Java Code Examples for com.jme3.math.Vector3f#subtract()
The following examples show how to use
com.jme3.math.Vector3f#subtract() .
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Example 1
Source File: OpaqueComparator.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 6 votes |
public float distanceToCam(Geometry spat){ if (spat == null) return Float.NEGATIVE_INFINITY; if (spat.queueDistance != Float.NEGATIVE_INFINITY) return spat.queueDistance; Vector3f camPosition = cam.getLocation(); Vector3f viewVector = cam.getDirection(tempVec2); Vector3f spatPosition = null; if (spat.getWorldBound() != null){ spatPosition = spat.getWorldBound().getCenter(); }else{ spatPosition = spat.getWorldTranslation(); } spatPosition.subtract(camPosition, tempVec); spat.queueDistance = tempVec.dot(viewVector); return spat.queueDistance; }
Example 2
Source File: SkeletonInterBoneWire.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 6 votes |
/** * The method updates the geometry according to the poitions of the bones. */ public void updateGeometry() { VertexBuffer vb = this.getBuffer(Type.Position); FloatBuffer posBuf = this.getFloatBuffer(Type.Position); posBuf.clear(); for (int i = 0; i < skeleton.getBoneCount(); ++i) { Bone bone = skeleton.getBone(i); Vector3f parentTail = bone.getModelSpacePosition().add(bone.getModelSpaceRotation().mult(Vector3f.UNIT_Y.mult(boneLengths.get(i)))); for (Bone child : bone.getChildren()) { Vector3f childHead = child.getModelSpacePosition(); Vector3f v = childHead.subtract(parentTail); float pointDelta = v.length() / POINT_AMOUNT; v.normalizeLocal().multLocal(pointDelta); Vector3f pointPosition = parentTail.clone(); for (int j = 0; j < POINT_AMOUNT; ++j) { posBuf.put(pointPosition.getX()).put(pointPosition.getY()).put(pointPosition.getZ()); pointPosition.addLocal(v); } } } posBuf.flip(); vb.updateData(posBuf); this.updateBound(); }
Example 3
Source File: TransparentComparator.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
/** * Calculates the distance from a spatial to the camera. Distance is a * squared distance. * * @param spat * Spatial to distancize. * @return Distance from Spatial to camera. */ private float distanceToCam2(Geometry spat){ if (spat == null) return Float.NEGATIVE_INFINITY; if (spat.queueDistance != Float.NEGATIVE_INFINITY) return spat.queueDistance; Vector3f camPosition = cam.getLocation(); Vector3f viewVector = cam.getDirection(); Vector3f spatPosition = null; if (spat.getWorldBound() != null){ spatPosition = spat.getWorldBound().getCenter(); }else{ spatPosition = spat.getWorldTranslation(); } spatPosition.subtract(camPosition, tempVec); spat.queueDistance = tempVec.dot(tempVec); float retval = Math.abs(tempVec.dot(viewVector) / viewVector.dot(viewVector)); viewVector.mult(retval, tempVec); spat.queueDistance = tempVec.length(); return spat.queueDistance; }
Example 4
Source File: TransparentComparator.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Calculates the distance from a spatial to the camera. Distance is a * squared distance. * * @param spat * Spatial to distancize. * @return Distance from Spatial to camera. */ private float distanceToCam2(Geometry spat){ if (spat == null) return Float.NEGATIVE_INFINITY; if (spat.queueDistance != Float.NEGATIVE_INFINITY) return spat.queueDistance; Vector3f camPosition = cam.getLocation(); Vector3f viewVector = cam.getDirection(); Vector3f spatPosition = null; if (spat.getWorldBound() != null){ spatPosition = spat.getWorldBound().getCenter(); }else{ spatPosition = spat.getWorldTranslation(); } spatPosition.subtract(camPosition, tempVec); spat.queueDistance = tempVec.dot(tempVec); float retval = Math.abs(tempVec.dot(viewVector) / viewVector.dot(viewVector)); viewVector.mult(retval, tempVec); spat.queueDistance = tempVec.length(); return spat.queueDistance; }
