f v2 = new Vector3f(faceData[2 * 7 + 0], faceData[2 * 7 + 1], faceData[2 * 7 + 2]); Vector3f result1 = new Vector3f(); Vector3f result2 = new Vector3f(); Vector3f result3 = new Vector3f(); Vector3f.sub(v1, t, result1); t.set(faceData[0 * 7 + 0], faceData[0 * 7 + 1], faceData[0 * 7 + 2]); Vector3f.sub(v2, t, result2); Vector3f.cross(result2, result1, result3); result3.normalise(); int x = ((byte) (result3.x * 127)) & 0xFF; int y = ((byte) (result3.y * 127)) & 0xFF; int z = ((byte) (result3.z * 127)) & 0xFF; for (int i = 0; i < 4; i++) { faceData[i * 7 + 6] = x | (y << 0x08) | (z << 0x10); } }
Example 7
Source File: FaceBakery.java From The-5zig-Mod with MIT License | 6 votes |
private void fillNormal(int[] faceData) { Vector3f v1 = new Vector3f(faceData[3 * 7 + 0], faceData[3 * 7 + 1], faceData[3 * 7 + 2]); Vector3f t = new Vector3f(faceData[1 * 7 + 0], faceData[1 * 7 + 1], faceData[1 * 7 + 2]); Vector3f v2 = new Vector3f(faceData[2 * 7 + 0], faceData[2 * 7 + 1], faceData[2 * 7 + 2]); Vector3f result1 = new Vector3f(); Vector3f result2 = new Vector3f(); Vector3f result3 = new Vector3f(); Vector3f.sub(v1, t, result1); t.set(faceData[0 * 7 + 0], faceData[0 * 7 + 1], faceData[0 * 7 + 2]); Vector3f.sub(v2, t, result2); Vector3f.cross(result2, result1, result3); result3.normalise(); int x = ((byte) (result3.x * 127)) & 0xFF; int y = ((byte) (result3.y * 127)) & 0xFF; int z = ((byte) (result3.z * 127)) & 0xFF; for (int i = 0; i < 4; i++) { faceData[i * 7 + 6] = x | (y << 0x08) | (z << 0x10); } }
Example 8
Source File: FaceBakery.java From The-5zig-Mod with MIT License | 5 votes |
public static ct a(int[] var) { Vector3f var1 = new Vector3f(Float.intBitsToFloat(var[0]), Float.intBitsToFloat(var[1]), Float.intBitsToFloat(var[2])); Vector3f var2 = new Vector3f(Float.intBitsToFloat(var[7]), Float.intBitsToFloat(var[8]), Float.intBitsToFloat(var[9])); Vector3f var3 = new Vector3f(Float.intBitsToFloat(var[14]), Float.intBitsToFloat(var[15]), Float.intBitsToFloat(var[16])); Vector3f var4 = new Vector3f(); Vector3f var5 = new Vector3f(); Vector3f var6 = new Vector3f(); Vector3f.sub(var1, var2, var4); Vector3f.sub(var3, var2, var5); Vector3f.cross(var5, var4, var6); float var7 = (float) Math.sqrt((double) (var6.x * var6.x + var6.y * var6.y + var6.z * var6.z)); var6.x /= var7; var6.y /= var7; var6.z /= var7; ct var8 = null; float var9 = 0.0F; ct[] var10 = ct.values(); int var11 = var10.length; for (int var12 = 0; var12 < var11; ++var12) { ct var13 = var10[var12]; di var14 = var13.n(); Vector3f var15 = new Vector3f((float) var14.p(), (float) var14.q(), (float) var14.r()); float var16 = Vector3f.dot(var6, var15); if (var16 >= 0.0F && var16 > var9) { var9 = var16; var8 = var13; } } if (var8 == null) { return ct.b; } else { return var8; } }
Example 9
Source File: MatrixUtil.java From tectonicus with BSD 3-Clause "New" or "Revised" License | 5 votes |
public static Matrix4f createLookAt(Vector3f eye, Vector3f lookAt, Vector3f up) { Matrix4f matrix = new Matrix4f(); matrix.setIdentity(); // Create the basis vectors Vector3f forwards = Vector3f.sub(eye, lookAt, null); forwards.normalise(); Vector3f right = Vector3f.cross(up, forwards, null); right.normalise(); Vector3f actualUp = Vector3f.cross(forwards, right, null); actualUp.normalise(); // Right vector across the top matrix.m00 = right.x; matrix.m10 = right.y; matrix.m20 = right.z; // Up vector across the middle row matrix.m01 = actualUp.x; matrix.m11 = actualUp.y; matrix.m21 = actualUp.z; // Forwards vector across the bottom row matrix.m02 = forwards.x; matrix.m12 = forwards.y; matrix.m22 = forwards.z; // Negative translation in the last column Matrix4f translation = new Matrix4f(); translation.setIdentity(); translation.translate(new Vector3f(-eye.x, -eye.y, -eye.z)); return Matrix4f.mul(matrix, translation, null); }
