Java Code Examples for org.joml.Vector3f#add()
The following examples show how to use
org.joml.Vector3f#add() .
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Example 1
Source File: ShadowCascade.java From lwjglbook with Apache License 2.0 | 5 votes |
public void update(Window window, Matrix4f viewMatrix, DirectionalLight light) { // Build projection view matrix for this cascade float aspectRatio = (float) window.getWidth() / (float) window.getHeight(); projViewMatrix.setPerspective(Window.FOV, aspectRatio, zNear, zFar); projViewMatrix.mul(viewMatrix); // Calculate frustum corners in world space float maxZ = Float.MIN_VALUE; float minZ = Float.MAX_VALUE; for (int i = 0; i < FRUSTUM_CORNERS; i++) { Vector3f corner = frustumCorners[i]; corner.set(0, 0, 0); projViewMatrix.frustumCorner(i, corner); centroid.add(corner); centroid.div(8.0f); minZ = Math.min(minZ, corner.z); maxZ = Math.max(maxZ, corner.z); } // Go back from the centroid up to max.z - min.z in the direction of light Vector3f lightDirection = light.getDirection(); Vector3f lightPosInc = new Vector3f().set(lightDirection); float distance = maxZ - minZ; lightPosInc.mul(distance); Vector3f lightPosition = new Vector3f(); lightPosition.set(centroid); lightPosition.add(lightPosInc); updateLightViewMatrix(lightDirection, lightPosition); updateLightProjectionMatrix(); }
Example 2
Source File: ShadowCascade.java From lwjglbook with Apache License 2.0 | 5 votes |
public void update(Window window, Matrix4f viewMatrix, DirectionalLight light) { // Build projection view matrix for this cascade float aspectRatio = (float) window.getWidth() / (float) window.getHeight(); projViewMatrix.setPerspective(Window.FOV, aspectRatio, zNear, zFar); projViewMatrix.mul(viewMatrix); // Calculate frustum corners in world space float maxZ = Float.MIN_VALUE; float minZ = Float.MAX_VALUE; for (int i = 0; i < FRUSTUM_CORNERS; i++) { Vector3f corner = frustumCorners[i]; corner.set(0, 0, 0); projViewMatrix.frustumCorner(i, corner); centroid.add(corner); centroid.div(8.0f); minZ = Math.min(minZ, corner.z); maxZ = Math.max(maxZ, corner.z); } // Go back from the centroid up to max.z - min.z in the direction of light Vector3f lightDirection = light.getDirection(); Vector3f lightPosInc = new Vector3f().set(lightDirection); float distance = maxZ - minZ; lightPosInc.mul(distance); Vector3f lightPosition = new Vector3f(); lightPosition.set(centroid); lightPosition.add(lightPosInc); updateLightViewMatrix(lightDirection, lightPosition); updateLightProjectionMatrix(); }
Example 3
Source File: ShadowCascade.java From lwjglbook with Apache License 2.0 | 5 votes |
public void update(Window window, Matrix4f viewMatrix, DirectionalLight light) { // Build projection view matrix for this cascade float aspectRatio = (float) window.getWidth() / (float) window.getHeight(); projViewMatrix.setPerspective(Window.FOV, aspectRatio, zNear, zFar); projViewMatrix.mul(viewMatrix); // Calculate frustum corners in world space float maxZ = Float.MIN_VALUE; float minZ = Float.MAX_VALUE; for (int i = 0; i < FRUSTUM_CORNERS; i++) { Vector3f corner = frustumCorners[i]; corner.set(0, 0, 0); projViewMatrix.frustumCorner(i, corner); centroid.add(corner); centroid.div(8.0f); minZ = Math.min(minZ, corner.z); maxZ = Math.max(maxZ, corner.z); } // Go back from the centroid up to max.z - min.z in the direction of light Vector3f lightDirection = light.getDirection(); Vector3f lightPosInc = new Vector3f().set(lightDirection); float distance = maxZ - minZ; lightPosInc.mul(distance); Vector3f lightPosition = new Vector3f(); lightPosition.set(centroid); lightPosition.add(lightPosInc); updateLightViewMatrix(lightDirection, lightPosition); updateLightProjectionMatrix(); }
