use of com.jme3.math.Matrix4f in project jmonkeyengine by jMonkeyEngine.
the class TestOpenCLLibraries method simpleInitApp.
@Override
public void simpleInitApp() {
BitmapFont fnt = assetManager.loadFont("Interface/Fonts/Default.fnt");
Context clContext = context.getOpenCLContext();
if (clContext == null) {
BitmapText txt = new BitmapText(fnt);
txt.setText("No OpenCL Context created!\nSee output log for details.");
txt.setLocalTranslation(5, settings.getHeight() - 5, 0);
guiNode.attachChild(txt);
return;
}
CommandQueue clQueue = clContext.createQueue(clContext.getDevices().get(0));
StringBuilder str = new StringBuilder();
str.append("OpenCL Context created:\n Platform: ").append(clContext.getDevices().get(0).getPlatform().getName()).append("\n Devices: ").append(clContext.getDevices());
str.append("\nTests:");
str.append("\n Random numbers: ").append(testRandom(clContext, clQueue));
str.append("\n Matrix3f: ").append(testMatrix3f(clContext, clQueue));
str.append("\n Matrix4f: ").append(testMatrix4f(clContext, clQueue));
clQueue.release();
BitmapText txt1 = new BitmapText(fnt);
txt1.setText(str.toString());
txt1.setLocalTranslation(5, settings.getHeight() - 5, 0);
guiNode.attachChild(txt1);
flyCam.setEnabled(false);
inputManager.setCursorVisible(true);
}
use of com.jme3.math.Matrix4f in project jmonkeyengine by jMonkeyEngine.
the class FbxLoader method applyBindPoses.
/**
* Copies the bind poses from FBX BindPose objects to FBX nodes.
* Must be called prior to {@link #updateWorldTransforms()}.
*/
private void applyBindPoses() {
for (FbxBindPose bindPose : bindPoses) {
Map<FbxId, Matrix4f> bindPoseData = bindPose.getJmeObject();
logger.log(Level.INFO, "Applying {0} bind poses", bindPoseData.size());
for (Map.Entry<FbxId, Matrix4f> entry : bindPoseData.entrySet()) {
FbxObject obj = objectMap.get(entry.getKey());
if (obj instanceof FbxNode) {
FbxNode node = (FbxNode) obj;
node.setWorldBindPose(entry.getValue());
} else {
logger.log(Level.WARNING, "Bind pose can only be applied to FBX nodes. Ignoring.");
}
}
}
}
use of com.jme3.math.Matrix4f in project jmonkeyengine by jMonkeyEngine.
the class ObjectHelper method getMatrix.
/**
* This method returns the matrix of a given name for the given structure.
* It takes up axis into consideration.
*
* The method that moves the matrix from Z-up axis to Y-up axis space is as follows:
* - load the matrix directly from blender (it has the Z-up axis orientation)
* - switch the second and third rows in the matrix
* - switch the second and third column in the matrix
* - multiply the values in the third row by -1
* - multiply the values in the third column by -1
*
* The result matrix is now in Y-up axis orientation.
* The procedure was discovered by experimenting but it looks like it's working :)
* The previous procedure transformet the loaded matrix into component (loc, rot, scale),
* switched several values and pu the back into the matrix.
* It worked fine until models with negative scale are used.
* The current method is not touched by that flaw.
*
* @param structure
* the structure with matrix data
* @param matrixName
* the name of the matrix
* @param fixUpAxis
* tells if the Y axis is a UP axis
* @param store
* the matrix where the result will pe placed
* @return the required matrix
*/
@SuppressWarnings("unchecked")
private Matrix4f getMatrix(Structure structure, String matrixName, boolean fixUpAxis, Matrix4f store) {
DynamicArray<Number> obmat = (DynamicArray<Number>) structure.getFieldValue(matrixName);
// the matrix must be square
int rowAndColumnSize = Math.abs((int) Math.sqrt(obmat.getTotalSize()));
for (int i = 0; i < rowAndColumnSize; ++i) {
for (int j = 0; j < rowAndColumnSize; ++j) {
float value = obmat.get(j, i).floatValue();
if (Math.abs(value) <= FastMath.FLT_EPSILON) {
value = 0;
}
store.set(i, j, value);
}
}
if (fixUpAxis) {
// first switch the second and third row
for (int i = 0; i < 4; ++i) {
float temp = store.get(1, i);
store.set(1, i, store.get(2, i));
store.set(2, i, temp);
}
// then switch the second and third column
for (int i = 0; i < 4; ++i) {
float temp = store.get(i, 1);
store.set(i, 1, store.get(i, 2));
store.set(i, 2, temp);
}
// multiply the values in the third row by -1
store.m20 *= -1;
store.m21 *= -1;
store.m22 *= -1;
store.m23 *= -1;
// multiply the values in the third column by -1
store.m02 *= -1;
store.m12 *= -1;
store.m22 *= -1;
store.m32 *= -1;
}
return store;
}
use of com.jme3.math.Matrix4f in project jmonkeyengine by jMonkeyEngine.
