本文整理了Java中com.jogamp.opengl.math.Quaternion.magnitude
方法的一些代码示例,展示了Quaternion.magnitude
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.magnitude
方法的具体详情如下:
包路径:com.jogamp.opengl.math.Quaternion
类名称:Quaternion
方法名:magnitude
[英]Return the magnitude of this quaternion, i.e. sqrt( #magnitude())
A magnitude of zero shall equal #isIdentity(), as performed by #normalize().
Implementation Details:
代码示例来源:origin: ch.unibas.cs.gravis/scalismo-native-stub
/**
* Normalize a quaternion required if to be used as a rotational quaternion.
* <p>
* Implementation Details:
* <ul>
* <li> {@link #setIdentity()} if {@link #magnitude()} is {@link FloatUtil#isZero(float, float) is zero} using {@link FloatUtil#EPSILON epsilon}</li>
* </ul>
* </p>
* @return this quaternion for chaining.
*/
public final Quaternion normalize() {
final float norm = magnitude();
if ( FloatUtil.isZero(norm, FloatUtil.EPSILON) ) {
setIdentity();
} else {
final float invNorm = 1f/norm;
w *= invNorm;
x *= invNorm;
y *= invNorm;
z *= invNorm;
}
return this;
}
代码示例来源:origin: org.jogamp.jogl/jogl-all-noawt
/**
* Normalize a quaternion required if to be used as a rotational quaternion.
* <p>
* Implementation Details:
* <ul>
* <li> {@link #setIdentity()} if {@link #magnitude()} is {@link FloatUtil#isZero(float, float) is zero} using {@link FloatUtil#EPSILON epsilon}</li>
* </ul>
* </p>
* @return this quaternion for chaining.
*/
public final Quaternion normalize() {
final float norm = magnitude();
if ( FloatUtil.isZero(norm, FloatUtil.EPSILON) ) {
setIdentity();
} else {
final float invNorm = 1f/norm;
w *= invNorm;
x *= invNorm;
y *= invNorm;
z *= invNorm;
}
return this;
}
代码示例来源:origin: org.jogamp.jogl/jogl
/**
* Normalize a quaternion required if to be used as a rotational quaternion.
* <p>
* Implementation Details:
* <ul>
* <li> {@link #setIdentity()} if {@link #magnitude()} is {@link FloatUtil#isZero(float, float) is zero} using {@link FloatUtil#EPSILON epsilon}</li>
* </ul>
* </p>
* @return this quaternion for chaining.
*/
public final Quaternion normalize() {
final float norm = magnitude();
if ( FloatUtil.isZero(norm, FloatUtil.EPSILON) ) {
setIdentity();
} else {
final float invNorm = 1f/norm;
w *= invNorm;
x *= invNorm;
y *= invNorm;
z *= invNorm;
}
return this;
}
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