com.jme3.scene.Geometry.checkDoTransformUpdate()方法的使用及代码示例

x33g5p2x  于2022-01-20 转载在 其他  
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本文整理了Java中com.jme3.scene.Geometry.checkDoTransformUpdate()方法的一些代码示例,展示了Geometry.checkDoTransformUpdate()的具体用法。这些代码示例主要来源于Github/Stackoverflow/Maven等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Geometry.checkDoTransformUpdate()方法的具体详情如下:
包路径:com.jme3.scene.Geometry
类名称:Geometry
方法名:checkDoTransformUpdate

Geometry.checkDoTransformUpdate介绍

暂无

代码示例

代码示例来源:origin: jMonkeyEngine/jmonkeyengine

/**
 * Recomputes the matrix returned by {@link Geometry#getWorldMatrix() }.
 * This will require a localized transform update for this geometry.
 */
public void computeWorldMatrix() {
  // Force a local update of the geometry's transform
  checkDoTransformUpdate();
  // Compute the cached world matrix
  cachedWorldMat.loadIdentity();
  if (ignoreTransform) {
    return;
  }
  cachedWorldMat.setRotationQuaternion(worldTransform.getRotation());
  cachedWorldMat.setTranslation(worldTransform.getTranslation());
  TempVars vars = TempVars.get();
  Matrix4f scaleMat = vars.tempMat4;
  scaleMat.loadIdentity();
  scaleMat.scale(worldTransform.getScale());
  cachedWorldMat.multLocal(scaleMat);
  vars.release();
}

代码示例来源:origin: info.projectkyoto/mms-engine

/**
 * Recomputes the matrix returned by {@link Geometry#getWorldMatrix() }.
 * This will require a localized transform update for this geometry.
 */
public void computeWorldMatrix() {
  // Force a local update of the geometry's transform
  checkDoTransformUpdate();
  // Compute the cached world matrix
  cachedWorldMat.loadIdentity();
  cachedWorldMat.setRotationQuaternion(worldTransform.getRotation());
  cachedWorldMat.setTranslation(worldTransform.getTranslation());
  TempVars vars = TempVars.get();
  Matrix4f scaleMat = vars.tempMat4;
  scaleMat.loadIdentity();
  scaleMat.scale(worldTransform.getScale());
  cachedWorldMat.multLocal(scaleMat);
  vars.release();
}

代码示例来源:origin: org.jmonkeyengine/jme3-core

/**
 * Recomputes the matrix returned by {@link Geometry#getWorldMatrix() }.
 * This will require a localized transform update for this geometry.
 */
public void computeWorldMatrix() {
  // Force a local update of the geometry's transform
  checkDoTransformUpdate();
  // Compute the cached world matrix
  cachedWorldMat.loadIdentity();
  if (ignoreTransform) {
    return;
  }
  cachedWorldMat.setRotationQuaternion(worldTransform.getRotation());
  cachedWorldMat.setTranslation(worldTransform.getTranslation());
  TempVars vars = TempVars.get();
  Matrix4f scaleMat = vars.tempMat4;
  scaleMat.loadIdentity();
  scaleMat.scale(worldTransform.getScale());
  cachedWorldMat.multLocal(scaleMat);
  vars.release();
}

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