the class BIHTree method collideWithRay.
private int collideWithRay(Ray r, Matrix4f worldMatrix, BoundingVolume worldBound, CollisionResults results) {
TempVars vars = TempVars.get();
try {
CollisionResults boundResults = vars.collisionResults;
boundResults.clear();
worldBound.collideWith(r, boundResults);
if (boundResults.size() > 0) {
float tMin = boundResults.getClosestCollision().getDistance();
float tMax = boundResults.getFarthestCollision().getDistance();
if (tMax <= 0) {
tMax = Float.POSITIVE_INFINITY;
} else if (tMin == tMax) {
tMin = 0;
}
if (tMin <= 0) {
tMin = 0;
}
if (r.getLimit() < Float.POSITIVE_INFINITY) {
tMax = Math.min(tMax, r.getLimit());
if (tMin > tMax) {
return 0;
}
}
// return root.intersectBrute(r, worldMatrix, this, tMin, tMax, results);
return root.intersectWhere(r, worldMatrix, this, tMin, tMax, results);
}
return 0;
} finally {
vars.release();
}
}
use of com.jme3.math.Matrix4f in project jmonkeyengine by jMonkeyEngine.
the class BIHNode method intersectWhere.
public final int intersectWhere(Collidable col, BoundingBox box, Matrix4f worldMatrix, BIHTree tree, CollisionResults results) {
TempVars vars = TempVars.get();
ArrayList<BIHStackData> stack = vars.bihStack;
stack.clear();
float[] minExts = { box.getCenter().x - box.getXExtent(), box.getCenter().y - box.getYExtent(), box.getCenter().z - box.getZExtent() };
float[] maxExts = { box.getCenter().x + box.getXExtent(), box.getCenter().y + box.getYExtent(), box.getCenter().z + box.getZExtent() };
stack.add(new BIHStackData(this, 0, 0));
Triangle t = new Triangle();
int cols = 0;
stackloop: while (stack.size() > 0) {
BIHNode node = stack.remove(stack.size() - 1).node;
while (node.axis != 3) {
int a = node.axis;
float maxExt = maxExts[a];
float minExt = minExts[a];
if (node.leftPlane < node.rightPlane) {
// if the box is in that gap, we stop there
if (minExt > node.leftPlane && maxExt < node.rightPlane) {
continue stackloop;
}
}
if (maxExt < node.rightPlane) {
node = node.left;
} else if (minExt > node.leftPlane) {
node = node.right;
} else {
stack.add(new BIHStackData(node.right, 0, 0));
node = node.left;
}
// if (maxExt < node.leftPlane
// && maxExt < node.rightPlane){
// node = node.left;
// }else if (minExt > node.leftPlane
// && minExt > node.rightPlane){
// node = node.right;
// }else{
// }
}
for (int i = node.leftIndex; i <= node.rightIndex; i++) {
tree.getTriangle(i, t.get1(), t.get2(), t.get3());
if (worldMatrix != null) {
worldMatrix.mult(t.get1(), t.get1());
worldMatrix.mult(t.get2(), t.get2());
worldMatrix.mult(t.get3(), t.get3());
}
int added = col.collideWith(t, results);
if (added > 0) {
int index = tree.getTriangleIndex(i);
int start = results.size() - added;
for (int j = start; j < results.size(); j++) {
CollisionResult cr = results.getCollisionDirect(j);
cr.setTriangleIndex(index);
}
cols += added;
}
}
}
vars.release();
return cols;
}
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