Package javax.vecmath

Examples of javax.vecmath.AxisAngle4f


                    break;
                case ']':
                    return;
                case '+':
                    tempRotation.setIdentity();
                    tempRotation.setRotation(new AxisAngle4f(0f, 0f, 1f, angle + angleOffset));
                    rotation.mul(tempRotation);
                    break;
                case '-':
                    tempRotation.setIdentity();
                    tempRotation.setRotation(new AxisAngle4f(0f, 0f, -1f, angle + angleOffset));
                    rotation.mul(tempRotation);
                    break;
                case '&':
                    tempRotation.setIdentity();
                    tempRotation.setRotation(new AxisAngle4f(0f, 1f, 0f, angle + angleOffset));
                    rotation.mul(tempRotation);
                    break;
                case '^':
                    tempRotation.setIdentity();
                    tempRotation.setRotation(new AxisAngle4f(0f, -1f, 0f, angle + angleOffset));
                    rotation.mul(tempRotation);
                    break;
                case '*':
                    tempRotation.setIdentity();
                    tempRotation.setRotation(new AxisAngle4f(1f, 0f, 0f, angle));
                    rotation.mul(tempRotation);
                    break;
                case '/':
                    tempRotation.setIdentity();
                    tempRotation.setRotation(new AxisAngle4f(-1f, 0f, 0f, angle));
                    rotation.mul(tempRotation);
                    break;
                default:
                    // If we have already reached the maximum depth, don't ever bother to lookup in the map
                    if (depth == maxDepth - 1) {
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            AABB aabb = meshComp.mesh.getAABB().transform(worldRot, worldPos, worldScale);
            if (worldRenderer.isAABBVisible(aabb)) {
                glPushMatrix();

                glTranslated(worldPos.x - cameraPosition.x, worldPos.y - cameraPosition.y, worldPos.z - cameraPosition.z);
                AxisAngle4f rot = new AxisAngle4f();
                rot.set(worldRot);
                glRotatef(TeraMath.RAD_TO_DEG * rot.angle, rot.x, rot.y, rot.z);
                glScalef(worldScale, worldScale, worldScale);

                meshComp.material.setFloat4("colorOffset", meshComp.color.rf(), meshComp.color.gf(), meshComp.color.bf(), meshComp.color.af(), true);
                meshComp.material.setFloat("light", worldRenderer.getRenderingLightValueAt(worldPos), true);
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Related Classes of javax.vecmath.AxisAngle4f

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