public class Transform extends Object
You can use local shape scaling or UniformScalingShape for static rescaling
of collision objects.
| Modifier and Type | Field and Description |
|---|---|
Matrix3f |
basis
Rotation matrix of this Transform.
|
Vector3f |
origin
Translation vector of this Transform.
|
| Constructor and Description |
|---|
Transform() |
Transform(Matrix3f mat) |
Transform(Matrix4f mat) |
Transform(Transform tr) |
| Modifier and Type | Method and Description |
|---|---|
boolean |
equals(Object obj) |
Matrix4f |
getMatrix(Matrix4f out) |
void |
getOpenGLMatrix(float[] m) |
Quat4f |
getRotation(Quat4f out) |
int |
hashCode() |
void |
inverse() |
void |
inverse(Transform tr) |
void |
invXform(Vector3f inVec,
Vector3f out) |
void |
mul(Transform tr) |
void |
mul(Transform tr1,
Transform tr2) |
void |
set(Matrix3f mat) |
void |
set(Matrix4f mat) |
void |
set(Transform tr) |
void |
setFromOpenGLMatrix(float[] m) |
void |
setIdentity() |
void |
setRotation(Quat4f q) |
void |
transform(Vector3f v) |
public final Matrix3f basis
public final Vector3f origin
public Transform()
public Transform(Matrix3f mat)
public Transform(Matrix4f mat)
public Transform(Transform tr)
public void set(Transform tr)
public void set(Matrix3f mat)
public void set(Matrix4f mat)
public void transform(Vector3f v)
public void setIdentity()
public void inverse()
public void inverse(Transform tr)
public void mul(Transform tr)
public void setRotation(Quat4f q)
public void setFromOpenGLMatrix(float[] m)
public void getOpenGLMatrix(float[] m)