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TypeScript Nullable.asArray方法代码示例

本文整理汇总了TypeScript中babylonjs/types.Nullable.asArray方法的典型用法代码示例。如果您正苦于以下问题:TypeScript Nullable.asArray方法的具体用法?TypeScript Nullable.asArray怎么用?TypeScript Nullable.asArray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babylonjs/types.Nullable的用法示例。


在下文中一共展示了Nullable.asArray方法的1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: _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


注:本文中的babylonjs/types.Nullable.asArray方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。