Example 10
Source File: Maths.java From LowPolyWater with The Unlicense | 5 votes |
/** * 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; }
Example 11
Source File: FaceBakery.java From The-5zig-Mod with MIT License | 5 votes |
public static ct a(int[] var) { Vector3f var1 = new Vector3f(Float.intBitsToFloat(var[0]), Float.intBitsToFloat(var[1]), Float.intBitsToFloat(var[2])); Vector3f var2 = new Vector3f(Float.intBitsToFloat(var[7]), Float.intBitsToFloat(var[8]), Float.intBitsToFloat(var[9])); Vector3f var3 = new Vector3f(Float.intBitsToFloat(var[14]), Float.intBitsToFloat(var[15]), Float.intBitsToFloat(var[16])); Vector3f var4 = new Vector3f(); Vector3f var5 = new Vector3f(); Vector3f var6 = new Vector3f(); Vector3f.sub(var1, var2, var4); Vector3f.sub(var3, var2, var5); Vector3f.cross(var5, var4, var6); float var7 = (float) Math.sqrt((double) (var6.x * var6.x + var6.y * var6.y + var6.z * var6.z)); var6.x /= var7; var6.y /= var7; var6.z /= var7; ct var8 = null; float var9 = 0.0F; ct[] var10 = ct.values(); int var11 = var10.length; for (int var12 = 0; var12 < var11; ++var12) { ct var13 = var10[var12]; di var14 = var13.n(); Vector3f var15 = new Vector3f((float) var14.p(), (float) var14.q(), (float) var14.r()); float var16 = Vector3f.dot(var6, var15); if (var16 >= 0.0F && var16 > var9) { var9 = var16; var8 = var13; } } if (var8 == null) { return ct.b; } else { return var8; } }
Example 12
Source File: FaceBakery.java From The-5zig-Mod with MIT License | 5 votes |
public static cq a(int[] var) { Vector3f var1 = new Vector3f(Float.intBitsToFloat(var[0]), Float.intBitsToFloat(var[1]), Float.intBitsToFloat(var[2])); Vector3f var2 = new Vector3f(Float.intBitsToFloat(var[7]), Float.intBitsToFloat(var[8]), Float.intBitsToFloat(var[9])); Vector3f var3 = new Vector3f(Float.intBitsToFloat(var[14]), Float.intBitsToFloat(var[15]), Float.intBitsToFloat(var[16])); Vector3f var4 = new Vector3f(); Vector3f var5 = new Vector3f(); Vector3f var6 = new Vector3f(); Vector3f.sub(var1, var2, var4); Vector3f.sub(var3, var2, var5); Vector3f.cross(var5, var4, var6); float var7 = (float) Math.sqrt((double) (var6.x * var6.x + var6.y * var6.y + var6.z * var6.z)); var6.x /= var7; var6.y /= var7; var6.z /= var7; cq var8 = null; float var9 = 0.0F; cq[] var10 = cq.values(); int var11 = var10.length; for (int var12 = 0; var12 < var11; ++var12) { cq var13 = var10[var12]; df var14 = var13.m(); Vector3f var15 = new Vector3f((float) var14.n(), (float) var14.o(), (float) var14.p()); float var16 = Vector3f.dot(var6, var15); if (var16 >= 0.0F && var16 > var9) { var9 = var16; var8 = var13; } } if (var8 == null) { return cq.b; } else { return var8; } }
Example 13
Source File: FaceBakery.java From The-5zig-Mod with MIT License | 5 votes |
