Package aspect.util

Examples of aspect.util.Matrix4x4


            float y = PlayerControl.getMouseDY() * mouseSensitivity;
            float x = -PlayerControl.getMouseDX() * mouseSensitivity;

            PlayerControl.centerMouse();

            Matrix4x4 m = Matrix4x4.identity();
            m = m.rotateY(x);

            m = m.rotate(internalView.right(), y);

            internalView.forward = m.transformVector(internalView.forward);

            Matrix4x4 m2 = transform.getMdlMatrix();

            view.up = m2.transformVector(internalView.up);
            view.setForward(m2.transformVector(internalView.forward));

            view.position = transform.position.plus(view.forward.times(-20.0f));

            Vector3 engineDir1 = new Vector3(0, internalView.forward.y, internalView.forward.z);
            Vector3 engineDir2 = new Vector3(0, -internalView.forward.y, internalView.forward.z);
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            Angles ang = Angles.zero();
            ang.pitch = 75;
            ang.yaw = branchYaw;
           
            Matrix4x4 transform = Matrix4x4.TRS(pos, ang, Vector3.one());
            transformPoints(vertices, transform, vpos, vertexDataPipe(LOD));
            transformVectors(normals, transform, npos, vertexDataPipe(LOD));
           
            vpos += nv;
            tpos += nt;
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    private class Exhaust extends Behavior {

        @Override
        public void update() {
            if (thrust > 0) {
                Matrix4x4 m = ent.transform.global.getMdlMatrix();
                Vector3 point = m.transformPoint(new Vector3(1.0f, 0.0f, 3.0f));

                Vector3 vel = Frigate.this.rigidBody().velocity;

                vel = vel.plus(Vector3.cross(Frigate.this.rigidBody().angularVelocity, point.minus(ent.transform.global.position)));
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        Vector3 rVelOld = angularVelocity;
        angularVelocity = angularVelocity.plus(angularAcceleration.times(Time.deltaTime()));
   
        Vector3 avgRVel = Vector3.divide(rVelOld.plus(angularVelocity), 2.0f);
        Matrix4x4 m = Matrix4x4.identity().rotate(avgRVel, Time.deltaTime());
       
        ent.transform.up = m.transformVector(ent.transform.up);
        ent.transform.forward = m.transformVector(ent.transform.forward);
    }
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        this.v1 = new Vector3(-width / 2, 0, 0);
        this.v2 = new Vector3(width / 2, 0, 0);
    }

    public boolean crossed(Vector2 l1, Vector2 l2) {
        Matrix4x4 m = entity.transform.getMdlMatrix();
       
        Vector2 v3 = m.transformPoint(v1).xz();
        Vector2 v4 = m.transformPoint(v2).xz();
       
        return Vector2.checkIntersection(l1, l2, v3, v4);
    }
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        this.radius = r;
    }

    public Vector3[] getVertices() {
        Vector3[] tverts = new Vector3[numVertices];
        Matrix4x4 m = ent.transform.getMdlMatrix();

        for (int i = 0; i < numVertices; i++) {
            tverts[i] = m.transformPoint(vertices[i]);
        }

        return tverts;
    }
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        getNormals(tnorms, 0);
        return tnorms;
    }

    private int getNormals(Vector3[] v, int start) {
        Matrix4x4 m = ent.transform.getMdlMatrix().invert().transpose();

        for (int i = 0; i < numNormals; i++) {
            v[start + i] = m.transformVector(normals[i]);
        }

        return numNormals;
    }
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        getEdges(tedges, 0);
        return tedges;
    }

    private int getEdges(Vector3[] v, int start) {
        Matrix4x4 m = ent.transform.getMdlMatrix();

        for (int i = 0; i < numEdges; i++) {
            v[start + i] = m.transformVector(edges[i]);
        }

        return numEdges;
    }
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    @Override
    public void renderModel() {
        model.transform.global = transform.global.concat(model.transform);
       
        Matrix4x4 m = camera.getMdlMatrix();
      
        model.transform.global.forward = m.transformVector(Vector3.zAxis());
        model.transform.global.up = m.transformVector(Vector3.yAxis());
       
        model.renderModel();
    }
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                    clearRenderer();

                    if (skybox != null) {
                        loadIdentity();
                        Matrix4x4 m = camera.getCamMatrix();
                        skybox.transform.global.forward = m.transformVector(Vector3.zAxis().negate());
                        skybox.transform.global.up = m.transformVector(Vector3.yAxis());
                        skybox.render();
                        clearDepthBuffer();
                        camera.transformCamera();
                    }
                   
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