Package com.ardor3d.math

Examples of com.ardor3d.math.Quaternion.apply()


                }
                rotation.lookAt(direction, up);

                if (shapeNormalBuffer != null && normals != null) {
                    vector.set(shapeNormalBuffer.get(), shapeNormalBuffer.get(), shapeNormalBuffer.get());
                    rotation.apply(vector, vector);
                    normals.put(vector.getXf());
                    normals.put(vector.getYf());
                    normals.put(vector.getZf());
                }
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                    normals.put(vector.getYf());
                    normals.put(vector.getZf());
                }

                vector.set(shapeBuffer.get(), shapeBuffer.get(), shapeBuffer.get());
                rotation.apply(vector, vector);
                vector.addLocal(point);
                vertices.put(vector.getXf());
                vertices.put(vector.getYf());
                vertices.put(vector.getZf());
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                    tempQuat.fromAngleNormalAxis(orient, norm);
                }

                for (int x = 0; x < 3; x++) {
                    if (orient != 0) {
                        tempQuat.apply(triModel.get(x), tempVec3);
                    } else {
                        tempVec3.set(triModel.get(x));
                    }
                    tempVec3.multiplyLocal(currSize).addLocal(_position);
                    BufferUtils.setInBuffer(tempVec3, vertexBuffer, startIndex + x);
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            // snap to nearest texel
            lightSpace.setX(lightSpace.getX() - (lightSpace.getX() % texelSizeW));
            lightSpace.setY(lightSpace.getY() - (lightSpace.getY() % texelSizeH));

            // convert back
            q.apply(lightSpace, tmpVec);
            Vector3.releaseTempInstance(lightSpace);

            Quaternion.releaseTempInstance(q);
        }
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