Example 5
Source File: Slider.java From Lemur with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Returns the slider range value for the specified location * in the slider's local coordinate system. (For example, * for world space location use slider.worldToLocal() first.) */ public double getValueForLocation( Vector3f loc ) { Vector3f relative = loc.subtract(range.getLocalTranslation()); // Components always grow down from their location // so we'll invert y relative.y *= -1; Vector3f axisDir = axis.getDirection(); double projection = relative.dot(axisDir); if( projection < 0 ) { if( axis == Axis.Y ) { return model.getMaximum(); } else { return model.getMinimum(); } } Vector3f rangeSize = range.getSize().clone(); double rangeLength = rangeSize.dot(axisDir); projection = Math.min(projection, rangeLength); double part = projection / rangeLength; double rangeDelta = model.getMaximum() - model.getMinimum(); // For the y-axis, the slider is inverted from the direction // that the component's grow... so our part is backwards if( axis == Axis.Y ) { part = 1 - part; } return model.getMinimum() + rangeDelta * part; }
Example 6
Source File: SpotLight.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
@Override public boolean intersectsBox(BoundingBox box, TempVars vars) { if (this.spotRange > 0f) { // Check spot range first. // Sphere v. box collision if (!Intersection.intersect(box, position, spotRange)) { return false; } } Vector3f otherCenter = box.getCenter(); Vector3f radVect = vars.vect4; radVect.set(box.getXExtent(), box.getYExtent(), box.getZExtent()); float otherRadiusSquared = radVect.lengthSquared(); float otherRadius = FastMath.sqrt(otherRadiusSquared); // Check if sphere is within spot angle. // Cone v. sphere collision. Vector3f E = direction.mult(otherRadius * outerAngleSinRcp, vars.vect1); Vector3f U = position.subtract(E, vars.vect2); Vector3f D = otherCenter.subtract(U, vars.vect3); float dsqr = D.dot(D); float e = direction.dot(D); if (e > 0f && e * e >= dsqr * outerAngleCosSqr) { D = otherCenter.subtract(position, vars.vect3); dsqr = D.dot(D); e = -direction.dot(D); if (e > 0f && e * e >= dsqr * outerAngleSinSqr) { return dsqr <= otherRadiusSquared; } else { return true; } } return false; }
Example 7
Source File: TestIssue1283.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Add a projectile to the scene and physics space. Its initial position and * velocity are determined by the camera the and mouse pointer. */ private void launchProjectile() { Vector2f screenXY = inputManager.getCursorPosition(); float nearZ = 0f; Vector3f nearLocation = cam.getWorldCoordinates(screenXY, nearZ); float farZ = 1f; Vector3f farLocation = cam.getWorldCoordinates(screenXY, farZ); Vector3f direction = farLocation.subtract(nearLocation); direction.normalizeLocal(); Geometry geometry = new Geometry("projectile", projectileMesh); rootNode.attachChild(geometry); geometry.setLocalTranslation(nearLocation); geometry.setMaterial(projectileMaterial); float mass = 1f; RigidBodyControl physicsControl = new RigidBodyControl(mass); geometry.addControl(physicsControl); physicsControl.setCcdMotionThreshold(0.01f); physicsControl.setCcdSweptSphereRadius(projectileRadius); physicsControl.setCollisionGroup( PhysicsCollisionObject.COLLISION_GROUP_02); physicsControl.setCollideWithGroups( PhysicsCollisionObject.COLLISION_GROUP_02); physicsControl.setRestitution(0.8f); float projectileSpeed = 250f; // physics-space units per second Vector3f initialVelocity = direction.mult(projectileSpeed); physicsControl.setLinearVelocity(initialVelocity); physicsSpace.add(physicsControl); }
