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TypeScript tools.Tools类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了TypeScript中babylonjs/Misc/tools.Tools的典型用法代码示例。如果您正苦于以下问题:TypeScript Tools类的具体用法?TypeScript Tools怎么用?TypeScript Tools使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了Tools类的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的TypeScript代码示例。

示例1: _CreateBakedAnimation

    /**
     * Create a baked animation
     * @param babylonTransformNode BabylonJS mesh
     * @param animation BabylonJS animation corresponding to the BabylonJS mesh
     * @param animationChannelTargetPath animation target channel
     * @param minFrame minimum animation frame
     * @param maxFrame maximum animation frame
     * @param fps frames per second of the animation
     * @param inputs input key frames of the animation
     * @param outputs output key frame data of the animation
     * @param convertToRightHandedSystem converts the values to right-handed
     * @param useQuaternion specifies if quaternions should be used
     */
    private static _CreateBakedAnimation(babylonTransformNode: TransformNode, animation: Animation, animationChannelTargetPath: AnimationChannelTargetPath, minFrame: number, maxFrame: number, fps: number, sampleRate: number, inputs: number[], outputs: number[][], minMaxFrames: { min: number, max: number }, convertToRightHandedSystem: boolean, useQuaternion: boolean) {
        let value: number | Vector3 | Quaternion;
        let quaternionCache: Quaternion = Quaternion.Identity();
        let previousTime: Nullable<number> = null;
        let time: number;
        let maxUsedFrame: Nullable<number> = null;
        let currKeyFrame: Nullable<IAnimationKey> = null;
        let nextKeyFrame: Nullable<IAnimationKey> = null;
        let prevKeyFrame: Nullable<IAnimationKey> = null;
        let endFrame: Nullable<number> = null;
        minMaxFrames.min = Tools.FloatRound(minFrame / fps);

        let keyFrames = animation.getKeys();

        for (let i = 0, length = keyFrames.length; i < length; ++i) {
            endFrame = null;
            currKeyFrame = keyFrames[i];

            if (i + 1 < length) {
                nextKeyFrame = keyFrames[i + 1];
                if (currKeyFrame.value.equals(nextKeyFrame.value)) {
                    if (i === 0) { // set the first frame to itself
                        endFrame = currKeyFrame.frame;
                    }
                    else {
                        continue;
                    }
                }
                else {
                    endFrame = nextKeyFrame.frame;
                }
            }
            else {
                // at the last key frame
                prevKeyFrame = keyFrames[i - 1];
                if (currKeyFrame.value.equals(prevKeyFrame.value)) {
                    continue;
                }
                else {
                    endFrame = maxFrame;
                }
            }
            if (endFrame) {
                for (let f = currKeyFrame.frame; f <= endFrame; f += sampleRate) {
                    time = Tools.FloatRound(f / fps);
                    if (time === previousTime) {
                        continue;
                    }
                    previousTime = time;
                    maxUsedFrame = time;
                    value = animation._interpolate(f, 0, undefined, animation.loopMode);

                    _GLTFAnimation._SetInterpolatedValue(babylonTransformNode, value, time, animation, animationChannelTargetPath, quaternionCache, inputs, outputs, convertToRightHandedSystem, useQuaternion);
                }
            }
        }
        if (maxUsedFrame) {
            minMaxFrames.max = maxUsedFrame;
        }
    }
开发者ID:Pryme8,项目名称:Babylon.js,代码行数:73,代码来源:glTFAnimation.ts


