Vector3f seperationVector=box2.getWorldTranslation().subtract(box1.getWorldTranslation()); Vector3f perpendicularFromTheAction= seperationVector.cross(Vector3f.UNIT_Y); perpendicularFromTheAction.normalizeLocal();
void getNormal(final Point3f p1, final Point3f p2, final Point3f p3, final Vector3f ret) { v1.sub(p2, p1); v2.sub(p3, p1); ret.cross(v1, v2); }
axis.cross(yAxis, direction); axis.normalize();
// Given xAxis and zAxis. Vector3f xAxis = new Vector3f(1, 0, 0); Vector3f zAxis = new Vector3f(0, 0, 1); // Create yAxis. Vector3f yAxis = new Vector3f(); yAxis.cross(zAxis, xAxis); // Create rotation matrix from axes. Matrix4f rotationMatrix = new Matrix4f(); rotationMatrix.setRow(0, new Vector4f(xAxis)); rotationMatrix.setRow(1, new Vector4f(yAxis)); rotationMatrix.setRow(2, new Vector4f(zAxis)); rotationMatrix.setRow(3, new Vector4f(0, 0, 0, 1)); // Create transform. Transform3D transform = new Transform3D(rotationMatrix); // Transform points. Vector3f vector = new Vector3f(0, 1, 0); transform.transform(vector); System.out.println(vector);
//the object's default forward size without any transformations Vector3f forward = new Vector3f(0.0f, 0.0f, 1.0f); //rotation axis Vector3f axis = new Vector3f(); axis.cross(forward, inter); axis.normalize(); //New rotation matrix to be applied Matrix4f rotationMatrix = new Matrix4f(); rotationMatrix.setIdentity(); rotationMatrix.setRotation(new AxisAngle4f(axis, forward.angle(inter)));
static boolean getNormal(Point3f p1, Point3f p2, Point3f p3, Vector3f normal) { Vector3f v1 = new Vector3f(); Vector3f v2 = new Vector3f(); // Must compute normal v1.sub(p2, p1); v2.sub(p2, p3); normal.cross(v1, v2); normal.negate(); float length = normal.length(); if (length > 0) { length = 1 / length; normal.x *= length; normal.y *= length; normal.z *= length; return true; } return false; }
public void getFaceNormal(final int fIdx, final Vector3f ret) { final int f1 = getFace(3 * fIdx); final int f2 = getFace(3 * fIdx + 1); final int f3 = getFace(3 * fIdx + 2); final Vertex v1 = getVertex(f1); final Vertex v2 = getVertex(f2); final Vertex v3 = getVertex(f3); tmpv1.sub(v2, v1); tmpv2.sub(v3, v1); ret.cross(tmpv1, tmpv2); }
b.sub(coordinates[coordInds[t + 0]], coordinates[coordInds[t + 1]]); facetNorms[t / 3] = new Vector3f(); facetNorms[t / 3].cross(a, b); facetNorms[t / 3].normalize(); b.sub(coordinates[coordInds[t + 5]], coordinates[coordInds[t + 1]]); facetNorms[t / 3] = new Vector3f(); facetNorms[t / 3].cross(a, b); facetNorms[t / 3].normalize();
} else { final Vector3f cross = new Vector3f(); cross.cross(vpc, vplane);
public Vector3f[] getNormals() { final Vector3f[] normals = new Vector3f[nVertices]; for (int i = 0; i < nVertices; i++) normals[i] = new Vector3f(); final Vector3f v1 = new Vector3f(), v2 = new Vector3f(); for (int i = 0; i < nFaces; i += 3) { final int f1 = faces[i]; final int f2 = faces[i + 1]; final int f3 = faces[i + 2]; v1.sub(vertices[f2], vertices[f1]); v2.sub(vertices[f3], vertices[f1]); v1.cross(v1, v2); normals[f1].add(v1); normals[f2].add(v1); normals[f3].add(v1); } for (int i = 0; i < nVertices; i++) normals[i].normalize(); return normals; }
Vector3f perpendicularFromTheAction= seperationVector.cross(Vector3f.UNIT_Y);
norm.cross(v1, v2); norm.normalize(norm);
n.cross(v0, v1) ; n.normalize() ;