@NoOffset @Properties(inherit=Bullet3Common.class) public class b3Transform extends Pointer
Pointer.CustomDeallocator, Pointer.Deallocator, Pointer.NativeDeallocator, Pointer.ReferenceCounter
Constructor and Description |
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b3Transform()
\brief No initialization constructor
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b3Transform(b3Matrix3x3 b) |
b3Transform(b3Matrix3x3 b,
b3Vector3 c)
\brief Constructor from b3Matrix3x3 (optional b3Vector3)
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b3Transform(b3Quaternion q) |
b3Transform(b3Quaternion q,
b3Vector3 c)
\brief Constructor from b3Quaternion (optional b3Vector3 )
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b3Transform(b3Transform other)
\brief Copy constructor
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b3Transform(long size)
Native array allocator.
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b3Transform(Pointer p)
Pointer cast constructor.
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Modifier and Type | Method and Description |
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b3Vector3 |
apply(b3Vector3 x)
\brief Return the transform of the vector
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void |
deSerialize(b3TransformFloatData dataIn) |
void |
deSerializeDouble(b3TransformDoubleData dataIn) |
void |
deSerializeFloat(b3TransformFloatData dataIn) |
b3Matrix3x3 |
getBasis()
\brief Return the basis matrix for the rotation
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static b3Transform |
getIdentity()
\brief Return an identity transform
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void |
getOpenGLMatrix(float[] m) |
void |
getOpenGLMatrix(FloatBuffer m) |
void |
getOpenGLMatrix(FloatPointer m)
\brief Fill an array representation
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b3Vector3 |
getOrigin()
\brief Return the origin vector translation
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b3Transform |
getPointer(long i) |
b3Quaternion |
getRotation()
\brief Return a quaternion representing the rotation
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b3Transform |
inverse()
\brief Return the inverse of this transform
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b3Transform |
inverseTimes(b3Transform t)
\brief Return the inverse of this transform times the other transform
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b3Vector3 |
invXform(b3Vector3 inVec) |
void |
mult(b3Transform t1,
b3Transform t2)
\brief Set the current transform as the value of the product of two transforms
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b3Quaternion |
multiply(b3Quaternion q)
\brief Return the transform of the b3Quaternion
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b3Transform |
multiply(b3Transform t)
\brief Return the product of this transform and the other
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b3Vector3 |
multiply(b3Vector3 x)
\brief Return the transform of the vector
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b3Transform |
multiplyPut(b3Transform t)
\brief Multiply this Transform by another(this = this * another)
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b3Transform |
position(long position) |
b3Transform |
put(b3Transform other)
\brief Assignment Operator
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void |
serialize(b3TransformFloatData dataOut) |
void |
serializeFloat(b3TransformFloatData dataOut) |
void |
setBasis(b3Matrix3x3 basis)
\brief Set the rotational element by b3Matrix3x3
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void |
setFromOpenGLMatrix(float[] m) |
void |
setFromOpenGLMatrix(FloatBuffer m) |
void |
setFromOpenGLMatrix(FloatPointer m)
\brief Set from an array
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void |
setIdentity()
\brief Set this transformation to the identity
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void |
setOrigin(b3Vector3 origin)
\brief Set the translational element
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void |
setRotation(b3Quaternion q)
\brief Set the rotational element by b3Quaternion
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address, asBuffer, asByteBuffer, availablePhysicalBytes, calloc, capacity, capacity, close, deallocate, deallocate, deallocateReferences, deallocator, deallocator, equals, fill, formatBytes, free, getDirectBufferAddress, getPointer, getPointer, getPointer, hashCode, interruptDeallocatorThread, isNull, isNull, limit, limit, malloc, maxBytes, maxPhysicalBytes, memchr, memcmp, memcpy, memmove, memset, offsetAddress, offsetof, offsetof, parseBytes, physicalBytes, physicalBytesInaccurate, position, put, realloc, referenceCount, releaseReference, retainReference, setNull, sizeof, sizeof, toString, totalBytes, totalCount, totalPhysicalBytes, withDeallocator, zero
public b3Transform(Pointer p)
Pointer(Pointer)
.public b3Transform(long size)
Pointer.position(long)
.public b3Transform()
public b3Transform(@Const @ByRef b3Quaternion q, @Const @ByRef(nullValue="b3Vector3(b3MakeVector3(b3Scalar(0), b3Scalar(0), b3Scalar(0)))") b3Vector3 c)
q
- Rotation from quaternionc
- Translation from Vector (default 0,0,0)public b3Transform(@Const @ByRef b3Quaternion q)
public b3Transform(@Const @ByRef b3Matrix3x3 b, @Const @ByRef(nullValue="b3Vector3(b3MakeVector3(b3Scalar(0), b3Scalar(0), b3Scalar(0)))") b3Vector3 c)
b
- Rotation from Matrixc
- Translation from Vector default (0,0,0)public b3Transform(@Const @ByRef b3Matrix3x3 b)
public b3Transform(@Const @ByRef b3Transform other)
public b3Transform position(long position)
public b3Transform getPointer(long i)
getPointer
in class Pointer
@ByRef @Name(value="operator =") public b3Transform put(@Const @ByRef b3Transform other)
public void mult(@Const @ByRef b3Transform t1, @Const @ByRef b3Transform t2)
t1
- Transform 1t2
- Transform 2
This = Transform1 * Transform2@ByVal @Name(value="operator ()") public b3Vector3 apply(@Const @ByRef b3Vector3 x)
@ByVal @Name(value="operator *") public b3Vector3 multiply(@Const @ByRef b3Vector3 x)
@ByVal @Name(value="operator *") public b3Quaternion multiply(@Const @ByRef b3Quaternion q)
@ByRef public b3Matrix3x3 getBasis()
@ByVal public b3Quaternion getRotation()
public void setFromOpenGLMatrix(@Cast(value="const b3Scalar*") FloatPointer m)
m
- A pointer to a 15 element array (12 rotation(row major padded on the right by 1), and 3 translationpublic void setFromOpenGLMatrix(@Cast(value="const b3Scalar*") FloatBuffer m)
public void getOpenGLMatrix(@Cast(value="b3Scalar*") FloatPointer m)
m
- A pointer to a 15 element array (12 rotation(row major padded on the right by 1), and 3 translationpublic void getOpenGLMatrix(@Cast(value="b3Scalar*") FloatBuffer m)
public void setOrigin(@Const @ByRef b3Vector3 origin)
origin
- The vector to set the translation topublic void setBasis(@Const @ByRef b3Matrix3x3 basis)
public void setRotation(@Const @ByRef b3Quaternion q)
public void setIdentity()
@ByRef @Name(value="operator *=") public b3Transform multiplyPut(@Const @ByRef b3Transform t)
t
- The other transform@ByVal public b3Transform inverse()
@ByVal public b3Transform inverseTimes(@Const @ByRef b3Transform t)
t
- The other transform
return this.inverse() * the other@ByVal @Name(value="operator *") public b3Transform multiply(@Const @ByRef b3Transform t)
@Const @ByRef public static b3Transform getIdentity()
public void serialize(@ByRef b3TransformFloatData dataOut)
public void serializeFloat(@ByRef b3TransformFloatData dataOut)
public void deSerialize(@Const @ByRef b3TransformFloatData dataIn)
public void deSerializeDouble(@Const @ByRef b3TransformDoubleData dataIn)
public void deSerializeFloat(@Const @ByRef b3TransformFloatData dataIn)
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