示例2: _ConvertFactorToVector3OrQuaternion

    private static _ConvertFactorToVector3OrQuaternion(factor: number, babylonTransformNode: TransformNode, animation: Animation, animationType: number, animationChannelTargetPath: AnimationChannelTargetPath, convertToRightHandedSystem: boolean, useQuaternion: boolean): Nullable<Vector3 | Quaternion> {
        let property: string[];
        let componentName: string;
        let value: Nullable<Quaternion | Vector3> = null;
        const basePositionRotationOrScale = _GLTFAnimation._GetBasePositionRotationOrScale(babylonTransformNode, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion);
        if (animationType === Animation.ANIMATIONTYPE_FLOAT) { // handles single component x, y, z or w component animation by using a base property and animating over a component.
            property = animation.targetProperty.split('.');
            componentName = property ? property[1] : ''; // x, y, or z component
            value = useQuaternion ? Quaternion.FromArray(basePositionRotationOrScale).normalize() : Vector3.FromArray(basePositionRotationOrScale);

            switch (componentName) {
                case 'x': {
                    value[componentName] = (convertToRightHandedSystem && useQuaternion && (animationChannelTargetPath !== AnimationChannelTargetPath.SCALE)) ? -factor : factor;
                    break;
                }
                case 'y': {
                    value[componentName] = (convertToRightHandedSystem && useQuaternion && (animationChannelTargetPath !== AnimationChannelTargetPath.SCALE)) ? -factor : factor;
                    break;
                }
                case 'z': {
                    value[componentName] = (convertToRightHandedSystem && !useQuaternion && (animationChannelTargetPath !== AnimationChannelTargetPath.SCALE)) ? -factor : factor;
                    break;
                }
                case 'w': {
                    (value as Quaternion).w = factor;
                    break;
                }
                default: {
                    Tools.Error(`glTFAnimation: Unsupported component type "${componentName}" for scale animation!`);
                }
            }
        }

        return value;
    }
开发者ID:Pryme8,项目名称:Babylon.js,代码行数:35,代码来源:glTFAnimation.ts


示例3: export

    public export() {
        let content = "// Code generated by babylon.js Inspector\r\n// Please keep in mind to define the 'scene' variable before using that code\r\n\r\n";

        if (this._recordedCodeLines) {
            content += this._recordedCodeLines.join("\r\n");
        }

        Tools.Download(new Blob([content]), "pseudo-code.txt");
    }
开发者ID:BabylonJS,项目名称:Babylon.js,代码行数:9,代码来源:replayRecorder.ts


示例4: _CreateNodeAnimation

    /**
     * @ignore
     *
     * Creates glTF channel animation from BabylonJS animation.
     * @param babylonTransformNode - BabylonJS mesh.
     * @param animation - animation.
     * @param animationChannelTargetPath - The target animation channel.
     * @param convertToRightHandedSystem - Specifies if the values should be converted to right-handed.
     * @param useQuaternion - Specifies if quaternions are used.
     * @returns nullable IAnimationData
     */
    public static _CreateNodeAnimation(babylonTransformNode: TransformNode, animation: Animation, animationChannelTargetPath: AnimationChannelTargetPath, convertToRightHandedSystem: boolean, useQuaternion: boolean, animationSampleRate: number): Nullable<_IAnimationData> {
        const inputs: number[] = [];
        const outputs: number[][] = [];
        const keyFrames = animation.getKeys();
        const minMaxKeyFrames = _GLTFAnimation.calculateMinMaxKeyFrames(keyFrames);
        const interpolationOrBake = _GLTFAnimation._DeduceInterpolation(keyFrames, animationChannelTargetPath, useQuaternion);
        const frameDelta = minMaxKeyFrames.max - minMaxKeyFrames.min;

        const interpolation = interpolationOrBake.interpolationType;
        const shouldBakeAnimation = interpolationOrBake.shouldBakeAnimation;

        if (shouldBakeAnimation) {
            _GLTFAnimation._CreateBakedAnimation(babylonTransformNode, animation, animationChannelTargetPath, minMaxKeyFrames.min, minMaxKeyFrames.max, animation.framePerSecond, animationSampleRate, inputs, outputs, minMaxKeyFrames, convertToRightHandedSystem, useQuaternion);
        }
        else {
            if (interpolation === AnimationSamplerInterpolation.LINEAR || interpolation === AnimationSamplerInterpolation.STEP) {
                _GLTFAnimation._CreateLinearOrStepAnimation(babylonTransformNode, animation, animationChannelTargetPath, frameDelta, inputs, outputs, convertToRightHandedSystem, useQuaternion);

