JOML | A Java math library for OpenGL rendering calculations | Math library
kandi X-RAY | JOML Summary
kandi X-RAY | JOML Summary
A Java math library for OpenGL rendering calculations | use it on: Desktop / Android / GWT.
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Top functions reviewed by kandi - BETA
- Compute a 4D noise
- Computes the 3D noise of a vector
- Compute a complexx noise
- Determine the intersection of a sphere
- Computes the lowest root of the quadratic
- Finds the closest points on a line
- Test whether a point is inside the triangle
- Finds the closest point on a line segment
- Returns the closest point on the two line segments
- Preprocess polygons
- Builds a tree node based on the list of intervals
- Computes the direction of the frustum
- Computes the perspective transformation
- Sets the perspective transformation
- Returns a frustum perpendicular to the specified corner
- Invert a column vector into an inverse matrix
- Test if an intersecting box
- Compute the ray direction of the frustum plane
- Updates the frustum corner array
- Compute the projected grid range from a projection matrix
- Computes the extents of the coordinate system
- Test whether a sphere is sphere
- Test if a sphere is a sphere
- Computes a projected grid range and returns the projection matrix
- Computes the eye of the given perspective projection matrix
- Computes the weighted average of all quaternions
JOML Key Features
JOML Examples and Code Snippets
Community Discussions
Trending Discussions on JOML
QUESTION
I have a small project, which was written with LWJGL 2 and wanted now to move to version 3. I changed the main lib without bigger problems. But in small steps. So I first didn't do a change to the Vector and Matrix classes. Instead, in the new project I added the old lwjgl_util.jar. I could render everything as normal. The only loss I had till this point was the input of keyboard and mouse, but this is not a big problem.
The next and crucial step was to delete the extra .jar file again and change all imports to the org.joml.Vector2f, org.joml.Vector2f and org.joml.Matrix4f classes, and the needed changes in my code. Eclipse says there is no more error, and so says the JVM too.
The code runs, if I print vectors or matrices. They all have data as they should.
But instead of the normal world it should render, there is only the clear color for the background (the correct one btw.).
My thinking is, I got no data from Java to the shader and shader multiplies all matrices to zero and I can't see anything.
I found this line on https://github.com/JOML-CI/JOML/wiki/Migrating-from-LWJGL-2 and have an idea that this could may be my problem, but I don't understand exactly what it means:
One important difference is the handling of NIO FloatBuffers when getting values from or writing values into a FloatBuffer. In LWJGL 2 the position of the FloatBuffer will be incremented by load and store operations. In JOML the position will not be changed!
So my question now:
How is the handling of the FloatBuffers with this not changing position be done?
...ANSWER
Answered 2022-Jan-21 at 09:33Remove the call to matrixBuffer.flip()
To know why your code does not work requires you to know what Buffer.flip()
(called via your FloatBuffer.flip()
) does exactly:
Flips this buffer. The limit is set to the current position and then the position is set to zero. If the mark is defined then it is discarded.
(bold highlight by me).
You know, a NIO Buffer has a position, mark, limit and capacity. When you create a new NIO Buffer e.g. via BufferUtils.createFloatBuffer(size)
then you will be given a FloatBuffer
that is a view of an underlying direct ByteBuffer
which has a capacity of size
, a limit of size
, a position of 0
and no mark set.
Usually, relative NIO Buffer put operations in the JDK will increment the buffer's position. However, JOML's Matrix/Vector.get(Buffer)
won't do this, much like all LWJGL/OpenGL methods which take a NIO Buffer as parameter, such as GL15.glBufferData(...)
.
So, when you call Matrix4f.get(FloatBuffer)
then the position of the supplied Buffer will not be modified and therefore, calling .flip()
on that buffer afterwards will set the limit
of the buffer to where the buffer's position was (likely 0
).
The next thing you need to know is that LWJGL methods that take a NIO Buffer will use the buffer's .remaining()
(which is .limit() - .position()
) to determine the argument value to any size/length parameters for the underlying native OpenGL function call. In the case of glUniformMatrix4fv()
with native signature:
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
LWJGL will infer the value for the count
parameter based on the .remaining() / 16
of the supplied NIO Buffer. Since your Buffer likely has a .remaining()
of 0
(due to the .flip()
call when said buffer had a position of 0
- due to Matrix4f.get(FloatBuffer)
not having incremented the position) the supplied OpenGL function argument will be 0
, which will cause a noop in this case.