public static fa a(int[] var) { Vector3f var1 = new Vector3f(Float.intBitsToFloat(var[0]), Float.intBitsToFloat(var[1]), Float.intBitsToFloat(var[2])); Vector3f var2 = new Vector3f(Float.intBitsToFloat(var[7]), Float.intBitsToFloat(var[8]), Float.intBitsToFloat(var[9])); Vector3f var3 = new Vector3f(Float.intBitsToFloat(var[14]), Float.intBitsToFloat(var[15]), Float.intBitsToFloat(var[16])); Vector3f var4 = new Vector3f(); Vector3f var5 = new Vector3f(); Vector3f var6 = new Vector3f(); Vector3f.sub(var1, var2, var4); Vector3f.sub(var3, var2, var5); Vector3f.cross(var5, var4, var6); float var7 = (float) Math.sqrt((double) (var6.x * var6.x + var6.y * var6.y + var6.z * var6.z)); var6.x /= var7; var6.y /= var7; var6.z /= var7; fa var8 = null; float var9 = 0.0F; fa[] var10 = fa.values(); int var11 = var10.length; for (int var12 = 0; var12 < var11; ++var12) { fa var13 = var10[var12]; fq var14 = var13.n(); Vector3f var15 = new Vector3f((float) var14.p(), (float) var14.q(), (float) var14.r()); float var16 = Vector3f.dot(var6, var15); if (var16 >= 0.0F && var16 > var9) { var9 = var16; var8 = var13; } } if (var8 == null) { return fa.b; } else { return var8; } }
Example 14
Source File: FaceBakery.java From The-5zig-Mod with MIT License | 5 votes |
public static cv a(int[] var) { Vector3f var1 = new Vector3f(Float.intBitsToFloat(var[0]), Float.intBitsToFloat(var[1]), Float.intBitsToFloat(var[2])); Vector3f var2 = new Vector3f(Float.intBitsToFloat(var[7]), Float.intBitsToFloat(var[8]), Float.intBitsToFloat(var[9])); Vector3f var3 = new Vector3f(Float.intBitsToFloat(var[14]), Float.intBitsToFloat(var[15]), Float.intBitsToFloat(var[16])); Vector3f var4 = new Vector3f(); Vector3f var5 = new Vector3f(); Vector3f var6 = new Vector3f(); Vector3f.sub(var1, var2, var4); Vector3f.sub(var3, var2, var5); Vector3f.cross(var5, var4, var6); float var7 = (float) Math.sqrt((double) (var6.x * var6.x + var6.y * var6.y + var6.z * var6.z)); var6.x /= var7; var6.y /= var7; var6.z /= var7; cv var8 = null; float var9 = 0.0F; cv[] var10 = cv.values(); int var11 = var10.length; for (int var12 = 0; var12 < var11; ++var12) { cv var13 = var10[var12]; dl var14 = var13.n(); Vector3f var15 = new Vector3f((float) var14.p(), (float) var14.q(), (float) var14.r()); float var16 = Vector3f.dot(var6, var15); if (var16 >= 0.0F && var16 > var9) { var9 = var16; var8 = var13; } } if (var8 == null) { return cv.b; } else { return var8; } }
Example 15
Source File: WaveAnimation.java From tribaltrouble with GNU General Public License v2.0 | 5 votes |
private final void computeRotation() { Vector3f.cross(wave_dir, up_vec, rot_axis); float length = rot_axis.length(); rot_angle = (float)StrictMath.asin(length); float inv_length = 1f/length; rot_axis.scale(inv_length); }
Example 16
Source File: FaceBakery.java From The-5zig-Mod with MIT License | 5 votes |
public static cq a(int[] var) { Vector3f var1 = new Vector3f(Float.intBitsToFloat(var[0]), Float.intBitsToFloat(var[1]), Float.intBitsToFloat(var[2])); Vector3f var2 = new Vector3f(Float.intBitsToFloat(var[7]), Float.intBitsToFloat(var[8]), Float.intBitsToFloat(var[9])); Vector3f var3 = new Vector3f(Float.intBitsToFloat(var[14]), Float.intBitsToFloat(var[15]), Float.intBitsToFloat(var[16])); Vector3f var4 = new Vector3f(); Vector3f var5 = new Vector3f(); Vector3f var6 = new Vector3f(); Vector3f.sub(var1, var2, var4); Vector3f.sub(var3, var2, var5); Vector3f.cross(var5, var4, var6); float var7 = (float) Math.sqrt((double) (var6.x * var6.x + var6.y * var6.y + var6.z * var6.z)); var6.x /= var7; var6.y /= var7; var6.z /= var7; cq var8 = null; float var9 = 0.0F; cq[] var10 = cq.values(); int var11 = var10.length; for (int var12 = 0; var12 < var11; ++var12) { cq var13 = var10[var12]; df var14 = var13.m(); Vector3f var15 = new Vector3f((float) var14.n(), (float) var14.o(), (float) var14.p()); float var16 = Vector3f.dot(var6, var15); if (var16 >= 0.0F && var16 > var9) { var9 = var16; var8 = var13; } } if (var8 == null) { return cq.b; } else { return var8; } }
