congrats Icon
New! Announcing Tabnine Chat Beta
Learn More
Tabnine Logo
Vector4.getWf
Code IndexAdd Tabnine to your IDE (free)

How to use
getWf
method
in
com.ardor3d.math.Vector4

Best Java code snippets using com.ardor3d.math.Vector4.getWf (Showing top 6 results out of 315)

origin: Renanse/Ardor3D

private void setTextureData() {
  // x = left, y = top, z = right, w = bottom
  final FloatBuffer coords = _meshData.getTextureBuffer(0);
  coords.rewind();
  coords.put(0).put(0);
  coords.put(_textureBorderOffsets.getXf()).put(0);
  coords.put(1f - _textureBorderOffsets.getZf()).put(0);
  coords.put(1).put(0);
  coords.put(0).put(_textureBorderOffsets.getWf());
  coords.put(_textureBorderOffsets.getXf()).put(_textureBorderOffsets.getWf());
  coords.put(1f - _textureBorderOffsets.getZf()).put(_textureBorderOffsets.getWf());
  coords.put(1).put(_textureBorderOffsets.getWf());
  coords.put(0).put(1f - _textureBorderOffsets.getYf());
  coords.put(_textureBorderOffsets.getXf()).put(1f - _textureBorderOffsets.getYf());
  coords.put(1f - _textureBorderOffsets.getZf()).put(1f - _textureBorderOffsets.getYf());
  coords.put(1).put(1f - _textureBorderOffsets.getYf());
  coords.put(0).put(1);
  coords.put(_textureBorderOffsets.getXf()).put(1);
  coords.put(1f - _textureBorderOffsets.getZf()).put(1);
  coords.put(1).put(1);
  _meshData.markBufferDirty(MeshData.KEY_TextureCoords0);
}
origin: Renanse/Ardor3D

ys += _contentPadding.getYf();
xs += _contentPadding.getZf();
y -= _contentPadding.getWf();
  rightB = img.getWidth() * _textureBorderOffsets.getZf() * _borderScale;
  topB = img.getHeight() * _textureBorderOffsets.getYf() * _borderScale;
  bottomB = img.getHeight() * _textureBorderOffsets.getWf() * _borderScale;
origin: com.ardor3d/ardor3d-lwjgl

private static void setPosition(final int index, final LightStateRecord record, final float positionX,
    final float positionY, final float positionZ, final float positionW, final LightRecord lr) {
  // From OpenGL Docs:
  // The light position is transformed by the contents of the current top
  // of the ModelView matrix stack when you specify the light position
  // with a call to glLightfv(GL_LIGHT_POSITION,...). If you later change
  // the ModelView matrix, such as when the view changes for the next
  // frame, the light position isn't automatically retransformed by the
  // new contents of the ModelView matrix. If you want to update the
  // light's position, you must again specify the light position with a
  // call to glLightfv(GL_LIGHT_POSITION,...).
  // XXX: This is a hack until we get a better lighting model up
  final ReadOnlyMatrix4 modelViewMatrix = Camera.getCurrentCamera().getModelViewMatrix();
  if (!record.isValid() || lr.position.getXf() != positionX || lr.position.getYf() != positionY
      || lr.position.getZf() != positionZ || lr.position.getWf() != positionW
      || !lr.modelViewMatrix.equals(modelViewMatrix)) {
    record.lightBuffer.clear();
    record.lightBuffer.put(positionX);
    record.lightBuffer.put(positionY);
    record.lightBuffer.put(positionZ);
    record.lightBuffer.put(positionW);
    record.lightBuffer.flip();
    GL11.glLight(GL11.GL_LIGHT0 + index, GL11.GL_POSITION, record.lightBuffer);
    lr.position.set(positionX, positionY, positionZ, positionW);
    if (!Camera.getCurrentCamera().isFrameDirty()) {
      lr.modelViewMatrix.set(modelViewMatrix);
    }
  }
}
origin: com.ardor3d/ardor3d-jogl

