geometryinstanceattributes.java
来自「java 3d game jme 工程开发源代码」· Java 代码 · 共 139 行
JAVA
139 行
/*
* Copyright (c) 2003-2009 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme.scene.geometryinstancing.instance;
import com.jme.math.Matrix4f;
import com.jme.math.Quaternion;
import com.jme.math.Vector3f;
/**
* <code>GeometryInstanceAttributes</code> specifies the attributes for a
* <code>GeometryInstance</code>.
*
* @author Patrik Lindegr閚
*/
public class GeometryInstanceAttributes {
protected Vector3f translation; // Translation
protected Vector3f scale; // Scale
protected Quaternion rotation; // Rotation
protected Matrix4f mtNormal; // Normal matrix (scale, rotation)
protected Matrix4f mtWorld; // Local to world matrix (scale, rotation, translation)
public GeometryInstanceAttributes(Vector3f translation, Vector3f scale,
Quaternion rotation) {
this.scale = scale;
this.rotation = rotation;
this.translation = translation;
mtWorld = new Matrix4f();
mtNormal = new Matrix4f();
buildMatrices();
}
/**
* Vector used to store and calculate rotation in degrees Not needed when
* radian rotation is implemented in Matrix4f
*/
private Vector3f rotationDegrees = new Vector3f();
/** <code>buildMatrices</code> updates the world and rotation matrix */
public void buildMatrices() {
// Scale (temporarily use mtWorld as storage)
mtWorld.loadIdentity();
mtWorld.m00 = scale.x;
mtWorld.m11 = scale.y;
mtWorld.m22 = scale.z;
// Build rotation matrix (temporarily use mtNormal as storage)
// rotationDegrees.set(rotation).multLocal(FastMath.RAD_TO_DEG);
mtNormal.loadIdentity();
mtNormal.setRotationQuaternion(rotation);
// mtNormal.angleRotation(rotationDegrees);
//mtNormal.radianRotation(rotation); // Add a radian rotation function to Matrix4f (requested feature)
// Build normal matrix (scale * rotation)
mtNormal.multLocal(mtWorld);
// Build world matrix (scale * rotation + translation)
mtWorld.set(mtNormal);
mtWorld.setTranslation(translation);
}
public Vector3f getScale() {
return scale;
}
/**
* After using the <code>setScale</code> function, user needs to call the
* <code>buildMatrices</code> function
*
* @param scale
*/
public void setScale(Vector3f scale) {
this.scale = scale;
}
public Vector3f getTranslation() {
return translation;
}
/**
* After using the <code>setTranslation</code> function, user needs to call
* the <code>buildMatrices</code> function
*
* @param translation
*/
public void setTranslation(Vector3f translation) {
this.translation = translation;
}
public Quaternion getRotation() {
return rotation;
}
/**
* After using the <code>setRotation</code> function, user needs to call the
* <code>buildMatrices</code> function
*
* @param rotation
*/
public void setRotation(Quaternion rotation) {
this.rotation = rotation;
}
public Matrix4f getWorldMatrix() {
return mtWorld;
}
public Matrix4f getNormalMatrix() {
return mtNormal;
}
}
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