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Update math.adoc

Fixed broken new lines.
mitm001 9 年 前
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feda9b99cc
1 ファイル変更83 行追加42 行削除
  1. 83 42
      src/docs/asciidoc/jme3/intermediate/math.adoc

+ 83 - 42
src/docs/asciidoc/jme3/intermediate/math.adoc

@@ -18,37 +18,57 @@ a|I have…
 a|I want…
 a|Formula
 
-a|normalized direction and length +n1,d1
-a|a vector that goes that far in that direction +new direction vector v0
+a|normalized direction and length +
+n1,d1
+a|a vector that goes that far in that direction +
+new direction vector v0
 a|v0 = n1.mult(d1)
 
-a|point and direction vector +p1,v1
-a|to move the point +new point p0
+a|point and direction vector +
+p1,v1
+a|to move the point +
+new point p0
 a|p0 = p1.add(v1)
 
-a| direction, position and distance +v1,p1,dist
-a|Position at distance +p2 
-a|v1.normalzeLocal() +scaledDir = v1.mult(dist) +p2 = p1.add(scaledDir)
-
-a|two direction vectors or normals +v1,v2
-a|to combine both directions +new direction vector v0
+a| direction, position and distance +
+v1,p1,dist
+a|Position at distance +
+p2 
+a|v1.normalzeLocal() +
+scaledDir = v1.mult(dist) +
+p2 = p1.add(scaledDir)
+
+a|two direction vectors or normals +
+v1,v2
+a|to combine both directions +
+new direction vector v0
 a|v0 = v1.add(v2)
 
-a|two points +p1, p2
-a|distance between two points +new scalar d0
-a|d0 = p1.subtract(p2).length() +d0 = p1.distance(p2)
-
-a|two points +p1, p2
-a|the direction from p2 to p1 +new direction vector v0
+a|two points +
+p1, p2
+a|distance between two points +
+new scalar d0
+a|d0 = p1.subtract(p2).length() +
+d0 = p1.distance(p2)
+
+a|two points +
+p1, p2
+a|the direction from p2 to p1 +
+new direction vector v0
 a|v0 = p1.substract(p2)
 
-a|two points, a fraction +p1, p2, h=0.5f
-a|the point “halfway (h=0.5f) between the two points +new interpolated point p0
+a|two points, a fraction +
+p1, p2, h=0.5f
+a|the point “halfway (h=0.5f) between the two points +
+new interpolated point p0
 a|p0 = FastMath.interpolateLinear(h,p1,p2)
 
-a|a direction vector, an up vector +v, up
-a|A rotation around this up axis towards this direction +new Quaternion q
-a|Quaternion q = new Quaternion(); +q.lookAt(v,up)
+a|a direction vector, an up vector +
+v, up
+a|A rotation around this up axis towards this direction +
+new Quaternion q
+a|Quaternion q = new Quaternion(); +
+q.lookAt(v,up)
 
 |===
 [cols="3", options="header"]
@@ -58,42 +78,63 @@ a|I have…
 a|I want…
 a|Formula
 
-a|angle in degrees +a 
-a| to convert angle a from degrees to radians +new float angle phi
-a|phi = a / 180 * FastMath.PI; +OR +phi=a.mult(FastMath.DEG_TO_RAD); 
-
-a|angle in radians +phi 
-a| to convert angle phi from radians to degrees +new float angle a
+a|angle in degrees +
+a 
+a| to convert angle a from degrees to radians +
+new float angle phi
+a|phi = a / 180 * FastMath.PI; +
+OR +
+phi=a.mult(FastMath.DEG_TO_RAD); 
+
+a|angle in radians +
+phi 
+a| to convert angle phi from radians to degrees +
+new float angle a
 a|a = phi * 180 / FastMath.PI 
 
-a|radian angle and x axis +phi, x 
-a|to rotate around x axis +new quaternion q0
+a|radian angle and x axis +
+phi, x 
+a|to rotate around x axis +
+new quaternion q0
 a|q0.fromAngleAxis( phi, Vector3f.UNIT_X )
 
-a|radian angle and y axis +phi, y 
-a|to rotate around y axis +new quaternion q0
+a|radian angle and y axis +
+phi, y 
+a|to rotate around y axis +
+new quaternion q0
 a|q0.fromAngleAxis( phi, Vector3f.UNIT_Y )
 
-a|radian angle and z axis +phi, z 
-a|to rotate around z axis +new quaternion q0
+a|radian angle and z axis +
+phi, z 
+a|to rotate around z axis +
+new quaternion q0
 a|q0.fromAngleAxis( phi, Vector3f.UNIT_Z )
 
-a|several quaternions +q1, q2, q3
-a|to combine rotations, in that order +new quaternion q0
+a|several quaternions +
+q1, q2, q3
+a|to combine rotations, in that order +
+new quaternion q0
 a|q0 = q1.mult(q2).mult(q3)
 
-a|point and quaternion +p1, q1
-a|to rotate the point around origin +new point p0
+a|point and quaternion +
+p1, q1
+a|to rotate the point around origin +
+new point p0
 a|p0 = q1.mult(p1)
 
-a|angle in radians and radius +phi,r
-a|to arrange or move objects horizontally in a circle (with y=0) +x and z coordinates
-a|float x = FastMath.cos(phi)*r; +float z = FastMath.sin(phi)*r;
+a|angle in radians and radius +
+phi,r
+a|to arrange or move objects horizontally in a circle (with y=0) +
+x and z coordinates
+a|float x = FastMath.cos(phi)*r; +
+float z = FastMath.sin(phi)*r;
 
 |===
 
 
 == Local vs Non-local methods?
 
-*  Non-local method creates new object as return value, v remains unchanged. +`v2 = v.mult(); v2 = v.add(); v2 = v.subtract();` etc
-*  Local method changes v directly! +`v.multLocal(); v.addLocal(); v.subtractLocal();` etc
+*  Non-local method creates new object as return value, v remains unchanged. +
+`v2 = v.mult(); v2 = v.add(); v2 = v.subtract();` etc
+*  Local method changes v directly! +
+`v.multLocal(); v.addLocal(); v.subtractLocal();` etc