Example 8
Source File: ObstacleAvoidanceBehavior.java From MonkeyBrains with BSD 3-Clause "New" or "Revised" License | 5 votes |
/** * Generates a random vector inside a plane defined by a normal vector and a * point */ protected Vector3f randomVectInPlane(Vector3f planeNormalV, Vector3f planePoint) { Random rand = FastMath.rand; /* Plane ecuation: Ax + By + Cz + D = 0 * => z = -(Ax + By + D) / C * => x = -(By + Cz + D) / A * => y = -(Ax + Cz + D) / B */ float a = planeNormalV.x; float b = planeNormalV.y; float c = planeNormalV.z; float d = -((a * planePoint.x) + (b * planePoint.y) + (c * planePoint.z)); float x, y, z; if (c != 0) { x = rand.nextFloat(); y = rand.nextFloat(); z = -((a * x) + (b * y) + d) / c; } else if (a != 0) { y = rand.nextFloat(); z = rand.nextFloat(); x = -((b * y) + (c * z) + d) / a; } else if (b != 0) { x = rand.nextFloat(); z = rand.nextFloat(); y = -((a * x) + (c * z) + d) / b; } else { x = rand.nextFloat(); y = rand.nextFloat(); z = rand.nextFloat(); } Vector3f randPoint = new Vector3f(x, y, z); return randPoint.subtract(planePoint); }
Example 9
Source File: BoxExploreBehavior.java From MonkeyBrains with BSD 3-Clause "New" or "Revised" License | 5 votes |
private void construct(Vector3f boxCenter, float boxWidthX, float boxWidthZ, float boxHeight, float subdivisionDistance) { if (boxWidthX < 0 || boxWidthZ < 0 || boxHeight < 0) { throw new SteeringExceptions.NegativeValueException("Box width, depth and height must be positive."); } else if (subdivisionDistance <= 0) { throw new SteeringExceptions.NegativeValueException("The subdivision distance must be higher than 0."); } this.boxWidthX = boxWidthX; this.boxWidthZ = boxWidthZ; this.boxHeight = boxHeight; this.subdivisionDistance = subdivisionDistance; this.zeroCorner = boxCenter.subtract(new Vector3f(this.boxHeight / 2, this.boxHeight / 2, this.boxWidthZ / 2)); this.addNewTargets(); }
Example 10
Source File: CurvesHelper.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 5 votes |
/** * The method transforms the bevel along the curve. * * @param bevel * the bevel to be transformed * @param prevPos * previous curve point * @param currPos * current curve point (here the center of the new bevel will be * set) * @param nextPos * next curve point * @return points of transformed bevel */ private Vector3f[] transformBevel(Vector3f[] bevel, Vector3f prevPos, Vector3f currPos, Vector3f nextPos) { bevel = bevel.clone(); // currPos and directionVector define the line in 3D space Vector3f directionVector = prevPos != null ? currPos.subtract(prevPos) : nextPos.subtract(currPos); directionVector.normalizeLocal(); // plane is described by equation: Ax + By + Cz + D = 0 where planeNormal = [A, B, C] and D = -(Ax + By + Cz) Vector3f planeNormal = null; if (prevPos != null) { planeNormal = currPos.subtract(prevPos).normalizeLocal(); if (nextPos != null) { planeNormal.addLocal(nextPos.subtract(currPos).normalizeLocal()).normalizeLocal(); } } else { planeNormal = nextPos.subtract(currPos).normalizeLocal(); } float D = -planeNormal.dot(currPos);// D = -(Ax + By + Cz) // now we need to compute paralell cast of each bevel point on the plane, the leading line is already known // parametric equation of a line: x = px + vx * t; y = py + vy * t; z = pz + vz * t // where p = currPos and v = directionVector // using x, y and z in plane equation we get value of 't' that will allow us to compute the point where plane and line cross float temp = planeNormal.dot(directionVector); for (int i = 0; i < bevel.length; ++i) { float t = -(planeNormal.dot(bevel[i]) + D) / temp; if (fixUpAxis) { bevel[i] = new Vector3f(bevel[i].x + directionVector.x * t, bevel[i].y + directionVector.y * t, bevel[i].z + directionVector.z * t); } else { bevel[i] = new Vector3f(bevel[i].x + directionVector.x * t, -bevel[i].z + directionVector.z * t, bevel[i].y + directionVector.y * t); } } return bevel; }