Example 17
Source File: Arrow.java From ldparteditor with MIT License | 4 votes |
private Matrix4f makeRotationDir(Vector3f direction) { final Vector3f direction2 = new Vector3f(); Matrix4f arrowRotation = new Matrix4f(); direction.normalise(); // Calculate point from hesse normal plane int rank = 0; if (Math.abs(direction.x) < EPSILON) rank++; if (Math.abs(direction.y) < EPSILON) rank++; if (Math.abs(direction.z) < EPSILON) rank++; if (rank == 1) { if (Math.abs(direction.x) < EPSILON) direction2.set(1f, 0f, 0f); else if (Math.abs(direction.y) < EPSILON) direction2.set(0f, 1f, 0f); else if (Math.abs(direction.z) < EPSILON) direction2.set(0f, 0f, 1f); } else if (rank == 2) { if (Math.abs(direction.x) < EPSILON && Math.abs(direction.y) < EPSILON) direction2.set(1f, 0f, 0f); else if (Math.abs(direction.x) < EPSILON && Math.abs(direction.z) < EPSILON) direction2.set(1f, 0f, 0f); else if (Math.abs(direction.y) < EPSILON && Math.abs(direction.z) < EPSILON) direction2.set(0f, 1f, 0f); } else { direction2.setX(0f); direction2.setY(direction.y * 10f); direction2.setZ(-direction.y * 10f / direction.z); ; } final Vector3f xbase; final Vector3f ybase = new Vector3f(direction); final Vector3f zbase; xbase = Vector3f.cross(direction2, direction, null); zbase = Vector3f.cross(direction, xbase, null); xbase.normalise(); zbase.normalise(); arrowRotation.m00 = xbase.x; arrowRotation.m10 = ybase.x; arrowRotation.m20 = zbase.x; arrowRotation.m01 = xbase.y; arrowRotation.m11 = ybase.y; arrowRotation.m21 = zbase.y; arrowRotation.m02 = xbase.z; arrowRotation.m12 = ybase.z; arrowRotation.m22 = zbase.z; arrowRotation.m33 = 1f; return arrowRotation; }
Example 18
Source File: Arc.java From ldparteditor with MIT License | 4 votes |
private Matrix4f makeRotationDir(Vector3f direction) { final Vector3f direction2 = new Vector3f(); Matrix4f arrowRotation = new Matrix4f(); direction.normalise(); // Calculate point from hesse normal plane int rank = 0; if (Math.abs(direction.x) < EPSILON) rank++; if (Math.abs(direction.y) < EPSILON) rank++; if (Math.abs(direction.z) < EPSILON) rank++; if (rank == 1) { if (Math.abs(direction.x) < EPSILON) direction2.set(1f, 0f, 0f); else if (Math.abs(direction.y) < EPSILON) direction2.set(0f, 1f, 0f); else if (Math.abs(direction.z) < EPSILON) direction2.set(0f, 0f, 1f); } else if (rank == 2) { if (Math.abs(direction.x) < EPSILON && Math.abs(direction.y) < EPSILON) direction2.set(1f, 0f, 0f); else if (Math.abs(direction.x) < EPSILON && Math.abs(direction.z) < EPSILON) direction2.set(1f, 0f, 0f); else if (Math.abs(direction.y) < EPSILON && Math.abs(direction.z) < EPSILON) direction2.set(0f, 1f, 0f); } else { direction2.setX(0f); direction2.setY(direction.y * 10f); direction2.setZ(-direction.y * 10f / direction.z); ; } final Vector3f xbase; final Vector3f ybase = new Vector3f(direction); final Vector3f zbase; xbase = Vector3f.cross(direction2, direction, null); zbase = Vector3f.cross(direction, xbase, null); xbase.normalise(); zbase.normalise(); arrowRotation.m00 = xbase.x; arrowRotation.m10 = ybase.x; arrowRotation.m20 = zbase.x; arrowRotation.m01 = xbase.y; arrowRotation.m11 = ybase.y; arrowRotation.m21 = zbase.y; arrowRotation.m02 = xbase.z; arrowRotation.m12 = ybase.z; arrowRotation.m22 = zbase.z; arrowRotation.m33 = 1f; return arrowRotation; }
Example 19
