Examples of Y()


Examples of org.gephi.lib.gleem.linalg.Vec2f.y()

        }
        float collisionDistance = ((ModelImpl) nodeTo.getModel()).getCollisionDistance(angle);

        //Point of the arrow
        float targetX = x2 - edgeVector.x() * collisionDistance;
        float targetY = y2 - edgeVector.y() * collisionDistance;

        //Base of the arrow
        float baseX = targetX - edgeVector.x() * arrowHeight * 2f;
        float baseY = targetY - edgeVector.y() * arrowHeight * 2f;

 
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Examples of org.gephi.lib.gleem.linalg.Vec2f.y()

        float targetX = x2 - edgeVector.x() * collisionDistance;
        float targetY = y2 - edgeVector.y() * collisionDistance;

        //Base of the arrow
        float baseX = targetX - edgeVector.x() * arrowHeight * 2f;
        float baseY = targetY - edgeVector.y() * arrowHeight * 2f;

        //Side vector
        float sideVectorX = y1 - y2;
        float sideVectorY = x2 - x1;
        float norm = (float) Math.sqrt(sideVectorX * sideVectorX + sideVectorY * sideVectorY);
 
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Examples of org.gephi.lib.gleem.linalg.Vec3f.y()

        //Set stepVector for zooming, direction of camera and norm of step
        cameraVector.normalize();
        Vec3f stepVec = cameraVector.times(step);

        cameraLocation[0] += stepVec.x();
        cameraLocation[1] += stepVec.y();
        cameraLocation[2] += stepVec.z();
        cameraLocation[2] = MathUtil.clamp(cameraLocation[2], 1f, Float.POSITIVE_INFINITY);
        //System.out.println("camera: "+graphDrawable.cameraLocation[2]);

        //Displacement of camera according to mouse position. Clamped to graph limits
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Examples of org.gephi.lib.gleem.linalg.Vec3f.y()

        Vec3f disVec = new Vec3f(mouseX, mouseY, 0);
        disVec.scale(stepRatio);
        //System.out.println(disVec.x()+"    "+disVec.y()+"     "+disVec.z());

        cameraLocation[0] += disVec.x();
        cameraLocation[1] += disVec.y();
        cameraLocation[2] += disVec.z();

        cameraTarget[0] += disVec.x();
        cameraTarget[1] += disVec.y();
        cameraTarget[2] += disVec.z();
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Examples of org.gephi.lib.gleem.linalg.Vec3f.y()

        cameraLocation[0] += disVec.x();
        cameraLocation[1] += disVec.y();
        cameraLocation[2] += disVec.z();

        cameraTarget[0] += disVec.x();
        cameraTarget[1] += disVec.y();
        cameraTarget[2] += disVec.z();

        //Refresh
        engine.getScheduler().requireUpdateVisible();
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Examples of org.gephi.lib.gleem.linalg.Vec3f.y()

        float diff = camVect.length() - distance;
        if (Math.abs(diff) > 1f) {
            camVect.normalize();
            cameraLocation[0] += camVect.x() * diff;
            cameraLocation[1] += camVect.y() * diff;
            cameraLocation[2] += camVect.z() * diff;
            cameraLocation[2] = Math.max(0.5f, cameraLocation[2]);

            engine.getScheduler().requireUpdateVisible();
        }
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Examples of org.gephi.lib.gleem.linalg.Vec3f.y()

        Vec3f sideVector = cameraVector.cross(upVector);
        sideVector.normalize();

        //Get thickness points
        float baseRightX = x + sideVector.x() * w / 2;
        float baseRightY = y + sideVector.y() * w / 2;
        float baseRightZ = z + sideVector.z() * w / 2;
        float baseLeftX = x - sideVector.x() * w / 2;
        float baseLeftY = y - sideVector.y() * w / 2;
        float baseLeftZ = z - sideVector.z() * w / 2;
        float baseTopX = x + upVector.x() * w / 2;
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Examples of org.gephi.lib.gleem.linalg.Vec3f.y()

        //Get thickness points
        float baseRightX = x + sideVector.x() * w / 2;
        float baseRightY = y + sideVector.y() * w / 2;
        float baseRightZ = z + sideVector.z() * w / 2;
        float baseLeftX = x - sideVector.x() * w / 2;
        float baseLeftY = y - sideVector.y() * w / 2;
        float baseLeftZ = z - sideVector.z() * w / 2;
        float baseTopX = x + upVector.x() * w / 2;
        float baseTopY = y + upVector.y() * w / 2;
        float baseTopZ = z + upVector.z() * w / 2;
        float baseBottomX = x - upVector.x() * w / 2;
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Examples of org.gephi.lib.gleem.linalg.Vec3f.y()

        float height = node.getRadius() * 3;
        float controlExterior1X = baseLeftX + upVector.x() * height;
        float controlExterior1Y = baseLeftY + upVector.y() * height;
        float controlExterior1Z = baseLeftZ + upVector.z() * height;
        float controlExterior2X = baseBottomX + sideVector.x() * height;
        float controlExterior2Y = baseBottomY + sideVector.y() * height;
        float controlExterior2Z = baseBottomZ + sideVector.z() * height;
        height /= 1.15f;
        float controlInterior1X = baseRightX + upVector.x() * height;
        float controlInterior1Y = baseRightY + upVector.y() * height;
        float controlInterior1Z = baseRightZ + upVector.z() * height;
 
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Examples of org.gephi.lib.gleem.linalg.Vec3f.y()

        height /= 1.15f;
        float controlInterior1X = baseRightX + upVector.x() * height;
        float controlInterior1Y = baseRightY + upVector.y() * height;
        float controlInterior1Z = baseRightZ + upVector.z() * height;
        float controlInterior2X = baseTopX + sideVector.x() * height;
        float controlInterior2Y = baseTopY + sideVector.y() * height;
        float controlInterior2Z = baseTopZ + sideVector.z() * height;

        //Fill buffer with interior curve
        buffer.rewind();
        buffer.put(baseRightX);
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