本文整理汇总了TypeScript中babylonjs/Maths/math.Quaternion.RotationYawPitchRoll方法的典型用法代码示例。如果您正苦于以下问题:TypeScript Quaternion.RotationYawPitchRoll方法的具体用法?TypeScript Quaternion.RotationYawPitchRoll怎么用?TypeScript Quaternion.RotationYawPitchRoll使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类babylonjs/Maths/math.Quaternion
的用法示例。
在下文中一共展示了Quaternion.RotationYawPitchRoll方法的2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,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: AddSplineTangent
/**
* Adds an input tangent or output tangent to the output data
* If an input tangent or output tangent is missing, it uses the zero vector or zero quaternion
* @param tangentType Specifies which type of tangent to handle (inTangent or outTangent)
* @param outputs The animation data by keyframe
* @param animationChannelTargetPath The target animation channel
* @param interpolation The interpolation type
* @param keyFrame The key frame with the animation data
* @param frameDelta Time difference between two frames used to scale the tangent by the frame delta
* @param useQuaternion Specifies if quaternions are used
* @param convertToRightHandedSystem Specifies if the values should be converted to right-handed
*/
private static AddSplineTangent(babylonTransformNode: TransformNode, tangentType: _TangentType, outputs: number[][], animationChannelTargetPath: AnimationChannelTargetPath, interpolation: AnimationSamplerInterpolation, keyFrame: IAnimationKey, frameDelta: number, useQuaternion: boolean, convertToRightHandedSystem: boolean) {
let tangent: number[];
let tangentValue: Vector3 | Quaternion = tangentType === _TangentType.INTANGENT ? keyFrame.inTangent : keyFrame.outTangent;
if (interpolation === AnimationSamplerInterpolation.CUBICSPLINE) {
if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {
if (tangentValue) {
if (useQuaternion) {
tangent = (tangentValue as Quaternion).scale(frameDelta).asArray();
}
else {
const array = (tangentValue as Vector3).scale(frameDelta);
tangent = Quaternion.RotationYawPitchRoll(array.y, array.x, array.z).asArray();
}
if (convertToRightHandedSystem) {
_GLTFUtilities._GetRightHandedQuaternionArrayFromRef(tangent);
if (!babylonTransformNode.parent) {
tangent = Quaternion.FromArray([0, 1, 0, 0]).multiply(Quaternion.FromArray(tangent)).asArray();
}
}
}
else {
tangent = [0, 0, 0, 0];
}
}
else {
if (tangentValue) {
tangent = (tangentValue as Vector3).scale(frameDelta).asArray();
if (convertToRightHandedSystem) {
if (animationChannelTargetPath === AnimationChannelTargetPath.TRANSLATION) {
_GLTFUtilities._GetRightHandedPositionArray3FromRef(tangent);
if (!babylonTransformNode.parent) {
tangent[0] *= -1; // x
tangent[2] *= -1; // z
}
}
}
}
else {
tangent = [0, 0, 0];
}
}
outputs.push(tangent);
}
}
示例2: _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!');
}
}