本文整理汇总了TypeScript中gl-matrix.mat4.lookAt方法的典型用法代码示例。如果您正苦于以下问题:TypeScript mat4.lookAt方法的具体用法?TypeScript mat4.lookAt怎么用?TypeScript mat4.lookAt使用的例子?那么, 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gl-matrix.mat4
的用法示例。
在下文中一共展示了mat4.lookAt方法的4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: updateMatrixWorld
public updateMatrixWorld() {
mat4.identity(this.worldInverseMatrix);
mat4.lookAt(
this.worldInverseMatrix,
this.position.v,
this.target.v,
this.up.v
);
}
示例2:
outMat4 = mat4.fromScaling(outMat4, vec3A);
outMat4 = mat4.fromXRotation(outMat4, Math.PI);
outMat4 = mat4.fromYRotation(outMat4, Math.PI);
outMat4 = mat4.fromZRotation(outMat4, Math.PI);
outMat4 = mat4.fromRotationTranslation(outMat4, quatA, vec3A);
outVec3 = mat4.getTranslation(outVec3, mat4A);
outVec3 = mat4.getScaling(outVec3, mat4A);
outQuat = mat4.getRotation(outQuat, mat4A);
outMat4 = mat4.fromRotationTranslationScale(outMat4, quatA, vec3A, vec3B);
outMat4 = mat4.fromRotationTranslationScaleOrigin(outMat4, quatA, vec3A, vec3B, vec3A);
outMat4 = mat4.fromQuat(outMat4, quatB);
outMat4 = mat4.frustum(outMat4, -1, 1, -1, 1, -1, 1);
outMat4 = mat4.perspective(outMat4, Math.PI, 1, 0, 1);
outMat4 = mat4.perspectiveFromFieldOfView(outMat4, {upDegrees:Math.PI, downDegrees:-Math.PI, leftDegrees:-Math.PI, rightDegrees:Math.PI}, 1, 0);
outMat4 = mat4.ortho(outMat4, -1, 1, -1, 1, -1, 1);
outMat4 = mat4.lookAt(outMat4, vec3A, vec3B, vec3A);
outStr = mat4.str(mat4A);
outVal = mat4.frob(mat4A);
outMat4 = mat4.add(outMat4, mat4A, mat4B);
outMat4 = mat4.subtract(outMat4, mat4A, mat4B);
outMat4 = mat4.sub(outMat4, mat4A, mat4B);
outMat4 = mat4.multiplyScalar (outMat4, mat4A, 2);
outMat4 = mat4.multiplyScalarAndAdd (outMat4, mat4A, mat4B, 2);
outBool = mat4.exactEquals(mat4A, mat4B);
outBool = mat4.equals(mat4A, mat4B);
// quat
var deg90 = Math.PI / 2;
outQuat = quat.create();
outQuat = quat.clone(quatA);
outQuat = quat.fromValues(1, 2, 3, 4);
示例3:
core.clear(0xffffff, 1)
core.gl.drawArrays(core.gl.TRIANGLE_STRIP, 0, 4)
}
img.src = player
const
pMatrix = mat4.create(),
vMatrix = mat4.create(),
rMatrix = mat4.create(),
tMatrix = mat4.create()
// mat4.perspective(pMatrix, Math.PI / 6, width / height, 0, 100)
mat4.ortho(pMatrix, -1, 1, -1, 1, 0, 100)
mat4.lookAt(vMatrix, [0, 0, 3], [0, 0, 0], [0, 1, 0])
mat4.translate(tMatrix, tMatrix, [0, .7, 0])
core.uniformMatrix4fv(program, 'pMatrix', pMatrix)
core.uniformMatrix4fv(program, 'vMatrix', vMatrix)
core.uniformMatrix4fv(program, 'rMatrix', rMatrix)
core.uniformMatrix4fv(program, 'tMatrix', tMatrix)
setInterval(() => {
mat4.rotateY(rMatrix, rMatrix, .01)
mat4.rotateY(vMatrix, vMatrix, .01)
// core.uniformMatrix4fv(program, 'rMatrix', rMatrix)
// core.uniformMatrix4fv(program, 'vMatrix', vMatrix)
core.clear(0xffffff, 1)
core.gl.drawArrays(core.gl.TRIANGLE_STRIP, 0, 4)
})
示例4: _generateViewMatrix
/**
* Generate view matrix
*
* ビュー行列を生成します。
*/
private _generateViewMatrix(): void {
mat4.lookAt(this.viewMatrix.rawElements, this.Transformer.GlobalPosition.rawElements, Vector3.add(this.Transformer.forward, this.Transformer.GlobalPosition).rawElements, this.Transformer.up.rawElements);
}