private static void setPosition(final int index, final LightStateRecord record, final float positionX,
    final float positionY, final float positionZ, final float positionW, final LightRecord lr) {
  final GL gl = GLContext.getCurrentGL();
  // From OpenGL Docs:
  // The light position is transformed by the contents of the current top
  // of the ModelView matrix stack when you specify the light position
  // with a call to glLightfv(GL_LIGHT_POSITION,...). If you later change
  // the ModelView matrix, such as when the view changes for the next
  // frame, the light position isn't automatically retransformed by the
  // new contents of the ModelView matrix. If you want to update the
  // light's position, you must again specify the light position with a
  // call to glLightfv(GL_LIGHT_POSITION,...).
  // XXX: This is a hack until we get a better lighting model up
  final ReadOnlyMatrix4 modelViewMatrix = Camera.getCurrentCamera().getModelViewMatrix();
  if (!record.isValid() || lr.position.getXf() != positionX || lr.position.getYf() != positionY
      || lr.position.getZf() != positionZ || lr.position.getWf() != positionW
      || !lr.modelViewMatrix.equals(modelViewMatrix)) {
    record.lightBuffer.clear();
    record.lightBuffer.put(positionX);
    record.lightBuffer.put(positionY);
    record.lightBuffer.put(positionZ);
    record.lightBuffer.put(positionW);
    record.lightBuffer.flip();
    gl.getGL2().glLightfv(GLLightingFunc.GL_LIGHT0 + index, GLLightingFunc.GL_POSITION, record.lightBuffer);
    lr.position.set(positionX, positionY, positionZ, positionW);
    if (!Camera.getCurrentCamera().isFrameDirty()) {
      lr.modelViewMatrix.set(modelViewMatrix);
    }
  }
}
origin: Renanse/Ardor3D

if (value instanceof Vector4) {
  final Vector4 vec = (Vector4) value;
  return stack.mallocFloat(4).put(vec.getXf()).put(vec.getYf()).put(vec.getZf()).put(vec.getWf())
      .flip();
origin: Renanse/Ardor3D

assertTrue(vec1.getYf() == (float) Math.PI);
assertTrue(vec1.getZf() == (float) Math.PI);
assertTrue(vec1.getWf() == (float) Math.PI);
com.ardor3d.mathVector4getWf

Popular methods of Vector4

  • <init>
    Constructs a new vector set to the (x, y, z, w) values of the given source vector.
  • set
    Sets the value of this vector to the (x, y, z, w) values of the provided source vector.
  • getW
  • getX
  • getY
  • getZ
  • addLocal
    Increments the values of this vector with the x, y, z and w values of the given vector.
  • getXf
  • getYf
  • getZf
  • multiplyLocal
    Internally modifies the values of this vector by multiplying them each by the given scale values.
  • setW
    Sets the fourth component of this vector to the given double value.
  • multiplyLocal,
  • setW,
  • setX,
  • setY,
  • setZ,
  • dot,
  • fetchTempInstance,
  • multiply,
  • normalizeLocal

Popular in Java

  • Updating database using SQL prepared statement
  • onRequestPermissionsResult (Fragment)
  • scheduleAtFixedRate (Timer)
  • getSharedPreferences (Context)
  • FileNotFoundException (java.io)
    Thrown when a file specified by a program cannot be found.
  • MessageFormat (java.text)
    Produces concatenated messages in language-neutral way. New code should probably use java.util.Forma
  • ExecutorService (java.util.concurrent)
    An Executor that provides methods to manage termination and methods that can produce a Future for tr
  • Executors (java.util.concurrent)
    Factory and utility methods for Executor, ExecutorService, ScheduledExecutorService, ThreadFactory,
  • Notification (javax.management)
  • HttpServletRequest (javax.servlet.http)
    Extends the javax.servlet.ServletRequest interface to provide request information for HTTP servlets.
  • Top PhpStorm plugins
Tabnine Logo
  • Products

    Search for Java codeSearch for JavaScript code
  • IDE Plugins

    IntelliJ IDEAWebStormVisual StudioAndroid StudioEclipseVisual Studio CodePyCharmSublime TextPhpStormVimGoLandRubyMineEmacsJupyter NotebookJupyter LabRiderDataGripAppCode
  • Company

    About UsContact UsCareers
  • Resources

    FAQBlogTabnine AcademyTerms of usePrivacy policyJava Code IndexJavascript Code Index
Get Tabnine for your IDE now