Example 4
Source File: ShadowCascade.java From lwjglbook with Apache License 2.0 | 5 votes |
public void update(Window window, Matrix4f viewMatrix, DirectionalLight light) { // Build projection view matrix for this cascade float aspectRatio = (float) window.getWidth() / (float) window.getHeight(); projViewMatrix.setPerspective(Window.FOV, aspectRatio, zNear, zFar); projViewMatrix.mul(viewMatrix); // Calculate frustum corners in world space float maxZ = Float.MIN_VALUE; float minZ = Float.MAX_VALUE; for (int i = 0; i < FRUSTUM_CORNERS; i++) { Vector3f corner = frustumCorners[i]; corner.set(0, 0, 0); projViewMatrix.frustumCorner(i, corner); centroid.add(corner); centroid.div(8.0f); minZ = Math.min(minZ, corner.z); maxZ = Math.max(maxZ, corner.z); } // Go back from the centroid up to max.z - min.z in the direction of light Vector3f lightDirection = light.getDirection(); Vector3f lightPosInc = new Vector3f().set(lightDirection); float distance = maxZ - minZ; lightPosInc.mul(distance); Vector3f lightPosition = new Vector3f(); lightPosition.set(centroid); lightPosition.add(lightPosInc); updateLightViewMatrix(lightDirection, lightPosition); updateLightProjectionMatrix(); }
Example 5
Source File: MD5Loader.java From lwjglbook with Apache License 2.0 | 4 votes |
private static Mesh generateMesh(MD5Model md5Model, MD5Mesh md5Mesh, Vector4f defaultColour) throws Exception { List<VertexInfo> vertexInfoList = new ArrayList<>(); List<Float> textCoords = new ArrayList<>(); List<Integer> indices = new ArrayList<>(); List<MD5Mesh.MD5Vertex> vertices = md5Mesh.getVertices(); List<MD5Mesh.MD5Weight> weights = md5Mesh.getWeights(); List<MD5JointInfo.MD5JointData> joints = md5Model.getJointInfo().getJoints(); for (MD5Mesh.MD5Vertex vertex : vertices) { Vector3f vertexPos = new Vector3f(); Vector2f vertexTextCoords = vertex.getTextCoords(); textCoords.add(vertexTextCoords.x); textCoords.add(vertexTextCoords.y); int startWeight = vertex.getStartWeight(); int numWeights = vertex.getWeightCount(); for (int i = startWeight; i < startWeight + numWeights; i++) { MD5Mesh.MD5Weight weight = weights.get(i); MD5JointInfo.MD5JointData joint = joints.get(weight.getJointIndex()); Vector3f rotatedPos = new Vector3f(weight.getPosition()).rotate(joint.getOrientation()); Vector3f acumPos = new Vector3f(joint.getPosition()).add(rotatedPos); acumPos.mul(weight.getBias()); vertexPos.add(acumPos); } vertexInfoList.add(new VertexInfo(vertexPos)); } for (MD5Mesh.MD5Triangle tri : md5Mesh.getTriangles()) { indices.add(tri.getVertex0()); indices.add(tri.getVertex1()); indices.add(tri.getVertex2()); // Normals VertexInfo v0 = vertexInfoList.get(tri.getVertex0()); VertexInfo v1 = vertexInfoList.get(tri.getVertex1()); VertexInfo v2 = vertexInfoList.get(tri.getVertex2()); Vector3f pos0 = v0.position; Vector3f pos1 = v1.position; Vector3f pos2 = v2.position; Vector3f normal = (new Vector3f(pos2).sub(pos0)).cross(new Vector3f(pos1).sub(pos0)); v0.normal.add(normal); v1.normal.add(normal); v2.normal.add(normal); } // Once the contributions have been added, normalize the result for(VertexInfo v : vertexInfoList) { v.normal.normalize(); } float[] positionsArr = VertexInfo.toPositionsArr(vertexInfoList); float[] textCoordsArr = Utils.listToArray(textCoords); float[] normalsArr = VertexInfo.toNormalArr(vertexInfoList); int[] indicesArr = indices.stream().mapToInt(i -> i).toArray(); Mesh mesh = new Mesh(positionsArr, textCoordsArr, normalsArr, indicesArr); return mesh; }