1 package org.simantics.g3d.jme.utils;
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3 import java.util.Collection;
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5 import javax.vecmath.AxisAngle4d;
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6 import javax.vecmath.Quat4d;
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7 import javax.vecmath.Vector3d;
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9 import org.simantics.g3d.math.MathTools;
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11 import com.jme3.app.Application;
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12 import com.jme3.math.Quaternion;
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13 import com.jme3.renderer.RenderManager;
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14 import com.jme3.scene.Node;
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15 import com.jme3.scene.Spatial;
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17 public class JmeUtil {
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19 public static Node getRoot(Application app) {
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20 return getRoot(app.getRenderManager());
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23 public static Node getRoot(RenderManager manager) {
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24 return (Node)(manager.getMainView("Default").getScenes().get(0));
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27 public static void updateTransform(Collection<Spatial> props, Vector3d pos, Quat4d q) {
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28 double position[] = new double[]{pos.x,pos.y,pos.z};
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29 updateTransform(props, position, q);
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32 public static void updateTransform(Spatial actor, double pos[], Quat4d quat) {
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33 Quaternion q = new Quaternion((float)quat.x, (float)quat.y,(float)quat.z, (float)quat.w);
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34 actor.setLocalRotation(q);
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35 actor.setLocalTranslation((float)pos[0], (float)pos[1], (float)pos[2]);
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39 public static void updateTransform(Collection<Spatial> props, double pos[], AxisAngle4d aa) {
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40 Quat4d q = new Quat4d();
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41 MathTools.getQuat(aa, q);
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42 updateTransform(props, pos, q);
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45 public static void updateTransform(Collection<Spatial> props, double pos[], Quat4d quat) {
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46 Quaternion q = new Quaternion((float)quat.x, (float)quat.y,(float)quat.z, (float)quat.w);
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47 for (Spatial actor : props) {
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48 actor.setLocalRotation(q);
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49 actor.setLocalTranslation((float)pos[0], (float)pos[1], (float)pos[2]);
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53 public static void updateTransform(Collection<Spatial> props, Vector3d pos, Quat4d quat, double scale) {
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54 Quaternion q = new Quaternion((float)quat.x, (float)quat.y,(float)quat.z, (float)quat.w);
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55 for (Spatial actor : props) {
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56 actor.setLocalRotation(q);
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57 actor.setLocalTranslation((float)pos.x, (float)pos.y, (float)pos.z);
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58 actor.setLocalScale((float)scale);
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62 public static void updateTransform(Collection<Spatial> props, double pos[], Quat4d quat, double scale) {
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63 Quaternion q = new Quaternion((float)quat.x, (float)quat.y,(float)quat.z, (float)quat.w);
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64 for (Spatial actor : props) {
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65 actor.setLocalRotation(q);
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66 actor.setLocalTranslation((float)pos[0], (float)pos[1], (float)pos[2]);
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67 actor.setLocalScale((float)scale);
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71 public static void updateTransform(Spatial actor, Vector3d pos, Quat4d quat, double scalex, double scaley,double scalez) {
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72 Quaternion q = new Quaternion((float)quat.x, (float)quat.y,(float)quat.z, (float)quat.w);
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74 actor.setLocalRotation(q);
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75 actor.setLocalTranslation((float)pos.x, (float)pos.y, (float)pos.z);
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76 actor.setLocalScale((float)scalex,(float)scaley,(float)scalez);
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80 public static void updateTransform(Collection<Spatial> props, Vector3d pos, Quat4d quat, double scalex, double scaley,double scalez) {
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81 Quaternion q = new Quaternion((float)quat.x, (float)quat.y,(float)quat.z, (float)quat.w);
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82 for (Spatial actor : props) {
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83 actor.setLocalRotation(q);
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84 actor.setLocalTranslation((float)pos.x, (float)pos.y, (float)pos.z);
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85 actor.setLocalScale((float)scalex,(float)scaley,(float)scalez);
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