Example usage for org.apache.commons.math3.geometry.euclidean.threed Vector3D getX

List of usage examples for org.apache.commons.math3.geometry.euclidean.threed Vector3D getX

Introduction

In this page you can find the example usage for org.apache.commons.math3.geometry.euclidean.threed Vector3D getX.

Prototype

public double getX() 

Source Link

Document

Get the abscissa of the vector.

Usage

From source file:org.gearvrf.keyboard.util.Util.java

public static void rotateWithOpenGLLookAt(Vector3D cameraVector, Vector3D parentVector, GVRSceneObject object) {
    Vector3D globalUpVector = new Vector3D(0, 1, 0);
    Vector3D lookVector = parentVector.normalize();
    Vector3D rightVector = lookVector.crossProduct(globalUpVector);
    Vector3D upVector = rightVector.crossProduct(lookVector);
    Vector3D zAxis = cameraVector.subtract(parentVector).normalize();
    // Vector3D xAxis = upVector.crossProduct(zAxis).normalize();
    Vector3D xAxis = zAxis.crossProduct(upVector).normalize();
    Vector3D yAxis = xAxis.crossProduct(zAxis).normalize();
    // Vector3D yAxis = xAxis.crossProduct(zAxis).normalize();
    zAxis = zAxis.scalarMultiply(-1.f);//from w w  w  . j a  va  2s .c  o  m

    float angle = (float) Vector3D.angle(parentVector, cameraVector);
    angle = (float) Math.toDegrees(angle);

    object.getTransform().rotateByAxis(angle, (float) xAxis.getX(), (float) xAxis.getY(), (float) xAxis.getZ());
    object.getTransform().rotateByAxis(angle, (float) yAxis.getX(), (float) yAxis.getY(), (float) yAxis.getZ());
    object.getTransform().rotateByAxis(angle, (float) zAxis.getX(), (float) zAxis.getY(), (float) zAxis.getZ());
}

From source file:org.gearvrf.scene_objects.GVRCylinderSceneObject.java

private void createBody(float bottomRadius, float topRadius, float height, int stackNumber, int sliceNumber) {
    float difference = bottomRadius - topRadius;
    float halfHeight = height / 2.0f;

    for (int stack = 0; stack < stackNumber; stack++) {

        int initVertexCount = vertexCount;

        float stackPercentage0 = ((float) (stack) / stackNumber);
        float stackPercentage1 = ((float) (stack + 1) / stackNumber);

        float t0 = 1.0f - stackPercentage0;
        float t1 = 1.0f - stackPercentage1;
        float y0 = -halfHeight + (stackPercentage0 * height);
        float y1 = -halfHeight + (stackPercentage1 * height);

        float nx, ny, nz;
        for (int slice = 0; slice < sliceNumber; slice++) {
            float slicePercentage0 = ((float) (slice) / sliceNumber);
            float slicePercentage1 = ((float) (slice + 1) / sliceNumber);
            double theta0 = slicePercentage0 * 2.0 * Math.PI;
            double theta1 = slicePercentage1 * 2.0 * Math.PI;
            double cosTheta0 = Math.cos(theta0);
            double sinTheta0 = Math.sin(theta0);
            double cosTheta1 = Math.cos(theta1);
            double sinTheta1 = Math.sin(theta1);

            float radius = (bottomRadius - (difference * stackPercentage0));
            float x0 = (float) (radius * cosTheta0);
            float z0 = (float) (-radius * sinTheta0);
            float x1 = (float) (radius * cosTheta1);
            float z1 = (float) (-radius * sinTheta1);

            radius = (bottomRadius - (difference * stackPercentage1));
            float x2 = (float) (radius * cosTheta0);
            float z2 = (float) (-radius * sinTheta0);
            float x3 = (float) (radius * cosTheta1);
            float z3 = (float) (-radius * sinTheta1);

            float s0 = slicePercentage0;
            float s1 = slicePercentage1;

            vertices[vertexCount + 0] = x0;
            vertices[vertexCount + 1] = y0;
            vertices[vertexCount + 2] = z0;

            vertices[vertexCount + 3] = x1;
            vertices[vertexCount + 4] = y0;
            vertices[vertexCount + 5] = z1;

            vertices[vertexCount + 6] = x2;
            vertices[vertexCount + 7] = y1;
            vertices[vertexCount + 8] = z2;

            vertices[vertexCount + 9] = x3;
            vertices[vertexCount + 10] = y1;
            vertices[vertexCount + 11] = z3;

