Package com.jme3.math

Examples of com.jme3.math.Quaternion.multLocal()


     */
    public static void multInBuffer(Vector2f toMult, FloatBuffer buf, int index) {
        TempVars vars = TempVars.get();
        Vector2f tempVec2 = vars.vect2d;
        populateFromBuffer(tempVec2, buf, index);
        tempVec2.multLocal(toMult);
        setInBuffer(tempVec2, buf, index);
        vars.release();
    }

    /**
 
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    if (!isFinished()) {
      updateTimer(tpf);
      float p = getProgress();
      Vector3f tar = target.getLocalTranslation();
      Vector3f route = tar.subtract(start);
      route.multLocal(p);
      Vector3f newPos = start.add(route);
      position.setLocalTranslation(newPos);
    }
  }
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        float[] newPositions = new float[positions.length];
        for (int i = 0; i < positions.length; i += 3) {
            Vector3f vec = tempVec.set(positions[i],
                    positions[i + 1],
                    positions[i + 2]);
            vec.multLocal(len);
            tempQuat.mult(vec, vec);

            newPositions[i] = vec.getX();
            newPositions[i + 1] = vec.getY();
            newPositions[i + 2] = vec.getZ();
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        buffer.rewind();
        for (int i = 0; i < positions.length; i += 3) {
            Vector3f vec = tempVec.set(positions[i],
                    positions[i + 1],
                    positions[i + 2]);
            vec.multLocal(len);
            tempQuat.mult(vec, vec);

            buffer.put(vec.x);
            buffer.put(vec.y);
            buffer.put(vec.z);
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            localWalkDirection.set(walkDirection).normalizeLocal();
            //check for the existing velocity in the desired direction
            float existingVelocity = velocity.dot(localWalkDirection);
            //calculate the final velocity in the desired direction
            float finalVelocity = designatedVelocity - existingVelocity;
            localWalkDirection.multLocal(finalVelocity);
            //add resulting vector to existing velocity
            velocity.addLocal(localWalkDirection);
        }
        rigidBody.setLinearVelocity(velocity);
        if (jump) {
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     */
    public static void multInBuffer(Vector3f toMult, FloatBuffer buf, int index) {
        TempVars vars = TempVars.get();
        Vector3f tempVec3 = vars.vect1;
        populateFromBuffer(tempVec3, buf, index);
        tempVec3.multLocal(toMult);
        setInBuffer(tempVec3, buf, index);
        vars.release();
    }

    /**
 
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                tempNorm.set(adjacentPoint).subtractLocal(rootPoint)
                        .crossLocal(oppositePoint.subtractLocal(rootPoint));
                tempNorm.multLocal(scale).normalizeLocal();
//                    store.put(tempNorm.x).put(tempNorm.y).put(tempNorm.z);
                BufferUtils.setInBuffer(tempNorm, store,
                        normalIndex);
                normalIndex++;
            }
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                tempNormal.set(radialAxis).multLocal(cosPhi);
                tempNormal.z += sinPhi;
                fnb.put(tempNormal.x).put(tempNormal.y).put(
                        tempNormal.z);
      
                tempNormal.multLocal(innerRadius).addLocal(torusMiddle);
                fpb.put(tempNormal.x).put(tempNormal.y).put(
                        tempNormal.z);

                ftb.put(radialFraction).put(circleFraction);
                i++;
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        Vector3f frustaCenter = new Vector3f();
        for (Vector3f point : points) {
            frustaCenter.addLocal(point);
        }
        frustaCenter.multLocal(1f / 8f);

        // update light direction
        shadowCam.setProjectionMatrix(null);
        shadowCam.setParallelProjection(true);
//        shadowCam.setFrustumPerspective(45, 1, 1, 20);
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        float currentDistance = v.length();
        switch (mode) {
            case LIMITDIST_INSIDE:
                if (currentDistance >= dist) {
                    v.normalizeLocal();
                    v.multLocal(dist + (currentDistance - dist) * (1.0f - influence));
                    ownerTransform.getTranslation().set(v.addLocal(targetTransform.getTranslation()));
                }
                break;
            case LIMITDIST_ONSURFACE:
                if (currentDistance > dist) {
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