            }
            else if (interpolation === AnimationSamplerInterpolation.CUBICSPLINE) {
                _GLTFAnimation._CreateCubicSplineAnimation(babylonTransformNode, animation, animationChannelTargetPath, frameDelta, inputs, outputs, convertToRightHandedSystem, useQuaternion);
            }
            else {
                _GLTFAnimation._CreateBakedAnimation(babylonTransformNode, animation, animationChannelTargetPath, minMaxKeyFrames.min, minMaxKeyFrames.max, animation.framePerSecond, animationSampleRate, inputs, outputs, minMaxKeyFrames, convertToRightHandedSystem, useQuaternion);
            }
        }

        if (inputs.length && outputs.length) {
            const result: _IAnimationData = {
                inputs: inputs,
                outputs: outputs,
                samplerInterpolation: interpolation,
                inputsMin: shouldBakeAnimation ? minMaxKeyFrames.min : Tools.FloatRound(minMaxKeyFrames.min / animation.framePerSecond),
                inputsMax: shouldBakeAnimation ? minMaxKeyFrames.max : Tools.FloatRound(minMaxKeyFrames.max / animation.framePerSecond)
            };

            return result;
        }

        return null;
    }
开发者ID:Pryme8,项目名称:Babylon.js,代码行数:52,代码来源:glTFAnimation.ts


示例5: _DeduceAnimationInfo

 private static _DeduceAnimationInfo(animation: Animation): Nullable<_IAnimationInfo> {
     let animationChannelTargetPath: Nullable<AnimationChannelTargetPath> = null;
     let dataAccessorType = AccessorType.VEC3;
     let useQuaternion: boolean = false;
     let property = animation.targetProperty.split('.');
     switch (property[0]) {
         case 'scaling': {
             animationChannelTargetPath = AnimationChannelTargetPath.SCALE;
             break;
         }
         case 'position': {
             animationChannelTargetPath = AnimationChannelTargetPath.TRANSLATION;
             break;
         }
         case 'rotation': {
             dataAccessorType = AccessorType.VEC4;
             animationChannelTargetPath = AnimationChannelTargetPath.ROTATION;
             break;
         }
         case 'rotationQuaternion': {
             dataAccessorType = AccessorType.VEC4;
             useQuaternion = true;
             animationChannelTargetPath = AnimationChannelTargetPath.ROTATION;
             break;
         }
         default: {
             Tools.Error(`Unsupported animatable property ${property[0]}`);
         }
     }
     if (animationChannelTargetPath) {
         return { animationChannelTargetPath: animationChannelTargetPath, dataAccessorType: dataAccessorType, useQuaternion: useQuaternion };
     }
     else {
         Tools.Error('animation channel target path and data accessor type could be deduced');
     }
     return null;
 }
开发者ID:Pryme8,项目名称:Babylon.js,代码行数:37,代码来源:glTFAnimation.ts


示例6: _AddKeyframeValue

    /**
     * Adds a key frame value
     * @param keyFrame
     * @param animation
     * @param outputs
     * @param animationChannelTargetPath
     * @param basePositionRotationOrScale
     * @param convertToRightHandedSystem
     * @param useQuaternion
     */
    private static _AddKeyframeValue(keyFrame: IAnimationKey, animation: Animation, outputs: number[][], animationChannelTargetPath: AnimationChannelTargetPath, babylonTransformNode: TransformNode, convertToRightHandedSystem: boolean, useQuaternion: boolean) {
        let value: number[];
        let newPositionRotationOrScale: Nullable<Vector3 | Quaternion>;
        const animationType = animation.dataType;
        if (animationType === Animation.ANIMATIONTYPE_VECTOR3) {
            value = keyFrame.value.asArray();
            if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {
                const array = Vector3.FromArray(value);
                let rotationQuaternion = Quaternion.RotationYawPitchRoll(array.y, array.x, array.z);
                if (convertToRightHandedSystem) {
                    _GLTFUtilities._GetRightHandedQuaternionFromRef(rotationQuaternion);

                    if (!babylonTransformNode.parent) {
                        rotationQuaternion = Quaternion.FromArray([0, 1, 0, 0]).multiply(rotationQuaternion);
                    }
                }
                value = rotationQuaternion.asArray();
            }
            else if (animationChannelTargetPath === AnimationChannelTargetPath.TRANSLATION) {
                if (convertToRightHandedSystem) {
                    _GLTFUtilities._GetRightHandedNormalArray3FromRef(value);
                    if (!babylonTransformNode.parent) {
                        value[0] *= -1;
                        value[2] *= -1;
                    }
                }
            }
            outputs.push(value); // scale  vector.