QUESTION
I was trying to export .jar file of my lwjgl game so I can send it to my friend using gradle. When I've opened jar in /build/libs via typing java -jar [name of file] this error message appear:
...ANSWER
Answered 2022-Jan-04 at 20:02You are currently not including the runtime natives jar files of LWJGL into your fat jar file.
So, you don't need to add any JVM arguments like -Djava.library.path
or -Dorg.lwjgl.librarypath
but merely must make sure that the "natives-linux" dependencies/jar files are in the classpath when you run the jar.
One way to achieve this in your case is by not only iterating over the compile-time dependencies but over the runtime dependencies in your jar task to also collect those and add them to the fat jar file that you build, because you definitely will need them at runtime.
So, change this line:
QUESTION
The problem is that when rotating my 3D cube on more than one axes, it distorts weirdly roughly halfway through. I am using the JOML math library for matrices.
...ANSWER
Answered 2021-Nov-27 at 21:04There are 2 mistakes in your code:
First: you try to update 2 axis at once. Doing this will cause the model to scale as it rotates.
Second: you don't use 1.0f when defining what axis you want to rotate. This aswell causes the model to scale.
The way Matrix4f.rotate(float angleInRadiants, Vector3f(x, y, z)) works is it will rotate the axis specified in the the vector by the specified angleInRadians.
This is the correct way to rotate both axis:
QUESTION
Can someone help me? My "build.gradle" won't build when implementing LWJGL and JOML.
Here's my build.gradle:
...ANSWER
Answered 2021-Nov-03 at 14:45The presented build.gradle file is not a complete build.gradle file, lacking the "implementation" configuration. If you simply copied the snippet generated by lwjgl.org/customize then this would not give you a complete working build.gradle file. You still have to include some Gradle plugin such as "application" that will make the "implementation" configuration available.
So, in order to fix this, add the following at the very top of your build.gradle file:
QUESTION
I am trying to use quaternion rotation using the quaternion from JOML: https://github.com/JOML-CI/JOML/blob/main/src/org/joml/Quaternionf.java.
I can get objects to rotate but they get stuck and are unable to complete a full rotation. The object is being updated every frame.
Edit: Removed all euler related code and am simply trying to get the object to rotate on a single axis based on a certain angle.
Edit 2: Am trying to use the conjugate and multiplying the quaternions together like I have seen in some videos. I'm not quite there though as the model spins itself off the screen for some reason.
Edit 3: Normalizing the quaternion fixed the disappearing behaviour. The issue seems to be that there's no simple way to rotate a certain amount without either having a timer to lerp over which will not work in my case as I am trying to rotate an object an arbitrary amount with no set beginning and end.
Rotation function
...ANSWER
Answered 2021-Oct-11 at 08:04It does not matter whether you transform your Euler angles into a matrix or a quaternion or whatever representation: As long as you use Euler angles to represent an orientation, Gimbal Lock is unavoidable.
So, in order to avoid Gimbal Lock from happening, you must discard using Euler Angles and stay with one representation for an orientation (like a 3x3 matrix or a quaternion) and apply delta changes to them, instead of trying to represent a full orientation as three Euler angles. So, whenever you - let's say - rotate the object a few degrees around a certain axis, you apply that delta change or orientation to the matrix/quaternion.
QUESTION
ANSWER
Answered 2021-Oct-16 at 15:05Since you are using JOML, you can massively simplify your whole setup.
Let's assume that:
projectilePosition
is the position of the projectile,targetPosition
is the position the projectile is flying at/towards, andcameraPosition
is the position of the "camera" (which we ultimately want the projectile to face)
We will also assume that the local coordinate system of the projectile is such that its +X axis points along the projectile's path (like how you depicted it) and the +Z axis points away from the projectile towards the viewer when the viewer is "facing" the projectile. So, the projectile itself is defined as a quad on the XY plane within its own local coordinate system.
