use of com.jme3.terrain.geomipmap.picking.BresenhamYUpGridTracer.Direction in project jmonkeyengine by jMonkeyEngine.
the class TestCameraNode method simpleInitApp.
public void simpleInitApp() {
// load a teapot model
teaGeom = (Geometry) assetManager.loadModel("Models/Teapot/Teapot.obj");
Material mat = new Material(assetManager, "Common/MatDefs/Misc/ShowNormals.j3md");
teaGeom.setMaterial(mat);
//create a node to attach the geometry and the camera node
teaNode = new Node("teaNode");
teaNode.attachChild(teaGeom);
rootNode.attachChild(teaNode);
// create a floor
mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setTexture("ColorMap", assetManager.loadTexture("Interface/Logo/Monkey.jpg"));
Geometry ground = new Geometry("ground", new Quad(50, 50));
ground.setLocalRotation(new Quaternion().fromAngleAxis(-FastMath.HALF_PI, Vector3f.UNIT_X));
ground.setLocalTranslation(-25, -1, 25);
ground.setMaterial(mat);
rootNode.attachChild(ground);
//creating the camera Node
camNode = new CameraNode("CamNode", cam);
//Setting the direction to Spatial to camera, this means the camera will copy the movements of the Node
camNode.setControlDir(ControlDirection.SpatialToCamera);
//attaching the camNode to the teaNode
teaNode.attachChild(camNode);
//setting the local translation of the cam node to move it away from the teanNode a bit
camNode.setLocalTranslation(new Vector3f(-10, 0, 0));
//setting the camNode to look at the teaNode
camNode.lookAt(teaNode.getLocalTranslation(), Vector3f.UNIT_Y);
//disable the default 1st-person flyCam (don't forget this!!)
flyCam.setEnabled(false);
registerInput();
}
use of com.jme3.terrain.geomipmap.picking.BresenhamYUpGridTracer.Direction in project jmonkeyengine by jMonkeyEngine.
the class TerrainGrid method getCamCell.
/**
* Get the location in cell-coordinates of the specified location.
* Cell coordinates are integer corrdinates, usually with y=0, each
* representing a cell in the world.
* For example, moving right in the +X direction:
* (0,0,0) (1,0,0) (2,0,0), (3,0,0)
* and then down the -Z direction:
* (3,0,-1) (3,0,-2) (3,0,-3)
*/
public Vector3f getCamCell(Vector3f location) {
Vector3f tile = getTileCell(location);
Vector3f offsetHalf = new Vector3f(-0.5f, 0, -0.5f);
Vector3f shifted = tile.subtract(offsetHalf);
return new Vector3f(FastMath.floor(shifted.x), 0, FastMath.floor(shifted.z));
}
use of com.jme3.terrain.geomipmap.picking.BresenhamYUpGridTracer.Direction in project jmonkeyengine by jMonkeyEngine.
the class Camera method lookAt.
/**
* <code>lookAt</code> is a convenience method for auto-setting the frame
* based on a world position the user desires the camera to look at. It
* repoints the camera towards the given position using the difference
* between the position and the current camera location as a direction
* vector and the worldUpVector to compute up and left camera vectors.
*
* @param pos where to look at in terms of world coordinates
* @param worldUpVector a normalized vector indicating the up direction of the world.
* (typically {0, 1, 0} in jME.)
*/
public void lookAt(Vector3f pos, Vector3f worldUpVector) {
TempVars vars = TempVars.get();
Vector3f newDirection = vars.vect1;
Vector3f newUp = vars.vect2;
Vector3f newLeft = vars.vect3;
newDirection.set(pos).subtractLocal(location).normalizeLocal();
newUp.set(worldUpVector).normalizeLocal();
if (newUp.equals(Vector3f.ZERO)) {
newUp.set(Vector3f.UNIT_Y);
}
newLeft.set(newUp).crossLocal(newDirection).normalizeLocal();
if (newLeft.equals(Vector3f.ZERO)) {
if (newDirection.x != 0) {
newLeft.set(newDirection.y, -newDirection.x, 0f);
} else {
newLeft.set(0f, newDirection.z, -newDirection.y);
}
}
newUp.set(newDirection).crossLocal(newLeft).normalizeLocal();
this.rotation.fromAxes(newLeft, newUp, newDirection);
this.rotation.normalizeLocal();
vars.release();
onFrameChange();
}
use of com.jme3.terrain.geomipmap.picking.BresenhamYUpGridTracer.Direction in project jmonkeyengine by jMonkeyEngine.
the class Camera method onFrameChange.
/**
* <code>onFrameChange</code> updates the view frame of the camera.
