Package com.ardor3d.math.type

Examples of com.ardor3d.math.type.ReadOnlyTransform.multiply()


        // Set our transform
        final ReadOnlyTransform worldT = appliedTransform != null ? appliedTransform : Transform.IDENTITY;
        final Vector3 v = Vector3.fetchTempInstance();
        v.set(x, y, 0);
        worldT.applyForwardVector(v);
        worldT.multiply(subTex.getTransform(), SubTexUtil._helperT);
        SubTexUtil._helperT.translate(v);
        Vector3.releaseTempInstance(v);
        SubTexUtil._mesh.setWorldTransform(SubTexUtil._helperT);

        // set our vertices into the mesh
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        final Transform subTransform = calcTrans2.setIdentity();
        subTransform.setRotation(calcQuat1);

        // Calculate a global version of that transform, as if it were attached to the neck
        final Transform subGlobal = neckBindGlobalTransform.multiply(subTransform, calcTrans3);

        // now remove the global/world transform of the neck's parent bone, leaving us with just the local transform of
        // neck + rotation.
        final Transform local = joints[parentIndex].getInverseBindPose().multiply(subGlobal, calcTrans2);
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        final Transform subTransform = calcTrans2.setIdentity();
        subTransform.setRotation(calcQuat1);

        // Calculate a global version of that transform, as if it were attached to the neck
        final Transform subGlobal = neckBindGlobalTransform.multiply(subTransform, calcTrans3);

        // now remove the global/world transform of the neck's parent bone, leaving us with just the local transform of
        // neck + rotation.
        final Transform local = joints[parentIndex].getInverseBindPose().multiply(subGlobal, calcTrans2);
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