Package org.lwjgl.util.vector

Examples of org.lwjgl.util.vector.Matrix4f.rotate()


 
  private Matrix4f orientation() {

    Matrix4f orientation = new Matrix4f();
   
    orientation.rotate(verticalAngle, new Vector3f(1, 0, 0));
    orientation.rotate(horizontalAngle, new Vector3f(0, 1, 0));
   
    return orientation;
   
  }
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  private Matrix4f orientation() {

    Matrix4f orientation = new Matrix4f();
   
    orientation.rotate(verticalAngle, new Vector3f(1, 0, 0));
    orientation.rotate(horizontalAngle, new Vector3f(0, 1, 0));
   
    return orientation;
   
  }
 
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    Matrix4f mat4 = new Matrix4f();
    mat4.setIdentity();
   
    mat4.translate(new Vector3f(this.position.x,this.position.y,this.position.z));
    mat4.scale(new Vector3f(this.scale.x,this.scale.y,this.scale.z));
    mat4.rotate((float)Math.toRadians(this.rotation.x), new Vector3f(1.0f, 0.0f, 0.0f));
    mat4.rotate((float)Math.toRadians(this.rotation.y), new Vector3f(0.0f, 1.0f, 0.0f));
    mat4.rotate((float)Math.toRadians(this.rotation.z), new Vector3f(0.0f, 0.0f, 1.0f));
   
    //FloatBuffer fl = BufferUtils.createFloatBuffer(16);
    //glGetFloat(GL_MODELVIEW_MATRIX, fl);
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    mat4.setIdentity();
   
    mat4.translate(new Vector3f(this.position.x,this.position.y,this.position.z));
    mat4.scale(new Vector3f(this.scale.x,this.scale.y,this.scale.z));
    mat4.rotate((float)Math.toRadians(this.rotation.x), new Vector3f(1.0f, 0.0f, 0.0f));
    mat4.rotate((float)Math.toRadians(this.rotation.y), new Vector3f(0.0f, 1.0f, 0.0f));
    mat4.rotate((float)Math.toRadians(this.rotation.z), new Vector3f(0.0f, 0.0f, 1.0f));
   
    //FloatBuffer fl = BufferUtils.createFloatBuffer(16);
    //glGetFloat(GL_MODELVIEW_MATRIX, fl);
    /*
 
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    mat4.translate(new Vector3f(this.position.x,this.position.y,this.position.z));
    mat4.scale(new Vector3f(this.scale.x,this.scale.y,this.scale.z));
    mat4.rotate((float)Math.toRadians(this.rotation.x), new Vector3f(1.0f, 0.0f, 0.0f));
    mat4.rotate((float)Math.toRadians(this.rotation.y), new Vector3f(0.0f, 1.0f, 0.0f));
    mat4.rotate((float)Math.toRadians(this.rotation.z), new Vector3f(0.0f, 0.0f, 1.0f));
   
    //FloatBuffer fl = BufferUtils.createFloatBuffer(16);
    //glGetFloat(GL_MODELVIEW_MATRIX, fl);
    /*
    String str = new String();
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    if (rot!=0f) {
      //we want to rotate by a center origin point, so first we translate
      view.translate(new Vector2f(Display.getWidth()/2, Display.getHeight()/2));
     
      //then we rotate
      view.rotate(rot, new Vector3f(0, 0, 1));
     
      //then we translate back
      view.translate(new Vector2f(-Display.getWidth()/2, -Display.getHeight()/2));
    }
   
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