In theory, this information is already somewhere in jpct-ae, since visible points are projected onto the screen, and so on with the calculation of the distance to the points .
Hello friends. How to find the distance to each point in 3d space from the screen. I want to make a height map from the 3d world displayed on the screen..
Thanks, I hope you see a cool game this year. I need something like object.clearRotation and preferably object.clearTranslation to apply to sourceMesh.clearRotation and sourceMesh.clearTranslation.
I understand what the problem is. If initially the object had some kind of rotation angle or movement, then when the frames are updated and when multiplied by the matrix, it does not become in its proper place, but adds value every time. Even if the original object is no longermoves and does not turn.how to solve this problem So I don't like these vector movements)))
When i do - aaa[f].matMul(cyl7.getRotationMatrix()); // or aaa[f].rotate(cyl7.getRotationMatrix()); X77[f] = aaa[f].x + cyl7.getTranslation().x; Y77[f] = aaa[f].y + cyl7.getTranslation().y; Z77[f] = aaa[f].z + cyl7.getTranslation().z; all good(coordinates,and the shape of the object) but object wrong(infinite) rotation,instead of the original turn
aaa[f].matMul(cyl1.getTranslationMatrix()); or aaa[f].matMul(cyl1.getWorldTransformation()); - returns coordinates of order 6234 or 2323 in world space when the original(Source object cyl7) coordinates are - 6 ... 7 in world space