/** * Set the water plane using an origin (location) and a normal (reflection direction). * @param origin Set to 0,-6,0 if your water quad is at that location for correct reflection * @param normal Set to 0,1,0 (Vector3f.UNIT_Y) for normal planar water */ public void setPlane(Vector3f origin, Vector3f normal) { this.plane.setOriginNormal(origin, normal); updateClipPlanes(); }
/** * Set the water plane using an origin (location) and a normal (reflection direction). * @param origin Set to 0,-6,0 if your water quad is at that location for correct reflection * @param normal Set to 0,1,0 (Vector3f.UNIT_Y) for normal planar water */ public void setPlane(Vector3f origin, Vector3f normal) { this.plane.setOriginNormal(origin, normal); updateClipPlanes(); }
/** * Set the water plane using an origin (location) and a normal (reflection direction). * @param origin Set to 0,-6,0 if your water quad is at that location for correct reflection * @param normal Set to 0,1,0 (Vector3f.UNIT_Y) for normal planar water */ public void setPlane(Vector3f origin, Vector3f normal) { this.plane.setOriginNormal(origin, normal); updateClipPlanes(); }
/** * Set the water plane using an origin (location) and a normal (reflection direction). * @param origin Set to 0,-6,0 if your water quad is at that location for correct reflection * @param normal Set to 0,1,0 (Vector3f.UNIT_Y) for normal planar water */ public void setPlane(Vector3f origin, Vector3f normal) { this.plane.setOriginNormal(origin, normal); updateClipPlanes(); }
public VirtualFloor(BasicGoodyCtx bgc, Ident floorUri, Vector3f position, ColorRGBA color, boolean rigidBodyPhysFlag) { super(bgc, floorUri); setPosition(position, VWorldEntity.QueueingStyle.QUEUE_AND_RETURN); // Constants and collision shape below taken from PhysicsStuffBuilder. // How much of this stuff do we want to come from repo instead? Mesh floorBox = new Box(140f, 0.25f, 140f); Plane plane = new Plane(); plane.setOriginNormal(new Vector3f(0, 0.25f, 0), Vector3f.UNIT_Y); if (color == null) { color = DEFAULT_COLOR; } addGeometry(floorBox, null, color, new Quaternion(), new PlaneCollisionShape(plane), 0f); }