What we must do now is create a basis transformation that will effectively transform the projectile such that its X axis points towards the "target" and its Z axis points "as best as we can" towards the camera.
This is very reminiscent of what we know as the "lookAt" transformation in OpenGL. And in fact, we are just going to use that. However, since the common "lookAt" is the inverse of what we wanted to do, we will also just invert it.
So, all in all, your complete model matrix/transformation for a single projectile will look like this (in JOML):
QUESTION
I am trying to implement a particle system in Opengl with Kotlin and Joml. Following the advices of a tutorial I only have to create a projection matrix for the vertex shader and to do perspective division with ortho(). This is my code for the matrix
...ANSWER
Answered 2021-Jul-19 at 14:52Moreover it is not possible to move it by the offset vector any longer. I don't really understand why.
It is certainly possible to move your object by changing offset
. You just set it up in a way that offset
is now in pixels (relative to an assumed 1280x720 viewport size, which might or might not be the exact pixel size of your viewport). So if without the projection matrix, an offset of 1 meant to move half the viewport width (which is 2 in NDC), and offset of 1 now means just 1/1280
of the viewport width.
QUESTION
I have multiple object of class org.joml.Vector3f
stored in an ArrayList
. The class has 3 float fields: x
, y
and z
. I would like to save them all in a java.nio.DoubleBuffer
so I wanted to do something like this:
ANSWER
Answered 2021-Jun-24 at 12:47Try something like
QUESTION
I am trying to implement frustum culling in my 3D Game currently and it has worked efficiently with the entities because they have a bounding box (AABB) and its easier to check a box against the frustum. On saying that, how would I cull the terrain? (it physically cannot have a AABB or sphere)
The frustum class (I use the inbuilt JOML one):
...ANSWER
Answered 2021-Jun-13 at 19:55One way to determine what section of your terrain should be culled is to use a quadtree (for a heightmap) or an octree (for a voxel map). Basically, you divide your terrain into little chunks that then get divided further accordingly. You can then test if these chunks are in your viewing frustum and cull them if necessary. This technique was already discussed in great detail:
- Efficient (and well explained) implementation of a Quadtree for 2D collision detection
- https://www.rastertek.com/tertut05.html
- https://gamedev.stackexchange.com/questions/15697/quadtree-terrain-splitting-i-dont-get-it
I saw some websites saying to use GL_DYNAMIC_DRAW instead of GL_STATIC_DRAW, but I did not understand it.
These are usage hints to OpenGL on how the data will be accessed so the implementation has the ability to apply certain optimizations on how to store/use it.
usage is a hint to the GL implementation as to how a buffer object's data store will be accessed. This enables the GL implementation to make more intelligent decisions that may significantly impact buffer object performance. (https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBufferData.xhtml)
Please note that these are only indications, no restrictions:
It does not, however, constrain the actual usage of the data store.
Because you will likely update your VBO's and IBO's constantly (see culling) and only want to draw them GL_DYNAMIC_DRAW would be a good choice:
The data store contents will be modified repeatedly (because of culling) and used many times. The data store contents are modified by the application and used as the source for GL drawing and image specification commands.
as I have googled that it can affect the performance of the game
Well, it will cost some performance to cull your terrain but in the end, it will likely gain performance because many vertices (triangles) can be discarded. This performance gain may grow with larger terrains.
QUESTION
I downloaded the release build without modifying (https://www.lwjgl.org/customize) I put all the classes in Eclipse. Some classes are not recognized
The codes that do not need these classes in error, work normally. As in https://www.lwjgl.org/guide
All the classes I put:
...ANSWER
Answered 2021-Mar-27 at 09:20You are trying to compile LWJGL 2 code here. All the imports that it cannot find pertain to the verison 2 of LWJGL. The current version that you can get from the mentioned lwjgl site is 3 and version 3 is incompatible with version 2.
Either explicitly download LWJGL 2 from e.g. http://legacy.lwjgl.org/ or rewrite your code to work with LWJGL 3.
If you go the LWJGL 2 route, though, please note that it hasn't been actively maintained anymore for more than 6 years now.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install JOML
You can use JOML like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the JOML component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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