com.badlogic.gdx.math.Matrix4.set()方法的使用及代码示例

x33g5p2x  于2022-01-25 转载在 其他  
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本文整理了Java中com.badlogic.gdx.math.Matrix4.set()方法的一些代码示例,展示了Matrix4.set()的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Matrix4.set()方法的具体详情如下:
包路径:com.badlogic.gdx.math.Matrix4
类名称:Matrix4
方法名:set

Matrix4.set介绍

[英]Sets the matrix to a rotation matrix representing the quaternion.
[中]将矩阵设置为表示四元数的旋转矩阵。

代码示例

代码示例来源:origin: libgdx/libgdx

/** Sets the matrix to the given matrix.
 * 
 * @param matrix The matrix that is to be copied. (The given matrix is not modified)
 * @return This matrix for the purpose of chaining methods together. */
public Matrix4 set (Matrix4 matrix) {
  return this.set(matrix.val);
}

代码示例来源:origin: libgdx/libgdx

/** Calculates the local transform based on the translation, scale and rotation
 * @return the local transform */
public Matrix4 calculateLocalTransform () {
  if (!isAnimated) localTransform.set(translation, rotation, scale);
  return localTransform;
}

代码示例来源:origin: libgdx/libgdx

/** For dynamic and static bodies this method is called by bullet once to get the initial state of the body. For kinematic
 * bodies this method is called on every update, unless the body is deactivated. */
@Override
public void getWorldTransform (final Matrix4 worldTrans) {
  worldTrans.set(transform);
}

代码示例来源:origin: libgdx/libgdx

/** Sets the projection matrix to be used for rendering. Usually this will be set to {@link Camera#combined}.
 * @param matrix */
public void setProjectionMatrix (Matrix4 matrix) {
  projectionMatrix.set(matrix);
  matrixDirty = true;
}

代码示例来源:origin: libgdx/libgdx

/** Construct a matrix from the given translation, rotation and scale.
 * @param position The translation
 * @param rotation The rotation, must be normalized
 * @param scale The scale */
public Matrix4 (Vector3 position, Quaternion rotation, Vector3 scale) {
  set(position, rotation, scale);
}

代码示例来源:origin: libgdx/libgdx

/** Sets the matrix to the given matrix.
 * 
 * @param matrix The matrix that is to be copied. (The given matrix is not modified)
 * @return This matrix for the purpose of chaining methods together. */
public Matrix4 set (Matrix4 matrix) {
  return this.set(matrix.val);
}

代码示例来源:origin: libgdx/libgdx

/** Sets the matrix to a rotation matrix representing the quaternion.
 * 
 * @param quaternion The quaternion that is to be used to set this matrix.
 * @return This matrix for the purpose of chaining methods together. */
public Matrix4 set (Quaternion quaternion) {
  return set(quaternion.x, quaternion.y, quaternion.z, quaternion.w);
}

代码示例来源:origin: libgdx/libgdx

/** Set this matrix to the specified translation and rotation.
 * @param position The translation
 * @param orientation The rotation, must be normalized
 * @return This matrix for chaining */
public Matrix4 set (Vector3 position, Quaternion orientation) {
  return set(position.x, position.y, position.z, orientation.x, orientation.y, orientation.z, orientation.w);
}

代码示例来源:origin: libgdx/libgdx

/** Calculates the world transform; the product of local transform and the parent's world transform.
 * @return the world transform */
public Matrix4 calculateWorldTransform () {
  if (inheritTransform && parent != null)
    globalTransform.set(parent.globalTransform).mul(localTransform);
  else
    globalTransform.set(localTransform);
  return globalTransform;
}

代码示例来源:origin: libgdx/libgdx

/** Sets the current transformation to the given one.
 * @param transform the new transform matrix */
public void setTransform (Matrix4 transform) {
  this.transform.set(transform);
  transform.getScale(scale);
}

代码示例来源:origin: libgdx/libgdx

/** Sets the current transformation to the given one.
 * @param transform the new transform matrix */
public void setTransform (Matrix4 transform) {
  this.transform.set(transform);
  transform.getScale(scale);
}

代码示例来源:origin: libgdx/libgdx

/** Sets the current transformation. */
public void setTransform (float x, float y, float z, float qx, float qy, float qz, float qw, float scale) {
  transform.set(x, y, z, qx, qy, qz, qw, scale, scale, scale);
  this.scale.set(scale, scale, scale);
}

代码示例来源:origin: libgdx/libgdx

public Renderable set (Renderable renderable) {
    worldTransform.set(renderable.worldTransform);
    material = renderable.material;
    meshPart.set(renderable.meshPart);
    bones = renderable.bones;
    environment = renderable.environment;
    shader = renderable.shader;
    userData = renderable.userData;
    return this;
  }
}

代码示例来源:origin: libgdx/libgdx

/** Sets this matrix to a rotation matrix from the given euler angles.
 * @param yaw the yaw in degrees
 * @param pitch the pitch in degrees
 * @param roll the roll in degrees
 * @return This matrix */
public Matrix4 setFromEulerAngles (float yaw, float pitch, float roll) {
  quat.setEulerAngles(yaw, pitch, roll);
  return set(quat);
}

代码示例来源:origin: libgdx/libgdx

/** Set the shape renderer transformation matrix, often with the result of {@link #computeTransform()}. Note this causes the
 * shape renderer to be flushed. {@link #resetTransform(ShapeRenderer)} will restore the transform to what it was before this
 * call. */
protected void applyTransform (ShapeRenderer shapes, Matrix4 transform) {
  oldTransform.set(shapes.getTransformMatrix());
  shapes.setTransformMatrix(transform);
}

代码示例来源:origin: libgdx/libgdx

@Override
public void setTransformMatrix (Matrix4 transform) {
  if (drawing) flush();
  transformMatrix.set(transform);
  if (drawing) setupMatrices();
}

代码示例来源:origin: libgdx/libgdx

@Override
  public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) {
    shader.set(inputID, temp.set(shader.camera.combined).mul(renderable.worldTransform));
  }
};

代码示例来源:origin: libgdx/libgdx

@Override
public void setTransformMatrix (Matrix4 transform) {
  if (drawing) flush();
  transformMatrix.set(transform);
  if (drawing) setupMatrices();
}

代码示例来源:origin: libgdx/libgdx

private void setupMatrices () {
  combinedMatrix.set(projectionMatrix).mul(transformMatrix);
  if (customShader != null) {
    customShader.setUniformMatrix("u_projTrans", combinedMatrix);
    customShader.setUniformi("u_texture", 0);
  } else {
    shader.setUniformMatrix("u_projTrans", combinedMatrix);
    shader.setUniformi("u_texture", 0);
  }
}

代码示例来源:origin: libgdx/libgdx

public Matrix4 setToWorld (Vector3 position, Vector3 forward, Vector3 up) {
  tmpForward.set(forward).nor();
  right.set(tmpForward).crs(up).nor();
  tmpUp.set(right).crs(tmpForward).nor();
  this.set(right, tmpUp, tmpForward.scl(-1), position);
  return this;
}

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