            // calculate normal
            Vector3D v1 = new Vector3D(x1 - x0, 0, z1 - z0);
            Vector3D v2 = new Vector3D(x2 - x0, y1 - y0, z2 - z0);
            Vector3D v3 = v1.crossProduct(v2).normalize();

            nx = (float) v3.getX();
            ny = (float) v3.getY();
            nz = (float) v3.getZ();
            normals[vertexCount + 0] = nx;
            normals[vertexCount + 1] = ny;
            normals[vertexCount + 2] = nz;
            normals[vertexCount + 3] = nx;
            normals[vertexCount + 4] = ny;
            normals[vertexCount + 5] = nz;
            normals[vertexCount + 6] = nx;
            normals[vertexCount + 7] = ny;
            normals[vertexCount + 8] = nz;
            normals[vertexCount + 9] = nx;
            normals[vertexCount + 10] = ny;
            normals[vertexCount + 11] = nz;

            texCoords[texCoordCount + 0] = s0;
            texCoords[texCoordCount + 1] = t0;

            texCoords[texCoordCount + 2] = s1;
            texCoords[texCoordCount + 3] = t0;

            texCoords[texCoordCount + 4] = s0;
            texCoords[texCoordCount + 5] = t1;

            texCoords[texCoordCount + 6] = s1;
            texCoords[texCoordCount + 7] = t1;

            indices[indexCount + 0] = (char) (triangleCount + 0); // 0
            indices[indexCount + 1] = (char) (triangleCount + 1); // 1
            indices[indexCount + 2] = (char) (triangleCount + 2); // 2

            indices[indexCount + 3] = (char) (triangleCount + 2); // 2
            indices[indexCount + 4] = (char) (triangleCount + 1); // 1
            indices[indexCount + 5] = (char) (triangleCount + 3); // 3

            vertexCount += 12;//from w w w  .  j  a va 2  s .com
            texCoordCount += 8;
            indexCount += 6;
            triangleCount += 4;
        }

        for (int i = initVertexCount; i < vertexCount - 12; i += 12) {
            Vector3D v1 = new Vector3D(normals[i + 3], normals[i + 4], normals[i + 5]);
            Vector3D v2 = new Vector3D(normals[i + 12], normals[i + 13], normals[i + 14]);
            Vector3D v3 = v1.add(v2).normalize();
            nx = (float) v3.getX();
            ny = (float) v3.getY();
            nz = (float) v3.getZ();
            normals[i + 3] = nx;
            normals[i + 4] = ny;
            normals[i + 5] = nz;
            normals[i + 12] = nx;
            normals[i + 13] = ny;
            normals[i + 14] = nz;

            v1 = new Vector3D(normals[i + 9], normals[i + 10], normals[i + 11]);
            v2 = new Vector3D(normals[i + 18], normals[i + 19], normals[i + 20]);
            v3 = v1.add(v2).normalize();
            nx = (float) v3.getX();
            ny = (float) v3.getY();
            nz = (float) v3.getZ();
            normals[i + 9] = nx;
            normals[i + 10] = ny;
            normals[i + 11] = nz;
            normals[i + 18] = nx;
            normals[i + 19] = ny;
            normals[i + 20] = nz;
        }
        int i1 = vertexCount - 12;
        Vector3D v1 = new Vector3D(normals[i1 + 3], normals[i1 + 4], normals[i1 + 5]);
        int i2 = initVertexCount;
        Vector3D v2 = new Vector3D(normals[i2 + 0], normals[i2 + 1], normals[i2 + 2]);
        Vector3D v3 = v1.add(v2).normalize();
        nx = (float) v3.getX();
        ny = (float) v3.getY();
        nz = (float) v3.getZ();
        normals[i1 + 3] = nx;
        normals[i1 + 4] = ny;
        normals[i1 + 5] = nz;
        normals[i2 + 0] = nx;
        normals[i2 + 1] = ny;
        normals[i2 + 2] = nz;

        v1 = new Vector3D(normals[i1 + 9], normals[i1 + 10], normals[i1 + 11]);
        v2 = new Vector3D(normals[i2 + 6], normals[i2 + 7], normals[i2 + 8]);
        v3 = v1.add(v2).normalize();
        nx = (float) v3.getX();
        ny = (float) v3.getY();
        nz = (float) v3.getZ();
        normals[i1 + 9] = nx;
        normals[i1 + 10] = ny;
        normals[i1 + 11] = nz;
        normals[i2 + 6] = nx;
        normals[i2 + 7] = ny;
        normals[i2 + 8] = nz;
    }
}

