Package org.gephi.lib.gleem.linalg

Examples of org.gephi.lib.gleem.linalg.Vec2f.y()


        }
        float collisionDistance = ((ModelImpl) nodeTo.getModel()).getCollisionDistance(angle);

        //Point of the arrow
        float targetX = x2 - edgeVector.x() * collisionDistance;
        float targetY = y2 - edgeVector.y() * collisionDistance;

        //Base of the arrow
        float baseX = targetX - edgeVector.x() * arrowHeight * 2f;
        float baseY = targetY - edgeVector.y() * arrowHeight * 2f;

 
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        float targetX = x2 - edgeVector.x() * collisionDistance;
        float targetY = y2 - edgeVector.y() * collisionDistance;

        //Base of the arrow
        float baseX = targetX - edgeVector.x() * arrowHeight * 2f;
        float baseY = targetY - edgeVector.y() * arrowHeight * 2f;

        //Side vector
        float sideVectorX = y1 - y2;
        float sideVectorY = x2 - x1;
        float norm = (float) Math.sqrt(sideVectorX * sideVectorX + sideVectorY * sideVectorY);
 
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        double angle = Math.atan2(y2 - y1, x2 - x1);
        float collisionDistance = targetModel.getCollisionDistance(angle);

        //Point of the arrow
        float targetX = x2 - edgeVector.x() * collisionDistance;
        float targetY = y2 - edgeVector.y() * collisionDistance;

        //Base of the arrow
        float baseX = targetX - edgeVector.x() * arrowHeight * 2f;
        float baseY = targetY - edgeVector.y() * arrowHeight * 2f;

 
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        float targetX = x2 - edgeVector.x() * collisionDistance;
        float targetY = y2 - edgeVector.y() * collisionDistance;

        //Base of the arrow
        float baseX = targetX - edgeVector.x() * arrowHeight * 2f;
        float baseY = targetY - edgeVector.y() * arrowHeight * 2f;

        //Side vector
        float sideVectorX = y1 - y2;
        float sideVectorY = x2 - x1;
        float norm = (float) Math.sqrt(sideVectorX * sideVectorX + sideVectorY * sideVectorY);
 
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