本文整理汇总了TypeScript中babylonjs/types.Nullable类的典型用法代码示例。如果您正苦于以下问题:TypeScript Nullable类的具体用法?TypeScript Nullable怎么用?TypeScript Nullable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Nullable类的3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: mesh
public set mesh(value: Nullable<AbstractMesh>) {
if (this._mesh === value) {
return;
}
if (this._mesh && this._meshObserver) {
this._mesh.getScene().onAfterCameraRenderObservable.remove(this._meshObserver);
}
this._mesh = value;
if (this._mesh) {
this._meshObserver = this._mesh.getScene().onAfterCameraRenderObservable.add(this._multiLine.onPointUpdate);
}
this._multiLine._markAsDirty();
}
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!');
}
}
示例3: _translatePoint
private _translatePoint(): Vector2 {
if (this._mesh != null) {
return this._multiLine._host.getProjectedPosition(this._mesh.getBoundingInfo().boundingSphere.center, this._mesh.getWorldMatrix());
}
else if (this._control != null) {
return new Vector2(this._control.centerX, this._control.centerY);
}
else {
var host: any = this._multiLine._host as any;
var xValue: number = this._x.getValueInPixel(host, Number(host._canvas.width));
var yValue: number = this._y.getValueInPixel(host, Number(host._canvas.height));
return new Vector2(xValue, yValue);
}
}