Package org.gephi.lib.gleem.linalg

Examples of org.gephi.lib.gleem.linalg.Vec3f.x()


        //Calculate control points
        float height = node.size() * 3;
        float controlExterior1X = baseLeftX + upVector.x() * height;
        float controlExterior1Y = baseLeftY + upVector.y() * height;
        float controlExterior1Z = baseLeftZ + upVector.z() * height;
        float controlExterior2X = baseBottomX + sideVector.x() * height;
        float controlExterior2Y = baseBottomY + sideVector.y() * height;
        float controlExterior2Z = baseBottomZ + sideVector.z() * height;
        height /= 1.15f;
        float controlInterior1X = baseRightX + upVector.x() * height;
        float controlInterior1Y = baseRightY + upVector.y() * height;
 
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        float controlExterior2Z = baseBottomZ + sideVector.z() * height;
        height /= 1.15f;
        float controlInterior1X = baseRightX + upVector.x() * height;
        float controlInterior1Y = baseRightY + upVector.y() * height;
        float controlInterior1Z = baseRightZ + upVector.z() * height;
        float controlInterior2X = baseTopX + sideVector.x() * height;
        float controlInterior2Y = baseTopY + sideVector.y() * height;
        float controlInterior2Z = baseTopZ + sideVector.z() * height;

        //Fill buffer with interior curve
        buffer.rewind();
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        float x2 = nodeTo.x();
        float y2 = nodeTo.y();
        float z2 = nodeTo.z();

        //Point of the arrow
        float targetX = x2 - edgeVector.x() * collisionDistance;
        float targetY = y2 - edgeVector.y() * collisionDistance;
        float targetZ = z2 - edgeVector.z() * collisionDistance;

        //Base of the arrow
        float baseX = targetX - edgeVector.x() * arrowHeight * 2f;
 
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        float targetX = x2 - edgeVector.x() * collisionDistance;
        float targetY = y2 - edgeVector.y() * collisionDistance;
        float targetZ = z2 - edgeVector.z() * collisionDistance;

        //Base of the arrow
        float baseX = targetX - edgeVector.x() * arrowHeight * 2f;
        float baseY = targetY - edgeVector.y() * arrowHeight * 2f;
        float baseZ = targetZ - edgeVector.z() * arrowHeight * 2f;

        //Camera vector
        Vec3f cameraVector = new Vec3f(targetX - cameraLocation[0], targetY - cameraLocation[1], targetZ - cameraLocation[2]);
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