*/
public void onFrameChange() {
TempVars vars = TempVars.get();
Vector3f left = getLeft(vars.vect1);
Vector3f direction = getDirection(vars.vect2);
Vector3f up = getUp(vars.vect3);
float dirDotLocation = direction.dot(location);
// left plane
Vector3f leftPlaneNormal = worldPlane[LEFT_PLANE].getNormal();
leftPlaneNormal.x = left.x * coeffLeft[0];
leftPlaneNormal.y = left.y * coeffLeft[0];
leftPlaneNormal.z = left.z * coeffLeft[0];
leftPlaneNormal.addLocal(direction.x * coeffLeft[1], direction.y * coeffLeft[1], direction.z * coeffLeft[1]);
worldPlane[LEFT_PLANE].setConstant(location.dot(leftPlaneNormal));
// right plane
Vector3f rightPlaneNormal = worldPlane[RIGHT_PLANE].getNormal();
rightPlaneNormal.x = left.x * coeffRight[0];
rightPlaneNormal.y = left.y * coeffRight[0];
rightPlaneNormal.z = left.z * coeffRight[0];
rightPlaneNormal.addLocal(direction.x * coeffRight[1], direction.y * coeffRight[1], direction.z * coeffRight[1]);
worldPlane[RIGHT_PLANE].setConstant(location.dot(rightPlaneNormal));
// bottom plane
Vector3f bottomPlaneNormal = worldPlane[BOTTOM_PLANE].getNormal();
bottomPlaneNormal.x = up.x * coeffBottom[0];
bottomPlaneNormal.y = up.y * coeffBottom[0];
bottomPlaneNormal.z = up.z * coeffBottom[0];
bottomPlaneNormal.addLocal(direction.x * coeffBottom[1], direction.y * coeffBottom[1], direction.z * coeffBottom[1]);
worldPlane[BOTTOM_PLANE].setConstant(location.dot(bottomPlaneNormal));
// top plane
Vector3f topPlaneNormal = worldPlane[TOP_PLANE].getNormal();
topPlaneNormal.x = up.x * coeffTop[0];
topPlaneNormal.y = up.y * coeffTop[0];
topPlaneNormal.z = up.z * coeffTop[0];
topPlaneNormal.addLocal(direction.x * coeffTop[1], direction.y * coeffTop[1], direction.z * coeffTop[1]);
worldPlane[TOP_PLANE].setConstant(location.dot(topPlaneNormal));
if (isParallelProjection()) {
worldPlane[LEFT_PLANE].setConstant(worldPlane[LEFT_PLANE].getConstant() + frustumLeft);
worldPlane[RIGHT_PLANE].setConstant(worldPlane[RIGHT_PLANE].getConstant() - frustumRight);
worldPlane[TOP_PLANE].setConstant(worldPlane[TOP_PLANE].getConstant() - frustumTop);
worldPlane[BOTTOM_PLANE].setConstant(worldPlane[BOTTOM_PLANE].getConstant() + frustumBottom);
}
// far plane
worldPlane[FAR_PLANE].setNormal(left);
worldPlane[FAR_PLANE].setNormal(-direction.x, -direction.y, -direction.z);
worldPlane[FAR_PLANE].setConstant(-(dirDotLocation + frustumFar));
// near plane
worldPlane[NEAR_PLANE].setNormal(direction.x, direction.y, direction.z);
worldPlane[NEAR_PLANE].setConstant(dirDotLocation + frustumNear);
viewMatrix.fromFrame(location, direction, up, left);
vars.release();
// viewMatrix.transposeLocal();
updateViewProjection();
}
use of com.jme3.terrain.geomipmap.picking.BresenhamYUpGridTracer.Direction in project jmonkeyengine by jMonkeyEngine.
the class Spatial method lookAt.
/**
* <code>lookAt</code> is a convenience method for auto-setting the local
* rotation based on a position in world space and an up vector. It computes the rotation
* to transform the z-axis to point onto 'position' and the y-axis to 'up'.
* Unlike {@link Quaternion#lookAt(com.jme3.math.Vector3f, com.jme3.math.Vector3f) }
* this method takes a world position to look at and not a relative direction.
*
* Note : 28/01/2013 this method has been fixed as it was not taking into account the parent rotation.
* This was resulting in improper rotation when the spatial had rotated parent nodes.
* This method is intended to work in world space, so no matter what parent graph the
* spatial has, it will look at the given position in world space.
*
* @param position
* where to look at in terms of world coordinates
* @param upVector
* a vector indicating the (local) up direction. (typically {0,
* 1, 0} in jME.)
*/
public void lookAt(Vector3f position, Vector3f upVector) {
Vector3f worldTranslation = getWorldTranslation();
TempVars vars = TempVars.get();
Vector3f compVecA = vars.vect4;
compVecA.set(position).subtractLocal(worldTranslation);
getLocalRotation().lookAt(compVecA, upVector);
if (getParent() != null) {
Quaternion rot = vars.quat1;
rot = rot.set(parent.getWorldRotation()).inverseLocal().multLocal(getLocalRotation());
rot.normalizeLocal();
setLocalRotation(rot);
}
vars.release();
setTransformRefresh();
}
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