From source file:org.hakkit.hakkitmc.entity.HakkitEntity.java

@Override
public void setVelocity(Vector3D velocity) {
    //We may want to fire an event here.

    handle.motionX = velocity.getX();
    handle.motionY = velocity.getY();/*from   w ww .j a  v  a 2s .co  m*/
    handle.motionZ = velocity.getZ();
}

From source file:org.jtrfp.trcl.beh.AutoFiring.java

/**
 * Adapted from <a href='http://jaran.de/goodbits/2011/07/17/calculating-an-intercept-course-to-a-target-with-constant-direction-and-velocity-in-a-2-dimensional-plane/'>this article.</a>
 * @param targetPos// w  w w  .  j  ava  2  s  .co m
 * @param targetVel
 * @param attackPos
 * @param attackSpeed
 * @return
 * @since Feb 13, 2014
 */
private static Vector3D interceptOf(final Vector3D targetPos, final Vector3D targetVel,
        final Vector3D attackPos, final double attackSpeed) {
    final double dX = targetPos.getX() - attackPos.getX();
    final double dY = targetPos.getY() - attackPos.getY();
    final double dZ = targetPos.getZ() - attackPos.getZ();

    final double h1 = targetVel.getX() * targetVel.getX() + targetVel.getY() * targetVel.getY()
            + targetVel.getZ() * targetVel.getZ() - attackSpeed * attackSpeed;
    final double h2 = dX * targetVel.getX() + dY * targetVel.getY() + dZ * targetVel.getZ();
    double t;
    if (h1 == 0)
        t = -(dX * dX + dY * dY + dZ * dZ) / 2 * h2;
    else {
        final double minusPHalf = -h2 / h1;
        final double disc = minusPHalf * minusPHalf - (dX * dX + dY * dY + dZ * dZ) / h1;
        if (disc < 0)
            return null;

        final double root = Math.sqrt(disc);
        final double t1 = minusPHalf + root;
        final double t2 = minusPHalf - root;
        final double tMin = Math.min(t1, t2);
        final double tMax = Math.max(t1, t2);
        t = tMin > 0 ? tMin : tMax;

        if (t < 0)
            return null;
    } //end else(calculate full)
    return new Vector3D(targetPos.getX() + t * targetVel.getX(), targetPos.getY() + t * targetVel.getY(),
            targetPos.getZ() + t * targetVel.getZ());
}

From source file:org.jtrfp.trcl.beh.AutoLeveling.java

@Override
public void _tick(long timeInMillis) {
    final WorldObject parent = getParent();
    final Vector3D oldHeading = parent.getHeading();
    final Vector3D oldTop = parent.getTop();
    final Vector3D oldCross = oldHeading.crossProduct(oldTop);

    final Vector3D newHeading = levelingAxis == LevelingAxis.HEADING
            ? new Vector3D(
                    oldHeading.getX() * retainmentCoeff[0] + levelingVector.getX() * inverseRetainmentCoeff[0],
                    oldHeading.getY() * retainmentCoeff[1] + levelingVector.getY() * inverseRetainmentCoeff[1],
                    oldHeading.getZ() * retainmentCoeff[2] + levelingVector.getZ() * inverseRetainmentCoeff[2])
                            .normalize()
            : oldHeading.normalize();/*from  ww w  .j  a  v a  2s.  c o m*/

    final Vector3D newTop = levelingAxis == LevelingAxis.TOP ? new Vector3D(
            oldTop.getX() * retainmentCoeff[0] + levelingVector.getX() * inverseRetainmentCoeff[0],
            oldTop.getY() * retainmentCoeff[1] + levelingVector.getY() * inverseRetainmentCoeff[1],
            oldTop.getZ() * retainmentCoeff[2] + levelingVector.getZ() * inverseRetainmentCoeff[2]).normalize()
            : oldTop.normalize();
    final Vector3D newCross = levelingAxis == LevelingAxis.CROSS ? new Vector3D(
            oldCross.getX() * retainmentCoeff[0] + levelingVector.getX() * inverseRetainmentCoeff[0],
            oldCross.getY() * retainmentCoeff[1] + levelingVector.getY() * inverseRetainmentCoeff[1],
            oldCross.getZ() * retainmentCoeff[2] + levelingVector.getZ() * inverseRetainmentCoeff[2])
                    .normalize()
            : oldCross.normalize();

    final Rotation topDelta = new Rotation(oldTop, newTop);
    final Rotation headingDelta = new Rotation(oldHeading, newHeading);
    final Rotation crossDelta = new Rotation(oldCross, newCross);
    parent.setHeading(crossDelta.applyTo(headingDelta.applyTo(topDelta.applyTo(oldHeading))));
    parent.setTop(crossDelta.applyTo(headingDelta.applyTo(topDelta.applyTo(oldTop))));
}