Source File: GData4.java From ldparteditor with MIT License | 4 votes |
/** * FOR Cut, Copy, Paste and TEXMAP ONLY! * * @param v1 * @param v2 * @param v3 * @param v4 * @param xn * @param yn * @param zn * @param parent * @param c */ public GData4(Vertex v1, Vertex v2, Vertex v3, Vertex v4, GData1 parent, GColour c) { super(parent); this.colourNumber = c.getColourNumber(); this.r = c.getR(); this.g = c.getG(); this.b = c.getB(); this.a = c.getA(); this.x1 = v1.x; this.y1 = v1.y; this.z1 = v1.z; this.x2 = v2.x; this.y2 = v2.y; this.z2 = v2.z; this.x3 = v3.x; this.y3 = v3.y; this.z3 = v3.z; this.x4 = v4.x; this.y4 = v4.y; this.z4 = v4.z; this.X1 = v1.X; this.Y1 = v1.Y; this.Z1 = v1.Z; this.X2 = v2.X; this.Y2 = v2.Y; this.Z2 = v2.Z; this.X3 = v3.X; this.Y3 = v3.Y; this.Z3 = v3.Z; this.X4 = v4.X; this.Y4 = v4.Y; this.Z4 = v4.Z; final Vector3f[] normals = new Vector3f[] { new Vector3f(), new Vector3f(), new Vector3f(), new Vector3f() }; { final Vector3f[] lineVectors = new Vector3f[] { new Vector3f(), new Vector3f(), new Vector3f(), new Vector3f() }; Vector3f.sub(new Vector3f(v2.x, v2.y, v2.z), new Vector3f(v1.x, v1.y, v1.z), lineVectors[0]); Vector3f.sub(new Vector3f(v3.x, v3.y, v3.z), new Vector3f(v2.x, v2.y, v2.z), lineVectors[1]); Vector3f.sub(new Vector3f(v4.x, v4.y, v4.z), new Vector3f(v3.x, v3.y, v3.z), lineVectors[2]); Vector3f.sub(new Vector3f(v1.x, v1.y, v1.z), new Vector3f(v4.x, v4.y, v4.z), lineVectors[3]); Vector3f.cross(lineVectors[0], lineVectors[1], normals[0]); Vector3f.cross(lineVectors[1], lineVectors[2], normals[1]); Vector3f.cross(lineVectors[2], lineVectors[3], normals[2]); Vector3f.cross(lineVectors[3], lineVectors[0], normals[3]); } Vector3f normal = new Vector3f(); for (int i = 0; i < 4; i++) { Vector3f.add(normals[i], normal, normal); } this.xn = -normal.x; this.yn = -normal.y; this.zn = -normal.z; }
Example 20
Source File: ArcInv.java From ldparteditor with MIT License | 4 votes |
private Matrix4f makeRotationDir(Vector3f direction) { final Vector3f direction2 = new Vector3f(); Matrix4f arrowRotation = new Matrix4f(); direction.normalise(); // Calculate point from hesse normal plane int rank = 0; if (Math.abs(direction.x) < EPSILON) rank++; if (Math.abs(direction.y) < EPSILON) rank++; if (Math.abs(direction.z) < EPSILON) rank++; if (rank == 1) { if (Math.abs(direction.x) < EPSILON) direction2.set(1f, 0f, 0f); else if (Math.abs(direction.y) < EPSILON) direction2.set(0f, 1f, 0f); else if (Math.abs(direction.z) < EPSILON) direction2.set(0f, 0f, 1f); } else if (rank == 2) { if (Math.abs(direction.x) < EPSILON && Math.abs(direction.y) < EPSILON) direction2.set(1f, 0f, 0f); else if (Math.abs(direction.x) < EPSILON && Math.abs(direction.z) < EPSILON) direction2.set(1f, 0f, 0f); else if (Math.abs(direction.y) < EPSILON && Math.abs(direction.z) < EPSILON) direction2.set(0f, 1f, 0f); } else { direction2.setX(0f); direction2.setY(direction.y * 10f); direction2.setZ(-direction.y * 10f / direction.z); ; } final Vector3f xbase; final Vector3f ybase = new Vector3f(direction); final Vector3f zbase; xbase = Vector3f.cross(direction2, direction, null); zbase = Vector3f.cross(direction, xbase, null); xbase.normalise(); zbase.normalise(); arrowRotation.m00 = xbase.x; arrowRotation.m10 = ybase.x; arrowRotation.m20 = zbase.x; arrowRotation.m01 = xbase.y; arrowRotation.m11 = ybase.y; arrowRotation.m21 = zbase.y; arrowRotation.m02 = xbase.z; arrowRotation.m12 = ybase.z; arrowRotation.m22 = zbase.z; arrowRotation.m33 = 1f; return arrowRotation; }