Example 11
Source File: TriangulatedTexture.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
/** * Constructor that creates an image element from the 3D texture * (generated texture). It computes a flat smallest rectangle that can * hold a (3D) triangle defined by the given UV coordinates. Then it * defines the image pixels for points in 3D space that define the * calculated rectangle. * * @param faceIndex * the face index this image refers to * @param boundingBox * the bounding box of the mesh * @param texture * the texture that allows to compute a pixel value in 3D * space * @param uv * the UV coordinates of the mesh * @param blenderContext * the blender context */ public TriangleTextureElement(int faceIndex, BoundingBox boundingBox, GeneratedTexture texture, Vector3f[] uv, int[] uvIndices, BlenderContext blenderContext) { this.faceIndex = faceIndex; // compute the face vertices from the UV coordinates float width = boundingBox.getXExtent() * 2; float height = boundingBox.getYExtent() * 2; float depth = boundingBox.getZExtent() * 2; Vector3f min = boundingBox.getMin(null); Vector3f v1 = min.add(uv[uvIndices[0]].x * width, uv[uvIndices[0]].y * height, uv[uvIndices[0]].z * depth); Vector3f v2 = min.add(uv[uvIndices[1]].x * width, uv[uvIndices[1]].y * height, uv[uvIndices[1]].z * depth); Vector3f v3 = min.add(uv[uvIndices[2]].x * width, uv[uvIndices[2]].y * height, uv[uvIndices[2]].z * depth); // get the rectangle envelope for the triangle RectangleEnvelope envelope = this.getTriangleEnvelope(v1, v2, v3); // create the result image Format imageFormat = texture.getImage().getFormat(); int imageWidth = (int) (envelope.width * blenderContext.getBlenderKey().getGeneratedTexturePPU()); if (imageWidth == 0) { imageWidth = 1; } int imageHeight = (int) (envelope.height * blenderContext.getBlenderKey().getGeneratedTexturePPU()); if (imageHeight == 0) { imageHeight = 1; } ByteBuffer data = BufferUtils.createByteBuffer(imageWidth * imageHeight * (imageFormat.getBitsPerPixel() >> 3)); image = new Image(texture.getImage().getFormat(), imageWidth, imageHeight, data); // computing the pixels PixelInputOutput pixelWriter = PixelIOFactory.getPixelIO(imageFormat); TexturePixel pixel = new TexturePixel(); float[] uvs = new float[3]; Vector3f point = new Vector3f(envelope.min); Vector3f vecY = new Vector3f(); Vector3f wDelta = new Vector3f(envelope.w).multLocal(1.0f / imageWidth); Vector3f hDelta = new Vector3f(envelope.h).multLocal(1.0f / imageHeight); for (int x = 0; x < imageWidth; ++x) { for (int y = 0; y < imageHeight; ++y) { this.toTextureUV(boundingBox, point, uvs); texture.getPixel(pixel, uvs[0], uvs[1], uvs[2]); pixelWriter.write(image, 0, pixel, x, y); point.addLocal(hDelta); } vecY.addLocal(wDelta); point.set(envelope.min).addLocal(vecY); } // preparing UV coordinates for the flatted texture this.uv = new Vector2f[3]; this.uv[0] = new Vector2f(FastMath.clamp(v1.subtract(envelope.min).length(), 0, Float.MAX_VALUE) / envelope.height, 0); Vector3f heightDropPoint = v2.subtract(envelope.w);// w is directed from the base to v2 this.uv[1] = new Vector2f(1, heightDropPoint.subtractLocal(envelope.min).length() / envelope.height); this.uv[2] = new Vector2f(0, 1); }
