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TypeScript mat4.ortho方法代码示例

本文整理汇总了TypeScript中gl-matrix.mat4.ortho方法的典型用法代码示例。如果您正苦于以下问题:TypeScript mat4.ortho方法的具体用法?TypeScript mat4.ortho怎么用?TypeScript mat4.ortho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gl-matrix.mat4的用法示例。


在下文中一共展示了mat4.ortho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: updateProjectionMatrix

 public updateProjectionMatrix() {
   mat4.ortho(
     this.projectionMatrix,
     this.left,
     this.right,
     this.bottom,
     this.top,
     this.near,
     this.far
   );
 }
开发者ID:davidpaulrosser,项目名称:leonardo,代码行数:11,代码来源:OrthographicCamera.ts

示例2: _updateProjectionMatrix

 private _updateProjectionMatrix(): void {
     mat4.ortho(this.projectionMatrix.rawElements, this.Left, this.Right, this.Bottom, this.Top, this.Near, this.Far);
     mat4.invert(this.invProjectionMatrix.rawElements, this.projectionMatrix.rawElements);
     this.__updateViewProjectionMatrix();
 }
开发者ID:kyasbal-1994,项目名称:jThree,代码行数:5,代码来源:OrthoCamera.ts

示例3:

outMat4Null = mat4.fromRotation(outMat4, Math.PI, vec3A);
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);
开发者ID:DenisCarriere,项目名称:DefinitelyTyped,代码行数:31,代码来源:gl-matrix-tests.ts

示例4:

    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)
开发者ID:JetLua,项目名称:WebGL,代码行数:30,代码来源:texture.bak.ts


注:本文中的gl-matrix.mat4.ortho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。