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TypeScript math.Vector3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/Maths/math.Vector3的典型用法代码示例。如果您正苦于以下问题:TypeScript Vector3类的具体用法?TypeScript Vector3怎么用?TypeScript Vector3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Vector3类的5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: _CalculateMinMaxPositions

    /**
     * Calculates the minimum and maximum values of an array of position floats
     * @param positions Positions array of a mesh
     * @param vertexStart Starting vertex offset to calculate min and max values
     * @param vertexCount Number of vertices to check for min and max values
     * @returns min number array and max number array
     */
    public static _CalculateMinMaxPositions(positions: FloatArray, vertexStart: number, vertexCount: number, convertToRightHandedSystem: boolean): { min: number[], max: number[] } {
        const min = [Infinity, Infinity, Infinity];
        const max = [-Infinity, -Infinity, -Infinity];
        const positionStrideSize = 3;
        let indexOffset: number;
        let position: Vector3;
        let vector: number[];

        if (vertexCount) {
            for (let i = vertexStart, length = vertexStart + vertexCount; i < length; ++i) {
                indexOffset = positionStrideSize * i;

                position = Vector3.FromArray(positions, indexOffset);
                if (convertToRightHandedSystem) {
                    _GLTFUtilities._GetRightHandedPositionVector3FromRef(position);
                }
                vector = position.asArray();

                for (let j = 0; j < positionStrideSize; ++j) {
                    let num = vector[j];
                    if (num < min[j]) {
                        min[j] = num;
                    }
                    if (num > max[j]) {
                        max[j] = num;
                    }
                    ++indexOffset;
                }
            }
        }
        return { min, max };
    }
开发者ID:BabylonJS,项目名称:Babylon.js,代码行数:39,代码来源:glTFUtilities.ts


示例2: _mapGridNode

    protected _mapGridNode(control: Control3D, nodePosition: Vector3) {
        let mesh = control.mesh;

        if (!mesh) {
            return;
        }

        control.position = nodePosition.clone();
        let target = Tmp.Vector3[0];

        target.copyFrom(nodePosition);

        switch (this.orientation) {
            case Container3D.FACEORIGIN_ORIENTATION:
            case Container3D.FACEFORWARD_ORIENTATION:
                target.addInPlace(new Vector3(0, 0, 1));
                mesh.lookAt(target);
                break;
            case Container3D.FACEFORWARDREVERSED_ORIENTATION:
            case Container3D.FACEORIGINREVERSED_ORIENTATION:
                target.addInPlace(new Vector3(0, 0, -1));
                mesh.lookAt(target);
                break;
        }

    }
开发者ID:BabylonJS,项目名称:Babylon.js,代码行数:26,代码来源:planePanel.ts


示例3: function

        let getFaceData = function(indices: any, vertices: any, i: number) {
            let id = [indices[i] * 3, indices[i + 1] * 3, indices[i + 2] * 3];
            let v = [
                new Vector3(vertices[id[0]], vertices[id[0] + 1], vertices[id[0] + 2]),
                new Vector3(vertices[id[1]], vertices[id[1] + 1], vertices[id[1] + 2]),
                new Vector3(vertices[id[2]], vertices[id[2] + 1], vertices[id[2] + 2])
            ];
            let p1p2 = v[0].subtract(v[1]);
            let p3p2 = v[2].subtract(v[1]);
            let n = (Vector3.Cross(p1p2, p3p2)).normalize();

            return {v, n};
        };
开发者ID:BabylonJS,项目名称:Babylon.js,代码行数:13,代码来源:stlSerializer.ts


示例4: _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5: _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



注:本文中的babylonjs/Maths/math.Vector3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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