Example 12
Source File: PathFollowBehavior.java From MonkeyBrains with BSD 3-Clause "New" or "Revised" License | 4 votes |
/** * @see AbstractStrengthSteeringBehavior#calculateRawSteering() */ @Override protected Vector3f calculateRawSteering() { Vector3f steer = new Vector3f(); if (active) { //Start to follow from the beginning if (this.nextSpineJoint < 0) { this.nextSpineJoint = 0; } if (this.nextSpineJoint < this.orderedPointsList.size()) { //Calculate the next exit Vector3f exitNormal; if (this.nextSpineJoint == 0) { exitNormal = this.orderedPointsList.get(this.nextSpineJoint + 1).subtract(this.orderedPointsList.get(this.nextSpineJoint)); } else { exitNormal = this.orderedPointsList.get(this.nextSpineJoint).subtract(this.orderedPointsList.get(this.nextSpineJoint - 1)); } this.nextExit = new Plane(); this.nextExit.setOriginNormal( this.orderedPointsList.get(this.nextSpineJoint), exitNormal); Vector3f posProjection = this.nextExit.getClosestPoint(this.agent.getLocalTranslation()); float distanceToCenter = posProjection.subtract(this.orderedPointsList.get(this.nextSpineJoint)).length(); //chaeck if the agent is outside the path if (distanceToCenter > this.pathRadius) { //Move to the next spine and inside the path Vector3f moveToSpine = this.agent.offset(this.orderedPointsList.get(this.nextSpineJoint)).normalize(); Vector3f moveToCenter = this.orderedPointsList.get(this.nextSpineJoint).subtract(posProjection).normalize(); steer = moveToSpine.add(moveToCenter); } else { //Move through the path Vector3f moveThroughPathSteer = exitNormal.normalize(); Vector3f predictedPos = this.agent.getPredictedPosition(); Vector3f predictedOffsetFromNextCenter = predictedPos.subtract(this.orderedPointsList.get(this.nextSpineJoint)); Vector3f projectionIntoSpine = this.orderedPointsList.get(this.nextSpineJoint).add( exitNormal.mult(predictedOffsetFromNextCenter.dot(exitNormal) / exitNormal.lengthSquared())); Vector3f predictedOffset = predictedPos.subtract(projectionIntoSpine); Vector3f predictedOffsetFromSurface = predictedOffset.subtract(predictedOffset.normalize().mult(this.pathRadius)); //Path containment if (predictedOffset.length() > this.pathRadius) { moveThroughPathSteer = moveThroughPathSteer.add(predictedOffsetFromSurface.mult(cohesionStrength)); } steer = moveThroughPathSteer; if (this.nextExit.whichSide(this.agent.getLocalTranslation()) == Side.Positive) { this.nextSpineJoint++; } } } else { //The path has ended this.active = false; } } return steer; }
Example 13
Source File: RoughTerrainToolControl.java From jmonkeybuilder with Apache License 2.0 | 4 votes |
/** * Modify height of terrain points. * * @param contactPoint the contact point. */ @JmeThread private void modifyHeight(@NotNull final Vector3f contactPoint) { final LocalObjects local = getLocalObjects(); final Spatial paintedModel = notNull(getPaintedModel()); final Geometry brush = getBrush(); final float brushSize = getBrushSize(); final int twoBrushSize = (int) (brushSize * 2); final Basis fractalFilter = createFractalGenerator(); final List<Vector2f> locs = new ArrayList<>(); final List<Float> heights = new ArrayList<>(); for (final Terrain terrain : getTerrains()) { final Node terrainNode = (Node) terrain; locs.clear(); heights.clear(); final Vector3f worldTranslation = terrainNode.getWorldTranslation(); final Vector3f localScale = terrainNode.getLocalScale(); final Vector3f localPoint = contactPoint.subtract(worldTranslation, local.nextVector()); final Vector2f terrainLoc = local.nextVector2f(); final Vector2f effectPoint = local.nextVector2f(); final FloatBuffer