        }
        else if (animationType === Animation.ANIMATIONTYPE_FLOAT) { // handles single component x, y, z or w component animation by using a base property and animating over a component.
            newPositionRotationOrScale = this._ConvertFactorToVector3OrQuaternion(keyFrame.value as number, babylonTransformNode, animation, animationType, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion);
            if (newPositionRotationOrScale) {
                if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {
                    let posRotScale = useQuaternion ? newPositionRotationOrScale as Quaternion : Quaternion.RotationYawPitchRoll(newPositionRotationOrScale.y, newPositionRotationOrScale.x, newPositionRotationOrScale.z).normalize();
                    if (convertToRightHandedSystem) {
                        _GLTFUtilities._GetRightHandedQuaternionFromRef(posRotScale);

                        if (!babylonTransformNode.parent) {
                            posRotScale = Quaternion.FromArray([0, 1, 0, 0]).multiply(posRotScale);
                        }
                    }
                    outputs.push(posRotScale.asArray());
                }
                else if (animationChannelTargetPath === AnimationChannelTargetPath.TRANSLATION) {
                    if (convertToRightHandedSystem) {
                        _GLTFUtilities._GetRightHandedNormalVector3FromRef(newPositionRotationOrScale as Vector3);

                        if (!babylonTransformNode.parent) {
                            newPositionRotationOrScale.x *= -1;
                            newPositionRotationOrScale.z *= -1;
                        }
                    }
                }
                outputs.push(newPositionRotationOrScale.asArray());
            }
        }
        else if (animationType === Animation.ANIMATIONTYPE_QUATERNION) {
            value = (keyFrame.value as Quaternion).normalize().asArray();

            if (convertToRightHandedSystem) {
                _GLTFUtilities._GetRightHandedQuaternionArrayFromRef(value);

                if (!babylonTransformNode.parent) {
                    value = Quaternion.FromArray([0, 1, 0, 0]).multiply(Quaternion.FromArray(value)).asArray();
                }
            }

            outputs.push(value);
        }
        else {
            Tools.Error('glTFAnimation: Unsupported key frame values for animation!');
        }
    }
开发者ID:Pryme8,项目名称:Babylon.js,代码行数:84,代码来源:glTFAnimation.ts


示例7: addLoaderPlugin

export function addLoaderPlugin(name: string, plugin: ILoaderPlugin) {
    if (pluginCache[name]) {
        Tools.Warn("Overwriting plugin with the same name - " + name);
    }
    pluginCache[name] = plugin;
}
开发者ID:BabylonJS,项目名称:Babylon.js,代码行数:6,代码来源:index.ts


示例8:

     },
     assetsRootURL: 'https://viewer.babylonjs.com/assets/environment/'
 },
 loaderPlugins: {
     extendedMaterial: true,
     applyMaterialConfig: true,
     msftLod: true,
     telemetry: true
 },
 model: {
     rotationOffsetAxis: {
         x: 0,
         y: -1,
         z: 0
     },
     rotationOffsetAngle: Tools.ToRadians(210),
     material: {
         directEnabled: true,
         directIntensity: 0.884,
         emissiveIntensity: 1.04,
         environmentIntensity: 0.6
     },
     entryAnimation: {
         scaling: {
             x: 0,
             y: 0,
             z: 0
         },
         time: 0.5,
         easingFunction: 4,
         easingMode: 1
开发者ID:BabylonJS,项目名称:Babylon.js,代码行数:31,代码来源:extended.ts



注:本文中的babylonjs/Misc/tools.Tools类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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