public static float angle(warp_Vector a, warp_Vector b) // returns the angle between 2 vectors { a.normalize(); b.normalize(); return(a.x * b.x + a.y * b.y + a.z * b.z); }
void rebuildMatrices() { if (!needsRebuild) { return; } needsRebuild = false; warp_Vector forward, up, right; forward = warp_Vector.sub(lookat, pos); up = new warp_Vector(0f, 1f, 0f); right = warp_Vector.getNormal(up, forward); up = warp_Vector.getNormal(forward, right); forward.normalize(); up.normalize(); right.normalize(); normalmatrix = new warp_Matrix(right, up, forward); normalmatrix.rotate(0, 0, rollfactor); matrix = normalmatrix.getClone(); matrix.shift(pos.x, pos.y, pos.z); normalmatrix = normalmatrix.inverse(); matrix = matrix.inverse(); }
public warp_Light(warp_Vector direction, int diffuse, int specular, int highlightSheen, int highlightSpread) { v = direction.getClone(); v.normalize(); this.diffuse = diffuse; this.specular = specular; this.highlightSheen = highlightSheen; this.highlightSpread = highlightSpread; }
public warp_Light(warp_Vector direction, int color, int highlightSheen, int highlightSpread) { v = direction.getClone(); v.normalize(); this.diffuse = color; this.specular = color; this.highlightSheen = highlightSheen; this.highlightSpread = highlightSpread; }
public warp_Light(warp_Vector direction, int diffuse, int specular, int highlightSheen, int highlightSpread) { v = direction; v.normalize(); this.diffuse = diffuse; this.specular = specular; this.highlightSheen = highlightSheen; this.highlightSpread = highlightSpread; }
public warp_Light(warp_Vector direction, int color, int highlightSheen, int highlightSpread) { v = direction; v.normalize(); this.diffuse = color; this.specular = color; this.highlightSheen = highlightSheen; this.highlightSpread = highlightSpread; }
void rebuildMatrices() { if (!needsRebuild) return; needsRebuild = false; warp_Vector forward, up, right; forward = warp_Vector.sub(lookat, pos); up = new warp_Vector(0f, 1f, 0f); right = warp_Vector.getNormal(up, forward); up = warp_Vector.getNormal(forward, right); forward.normalize(); up.normalize(); right.normalize(); normalmatrix = new warp_Matrix(right, up, forward); normalmatrix.rotate(0, 0, rollfactor); matrix = normalmatrix.getClone(); matrix.shift(pos.x, pos.y, pos.z); normalmatrix = normalmatrix.inverse(); matrix = matrix.inverse(); }
public static float angle(warp_Vector a, warp_Vector b) // returns the angle between 2 vectors { a.normalize(); b.normalize(); return (a.x*b.x+a.y*b.y+a.z*b.z); }
public warp_Light(warp_Vector direction, int diffuse) { v = direction.getClone(); v.normalize(); this.diffuse = diffuse; }
public warp_Light(warp_Vector direction) { v = direction.getClone(); v.normalize(); }
public warp_Light(warp_Vector direction, int diffuse) { v = direction; v.normalize(); this.diffuse = diffuse; }
public warp_Light(warp_Vector direction) { v = direction; v.normalize(); }
public warp_Light(warp_Vector direction) { v = direction.getClone(); v.normalize(); }
public warp_Light(warp_Vector direction) { v = direction; v.normalize(); }