本文整理了Java中com.jogamp.opengl.math.Quaternion.toMatrix
方法的一些代码示例,展示了Quaternion.toMatrix
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。Quaternion.toMatrix
方法的具体详情如下:
包路径:com.jogamp.opengl.math.Quaternion
类名称:Quaternion
方法名:toMatrix
[英]Transform this quaternion to a normalized 4x4 column matrix representing the rotation.
Implementation Details:
代码示例来源:origin: org.jogamp.jogl/jogl-all-noawt
/**
* Rotate the current matrix with the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}.
*/
public final void rotate(final Quaternion quat) {
multMatrix(quat.toMatrix(mat4Tmp1, 0));
}
代码示例来源:origin: org.jogamp.jogl/jogl
/**
* Rotate the current matrix with the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}.
*/
public final void rotate(final Quaternion quat) {
multMatrix(quat.toMatrix(mat4Tmp1, 0));
}
代码示例来源:origin: ch.unibas.cs.gravis/scalismo-native-stub
/**
* Rotate the current matrix with the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}.
*/
public final void glRotate(final Quaternion quat) {
glMultMatrixf(quat.toMatrix(mat4Tmp1, 0), 0);
}
代码示例来源:origin: org.jogamp.jogl/jogl
/**
* Rotate the current matrix with the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}.
*/
public final void glRotate(final Quaternion quat) {
glMultMatrixf(quat.toMatrix(mat4Tmp1, 0), 0);
}
代码示例来源:origin: org.jogamp.jogl/jogl-all-noawt
/**
* Rotate the current matrix with the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}.
*/
public final void glRotate(final Quaternion quat) {
glMultMatrixf(quat.toMatrix(mat4Tmp1, 0), 0);
}
代码示例来源:origin: ch.unibas.cs.gravis/scalismo-native-stub
/**
* Rotate the current matrix with the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}.
*/
public final void rotate(final Quaternion quat) {
multMatrix(quat.toMatrix(mat4Tmp1, 0));
}
代码示例来源:origin: net.clearvolume/cleargl
public GLMatrix mult(final Quaternion pQuaternion) {
final float[] lQuaternionMatrix = pQuaternion.toMatrix(scratch,
0);
FloatUtil.multMatrix(mMatrix, lQuaternionMatrix);
return this;
}
代码示例来源:origin: net.clearvolume/cleargl
public static GLMatrix fromQuaternion(final Quaternion q) {
final float[] rotationMatrix = new float[16];
q.toMatrix(rotationMatrix, 0);
return new GLMatrix(rotationMatrix);
}
代码示例来源:origin: ch.unibas.cs.gravis/scalismo-native-stub
/**
* Load the current matrix with the values of the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}.
*/
public final void glLoadMatrix(final Quaternion quat) {
if(matrixMode==GL_MODELVIEW) {
quat.toMatrix(matrixArray, mMv_offset);
matrixMv.reset();
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_MODELVIEW;
} else if(matrixMode==GL_PROJECTION) {
quat.toMatrix(matrixArray, mP_offset);
matrixP.reset();
dirtyBits |= DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_PROJECTION;
} else if(matrixMode==GL.GL_TEXTURE) {
quat.toMatrix(matrixArray, mTex_offset);
matrixTex.reset();
modifiedBits |= MODIFIED_TEXTURE;
}
}
代码示例来源:origin: org.jogamp.jogl/jogl-all-noawt
/**
* Load the current matrix with the values of the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}.
*/
public final void glLoadMatrix(final Quaternion quat) {
if(matrixMode==GL_MODELVIEW) {
quat.toMatrix(matrixArray, mMv_offset);
matrixMv.reset();
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_MODELVIEW;
} else if(matrixMode==GL_PROJECTION) {
quat.toMatrix(matrixArray, mP_offset);
matrixP.reset();
dirtyBits |= DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_PROJECTION;
} else if(matrixMode==GL.GL_TEXTURE) {
quat.toMatrix(matrixArray, mTex_offset);
matrixTex.reset();
modifiedBits |= MODIFIED_TEXTURE;
}
}
代码示例来源:origin: org.jogamp.jogl/jogl
/**
* Load the current matrix with the values of the given {@link Quaternion}'s rotation {@link Quaternion#toMatrix(float[], int) matrix representation}.