From source file:org.jtrfp.trcl.beh.CollidesWithTerrain.java

@Override
public void _tick(long tickTimeMillis) {
    if (tickCounter++ % 2 == 0 && !recentlyCollided)
        return;//from w  w  w.  j  a v a2 s . c  om
    recentlyCollided = false;
    final WorldObject p = getParent();
    final TR tr = p.getTr();
    final World world = tr.getWorld();
    final InterpolatingAltitudeMap aMap;
    final Mission mission = tr.getGame().getCurrentMission();
    try {
        aMap = mission.getOverworldSystem().getAltitudeMap();
    } catch (NullPointerException e) {
        return;
    }
    if (mission.getOverworldSystem().isTunnelMode())
        return;//No terrain to collide with while in tunnel mode.
    if (aMap == null)
        return;
    final double[] thisPos = p.getPosition();
    final double groundHeightNorm = aMap.heightAt((thisPos[0] / TR.mapSquareSize),
            (thisPos[2] / TR.mapSquareSize));
    final double groundHeight = groundHeightNorm * (world.sizeY / 2);
    final double ceilingHeight = (1.99
            - aMap.heightAt((thisPos[0] / TR.mapSquareSize), (thisPos[2] / TR.mapSquareSize)))
            * (world.sizeY / 2) + CEILING_Y_NUDGE;
    final Vector3D groundNormal = (aMap.normalAt((thisPos[0] / TR.mapSquareSize),
            (thisPos[2] / TR.mapSquareSize)));
    Vector3D downhillDirectionXZ = new Vector3D(groundNormal.getX(), 0, groundNormal.getZ());
    if (downhillDirectionXZ.getNorm() != 0)
        downhillDirectionXZ = downhillDirectionXZ.normalize();
    else
        downhillDirectionXZ = Vector3D.PLUS_J;
    final OverworldSystem overworldSystem = tr.getGame().getCurrentMission().getOverworldSystem();
    if (overworldSystem == null)
        return;
    final boolean terrainMirror = overworldSystem.isChamberMode();
    final double thisY = thisPos[1];
    boolean groundImpact = thisY < (groundHeight + (autoNudge ? nudgePadding : 0));
    final boolean ceilingImpact = (thisY > ceilingHeight && terrainMirror && !ignoreCeiling);
    final Vector3D ceilingNormal = new Vector3D(groundNormal.getX(), -groundNormal.getY(), groundNormal.getZ());
    Vector3D surfaceNormal = groundImpact ? groundNormal : ceilingNormal;
    final double dot = surfaceNormal.dotProduct(getParent().getHeading());
    if (terrainMirror && groundHeightNorm > .97) {
        groundImpact = true;
        surfaceNormal = downhillDirectionXZ;
    } //end if(smushed between floor and ceiling)

    if (groundLock) {
        recentlyCollided = true;
        thisPos[1] = groundHeight;
        p.notifyPositionChange();
        return;
    } //end if(groundLock)
    if (tunnelEntryCapable && groundImpact && dot < 0) {
        final OverworldSystem os = mission.getOverworldSystem();
        if (!os.isTunnelMode()) {
            TunnelEntranceObject teo = mission.getTunnelEntranceObject(
                    new Point((int) (thisPos[0] / TR.mapSquareSize), (int) (thisPos[2] / TR.mapSquareSize)));
            if (teo != null && !mission.isBossFight()) {
                mission.enterTunnel(teo.getSourceTunnel());
                return;
            }
        } //end if(above ground)
    } //end if(tunnelEntryCapable())

    if (groundImpact || ceilingImpact) {// detect collision
        recentlyCollided = true;
        double padding = autoNudge ? nudgePadding : 0;
        padding *= groundImpact ? 1 : -1;
        thisPos[1] = (groundImpact ? groundHeight : ceilingHeight) + padding;
        p.notifyPositionChange();
        if (dot < 0 || ignoreHeadingForImpact) {//If toward ground, call impact listeners.
            surfaceNormalVar = surfaceNormal;
            final Behavior behavior = p.getBehavior();
            behavior.probeForBehaviors(sub, SurfaceImpactListener.class);
        } //end if(pointedTowardGround)
    } // end if(collision)
}