buffer = fractalFilter.getBuffer(terrainLoc.getX(), terrainLoc.getY(), 0, twoBrushSize); final int radiusStepsX = (int) (brushSize / localScale.getX()); final int radiusStepsZ = (int) (brushSize / localScale.getY()); final float xStepAmount = localScale.getX(); final float zStepAmount = localScale.getZ(); for (int z = -radiusStepsZ, yfb = 0; z < radiusStepsZ; z++, yfb++) { for (int x = -radiusStepsX, xfb = 0; x < radiusStepsX; x++, xfb++) { final float locX = localPoint.getX() + (x * xStepAmount); final float locZ = localPoint.getZ() + (z * zStepAmount); effectPoint.set(locX - localPoint.getX(), locZ - localPoint.getZ()); if (!isContains(brush, effectPoint.getX(), effectPoint.getX())) { continue; } final float height = buffer.get(yfb * twoBrushSize + xfb); terrainLoc.set(locX, locZ); final float heightmapHeight = terrain.getHeightmapHeight(terrainLoc); if (Float.isNaN(heightmapHeight)) { continue; } final float currentHeight = heightmapHeight * localScale.getY(); // see if it is in the radius of the tool final float newHeight = calculateHeight(brushSize, height, effectPoint); locs.add(terrainLoc.clone()); heights.add(currentHeight + newHeight); } } locs.forEach(location -> change(terrain, location)); // do the actual height adjustment terrain.setHeight(locs, heights); } // or else we won't collide with it where we just edited paintedModel.updateModelBound(); }
Example 14
Source File: ObstacleAvoidanceBehavior.java From MonkeyBrains with BSD 3-Clause "New" or "Revised" License | 4 votes |
/** * @see AbstractSteeringBehavior#calculateSteering() */ @Override protected Vector3f calculateRawSteering() { Vector3f nearestObstacleSteerForce = new Vector3f(); if (this.agent.getVelocity() != null) { float agentVel = this.agent.getVelocity().length(); float minDistanceToCollision = agentVel * timePerFrame * this.minTimeToCollision; // test all obstacles for intersection with my forward axis, // select the one whose intersection is nearest for (GameEntity obstacle : this.obstacles) { float distanceFromCenterToCenter = this.agent.distanceRelativeToGameEntity(obstacle); if (distanceFromCenterToCenter > this.minDistance) { break; } float distanceFromCenterToObstacleSuperf = distanceFromCenterToCenter - obstacle.getRadius(); float distance = distanceFromCenterToObstacleSuperf - this.agent.getRadius(); if (distanceFromCenterToObstacleSuperf < 0) { distanceFromCenterToObstacleSuperf = 0; } if (distance < 0) { distance = 0; } // if it is at least in the radius of the collision cylinder and we are facing the obstacle if (this.agent.forwardness(obstacle) > 0 && //Are we facing the obstacle ? distance * distance < ((minDistanceToCollision * minDistanceToCollision) + (this.agent.getRadius() * this.agent.getRadius())) //Pythagoras Theorem ) { Vector3f velocityNormalized = this.agent.getVelocity().normalize(); Vector3f distanceVec = this.agent.offset(obstacle).normalize().mult(distanceFromCenterToObstacleSuperf); Vector3f projectedVector = velocityNormalized.mult(velocityNormalized.dot(distanceVec)); Vector3f collisionDistanceOffset = projectedVector.subtract(distanceVec); if (collisionDistanceOffset.length() < this.agent.getRadius()) { Vector3f collisionDistanceDirection; if (!collisionDistanceOffset.equals(Vector3f.ZERO)) { collisionDistanceDirection = collisionDistanceOffset.normalize(); } else { collisionDistanceDirection = randomVectInPlane(this.agent.getVelocity(), this.agent.getLocalTranslation()).normalize(); } Vector3f steerForce = collisionDistanceDirection.mult((this.agent.getRadius() - collisionDistanceOffset.length()) / this.agent.getRadius()); if (steerForce.length() > nearestObstacleSteerForce.length()) { nearestObstacleSteerForce = steerForce; } } } } } return nearestObstacleSteerForce; }