*/
public final void glLoadMatrix(final Quaternion quat) {
if(matrixMode==GL_MODELVIEW) {
quat.toMatrix(matrixArray, mMv_offset);
matrixMv.reset();
dirtyBits |= DIRTY_INVERSE_MODELVIEW | DIRTY_INVERSE_TRANSPOSED_MODELVIEW | DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_MODELVIEW;
} else if(matrixMode==GL_PROJECTION) {
quat.toMatrix(matrixArray, mP_offset);
matrixP.reset();
dirtyBits |= DIRTY_FRUSTUM ;
modifiedBits |= MODIFIED_PROJECTION;
} else if(matrixMode==GL.GL_TEXTURE) {
quat.toMatrix(matrixArray, mTex_offset);
matrixTex.reset();
modifiedBits |= MODIFIED_TEXTURE;
}
}
代码示例来源:origin: org.jogamp.jogl/jogl-all-noawt
/**
* Extracts this quaternion's <i>orthogonal</i> rotation axes.
*
* @param xAxis vector representing the <i>orthogonal</i> x-axis of the coordinate system.
* @param yAxis vector representing the <i>orthogonal</i> y-axis of the coordinate system.
* @param zAxis vector representing the <i>orthogonal</i> z-axis of the coordinate system.
* @param tmpMat4 temporary float[4] matrix, used to transform this quaternion to a matrix.
*/
public void toAxes(final float[] xAxis, final float[] yAxis, final float[] zAxis, final float[] tmpMat4) {
toMatrix(tmpMat4, 0);
FloatUtil.copyMatrixColumn(tmpMat4, 0, 2, zAxis, 0);
FloatUtil.copyMatrixColumn(tmpMat4, 0, 1, yAxis, 0);
FloatUtil.copyMatrixColumn(tmpMat4, 0, 0, xAxis, 0);
}
代码示例来源:origin: ch.unibas.cs.gravis/scalismo-native-stub
/**
* Extracts this quaternion's <i>orthogonal</i> rotation axes.
*
* @param xAxis vector representing the <i>orthogonal</i> x-axis of the coordinate system.
* @param yAxis vector representing the <i>orthogonal</i> y-axis of the coordinate system.
* @param zAxis vector representing the <i>orthogonal</i> z-axis of the coordinate system.
* @param tmpMat4 temporary float[4] matrix, used to transform this quaternion to a matrix.
*/
public void toAxes(final float[] xAxis, final float[] yAxis, final float[] zAxis, final float[] tmpMat4) {
toMatrix(tmpMat4, 0);
FloatUtil.copyMatrixColumn(tmpMat4, 0, 2, zAxis, 0);
FloatUtil.copyMatrixColumn(tmpMat4, 0, 1, yAxis, 0);
FloatUtil.copyMatrixColumn(tmpMat4, 0, 0, xAxis, 0);
}
代码示例来源:origin: org.jogamp.jogl/jogl
/**
* Extracts this quaternion's <i>orthogonal</i> rotation axes.
*
* @param xAxis vector representing the <i>orthogonal</i> x-axis of the coordinate system.
* @param yAxis vector representing the <i>orthogonal</i> y-axis of the coordinate system.
* @param zAxis vector representing the <i>orthogonal</i> z-axis of the coordinate system.
* @param tmpMat4 temporary float[4] matrix, used to transform this quaternion to a matrix.
*/
public void toAxes(final float[] xAxis, final float[] yAxis, final float[] zAxis, final float[] tmpMat4) {
toMatrix(tmpMat4, 0);
FloatUtil.copyMatrixColumn(tmpMat4, 0, 2, zAxis, 0);
FloatUtil.copyMatrixColumn(tmpMat4, 0, 1, yAxis, 0);
FloatUtil.copyMatrixColumn(tmpMat4, 0, 0, xAxis, 0);
}
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