From source file:org.jtrfp.trcl.beh.CubeCollisionBehavior.java

public CubeCollisionBehavior(WorldObject wo) {
    super();/*ww w . ja  v a  2  s  .  c  o  m*/
    Vector3D max = wo.getModel().getTriangleList().getMaximumVertexDims();
    Vector3D min = wo.getModel().getTriangleList().getMinimumVertexDims();
    origin = new double[] { (max.getX() + min.getX()) / 2., (max.getY() + min.getY()) / 2.,
            (max.getZ() + min.getZ()) / 2. };
    dims = new double[] { max.getX() - min.getX(), max.getY() - min.getY(), max.getZ() - min.getZ() };
}

From source file:org.jtrfp.trcl.beh.HeadingXAlwaysPositiveBehavior.java

@Override
public void _tick(long tickTime) {
    final WorldObject p = getParent();
    final Vector3D heading = p.getHeading();
    if (heading.getX() < 0) {
        //Rotate 180 degrees on top axis
        p.setHeading(new Vector3D(0, heading.getY(), heading.getZ()).normalize());
        final Vector3D horiz = p.getHeading().crossProduct(p.getTop()).normalize();
        final Vector3D newTop = horiz.crossProduct(p.getHeading()).normalize();
        p.setTop(newTop);//  w w  w .  ja va2s.c  om
    }
}

From source file:org.jtrfp.trcl.beh.HorizAimAtPlayerBehavior.java

@Override
public void _tick(long timeInMillis) {
    if (chaseTarget != null) {
        WorldObject thisObject = getParent();
        final Player player = thisObject.getTr().getGame().getPlayer();
        if (player.getBehavior().probeForBehavior(Cloakable.class).isCloaked())
            return;
        final RotationalMomentumBehavior rmb = thisObject.getBehavior()
                .probeForBehavior(RotationalMomentumBehavior.class);

        assert !Vect3D.isAnyEqual(chaseTarget.getPosition(), Double.POSITIVE_INFINITY);
        assert !Vect3D.isAnyEqual(thisObject.getPosition(), Double.NEGATIVE_INFINITY);
        TR.twosComplimentSubtract(chaseTarget.getPosition(), thisObject.getPosition(), vectorToTargetVar);
        assert !Vect3D.isAnyNaN(vectorToTargetVar);
        assert !Vect3D.isAnyEqual(vectorToTargetVar, Double.POSITIVE_INFINITY);
        assert !Vect3D.isAnyEqual(vectorToTargetVar, Double.NEGATIVE_INFINITY);
        vectorToTargetVar[1] = 0;/*from www .j  ava2 s .  c o  m*/
        Vect3D.normalize(vectorToTargetVar, vectorToTargetVar);
        final Vector3D thisHeading = new Vector3D(thisObject.getHeading().getX(), 0,
                thisObject.getHeading().getZ()).normalize();
        Vect3D.subtract(thisHeading.toArray(), vectorToTargetVar, headingVarianceDelta);
        if (Math.sqrt(headingVarianceDelta[2] * headingVarianceDelta[2]
                + headingVarianceDelta[0] * headingVarianceDelta[0]) < hysteresis)
            return;
        if (!reverse)
            Vect3D.negate(vectorToTargetVar);
        Rotation rot = new Rotation(new Vector3D(vectorToTargetVar), thisHeading);
        final Vector3D deltaVector = rot.applyTo(Vector3D.PLUS_K);
        if ((deltaVector.getZ() > 0 || deltaVector.getX() < 0) == leftHanded) {
            rmb.accellerateEquatorialMomentum(-equatorialAccelleration);
        } else {
            rmb.accellerateEquatorialMomentum(equatorialAccelleration);
        }
    } //end if(target!null)
}

From source file:org.jtrfp.trcl.beh.phy.ShiftingObjectBehavior.java

public ShiftingObjectBehavior(int totalShiftPeriodMsec, Vector3D startPos, Vector3D endPos) {
    seq = new Sequencer(totalShiftPeriodMsec, 2, true);
    xAnimator = new AttribAnimator(xPos, seq, new double[] { startPos.getX(), endPos.getX() });
    yAnimator = new AttribAnimator(yPos, seq, new double[] { startPos.getY(), endPos.getY() });
    zAnimator = new AttribAnimator(zPos, seq, new double[] { startPos.getZ(), endPos.getZ() });
}