Example 15
Source File: DynamicInsetsComponent.java From Lemur with BSD 3-Clause "New" or "Revised" License | 4 votes |
@Override public void reshape( Vector3f pos, Vector3f size ) { Vector3f prefSize = lastPreferredSize; if( prefSize == null ) { // Dynamic insets by its nature is going to be the // 'base' component or very close to it. If we don't have // a lastPreferredSize then it means calculatePreferredSize // was never called. This can be the result of our parent // already knowing what it's preferred size is. So if // we are attached we will assume that our parent knows // best. We won't cache the value, though, since it implies // that we might be incorrect later. We'll fetch it every time. if( isAttached() ) { prefSize = getGuiControl().getPreferredSize(); } else { // There is nothing we can do, so we won't do anything return; } } // Otherwise, see what the difference is between our // desired size and Vector3f delta = size.subtract(prefSize); Insets3f insets = getInsets(); for( int i = 0; i < 3; i++ ) { float d = delta.get(i); if( d <= 0 ) { // We don't go smaller than preferred size so // we skip if less than 0 and 0 would be a no-op // anyway so we skip then too continue; } float min = insets.min.get(i); float max = insets.max.get(i); float p = pos.get(i); float s = size.get(i); if( i == 1 ) { // To match regular insets we invert y adjustment // so that min is at the top. pos.set(i, p - min * d); } else { pos.set(i, p + min * d); } // Set the size such that min and max are accounted // for size.set(i, s - (min * d + max * d)); } }
Example 16
Source File: SpawnToolControl.java From jmonkeybuilder with Apache License 2.0 | 4 votes |
/** * Spawn models. * * @param brushRotation the brush rotation. * @param contactPoint the contact point. */ @JmeThread protected void spawn(@NotNull Quaternion brushRotation, @NotNull Vector3f contactPoint) { var brushSize = getBrushSize(); var random = ThreadLocalRandom.current(); var local = getLocalObjects(); var spawnPosition = local.nextVector(); var paintedModel = getPaintedModel(); var direction = GeomUtils.getDirection(brushRotation, local.nextVector()) .negateLocal() .multLocal(10); var sourcePoint = contactPoint.subtract(direction, local.nextVector()); var ray = local.nextRay(); ray.setOrigin(sourcePoint); var minScale = getMinScale(); var maxScale = getMaxScale(); var padding = getPadding(); var resultPosition = local.nextVector(); var collisions = local.nextCollisionResults(); var spawnedCollisions = local.nextCollisionResults(); var resultScale = local.nextVector(); var needCalculateScale = !minScale.equals(maxScale); var maxCount = (int) Math.max(getBrushPower() / 2F, 1F); var spawnedModels = getSpawnedModels(); for(var count = 0; count < maxCount; count++) { for (var attempts = 0; attempts < 10; attempts++, attempts++) { collisions.clear(); spawnedCollisions.clear(); var x = nextOffset(brushSize, random); var y = nextOffset(brushSize, random); var z = nextOffset(brushSize, random); spawnPosition.set(x, y, z) .addLocal(contactPoint) .subtractLocal(sourcePoint) .normalizeLocal(); ray.setDirection(spawnPosition); paintedModel.collideWith(ray, collisions); var closest = collisions.getClosestCollision(); if (closest == null || contactPoint.distance(closest.getContactPoint()) > brushSize / 2) { continue; } resultPosition.set(closest.getContactPoint()) .subtractLocal(paintedModel.getWorldTranslation()); Spatial clone = examples.get(random.nextInt(0, examples.size())).clone(); clone.setUserData(KEY_IGNORE_RAY_CAST, Boolean.TRUE); clone.setLocalTranslation(resultPosition); if (needCalculateScale) { clone.setLocalScale(nextScale(minScale, maxScale, resultScale, random)); } else { clone.setLocalScale(minScale); } clone.updateModelBound(); var worldBound = clone.getWorldBound(); if (!Vector3f.ZERO.equals(padding)) { worldBound = addPadding(worldBound, padding); } if (paintedModel.collideWith(worldBound, spawnedCollisions) > 2) { continue; } spawnedModels.add(clone); paintedModel.attachChild(clone); break; } } }
Example 17
Source File: MoveTool.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 4 votes |
@Override public void draggedPrimary(Vector2f screenCoord, boolean pressed, JmeNode rootNode, DataObject currentDataObject) { if (!pressed) { setDefaultAxisMarkerColors(); pickedPlane = null; // mouse released, reset selection offset = null; if (wasDragging) { actionPerformed(new MoveUndo(toolController.getSelectedSpatial(), startLoc, lastLoc)); wasDragging = false; } return; } if (toolController.getSelectedSpatial() == null) return; if (pickedPlane == null) { pickedPlane = pickAxisMarker(camera, screenCoord, axisPickType); if (pickedPlane == null) return; startLoc = toolController.getSelectedSpatial().getLocalTranslation().clone(); if (pickedPlane.equals(new Vector3f(1,1,0))) plane.setLocalRotation(XY); else if (pickedPlane.equals(new Vector3f(1,0,1))) plane.setLocalRotation(XZ); else if (pickedPlane.equals(new Vector3f(0,1,1))) plane.setLocalRotation(YZ); plane.setLocalTranslation(startLoc); } Vector3f planeHit = pickWorldLocation(camera, screenCoord, plane); if (planeHit == null) return; if (offset == null) offset = planeHit.subtract(startLoc); // get the offset when we start so it doesn't jump Vector3f newPos = planeHit.subtract(offset); lastLoc = newPos; toolController.getSelectedSpatial().setLocalTranslation(newPos); updateToolsTransformation(); wasDragging = true; }
Example 18
Source File: TerrainGrid.java From MikuMikuStudio with BSD 2-Clause "Simplified" License | 3 votes |
/** * Get the location in cell-coordinates of the specified location. * Cell coordinates are integer corrdinates, usually with y=0, each * representing a cell in the world. * For example, moving right in the +X direction: * (0,0,0) (1,0,0) (2,0,0), (3,0,0) * and then down the -Z direction: * (3,0,-1) (3,0,-2) (3,0,-3) */ public Vector3f getCamCell(Vector3f location) { Vector3f tile = getTileCell(location); Vector3f offsetHalf = new Vector3f(-0.5f, 0, -0.5f); Vector3f shifted = tile.subtract(offsetHalf); return new Vector3f(FastMath.floor(shifted.x), 0, FastMath.floor(shifted.z)); }
Example 19
Source File: TerrainGrid.java From jmonkeyengine with BSD 3-Clause "New" or "Revised" License | 3 votes |
/** * Get the location in cell-coordinates of the specified location. * Cell coordinates are integer corrdinates, usually with y=0, each * representing a cell in the world. * For example, moving right in the +X direction: * (0,0,0) (1,0,0) (2,0,0), (3,0,0) * and then down the -Z direction: * (3,0,-1) (3,0,-2) (3,0,-3) */ public Vector3f getCamCell(Vector3f location) { Vector3f tile = getTileCell(location); Vector3f offsetHalf = new Vector3f(-0.5f, 0, -0.5f); Vector3f shifted = tile.subtract(offsetHalf); return new Vector3f(FastMath.floor(shifted.x), 0, FastMath.floor(shifted.z)); }
Example 20
Source File: GameEntity.java From MonkeyBrains with BSD 3-Clause "New" or "Revised" License | 2 votes |
/** * @param positionVector * @return The offset relative to an position vector */ public Vector3f offset(Vector3f positionVector) { return positionVector.subtract(getLocalTranslation()); }