本文整理汇总了TypeScript中gl-matrix.quat类的典型用法代码示例。如果您正苦于以下问题:TypeScript quat类的具体用法?TypeScript quat怎么用?TypeScript quat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quat类的9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: lookAt
export function lookAt(eye: vec3, target: vec3, up: vec3) {
const quatOut = quat.create();
const x = vec3.create();
const y = vec3.create();
const z = vec3.create();
vec3.sub(z, eye, target);
if (vec3.squaredLength(z) === 0) {
// eye and target are in the same position
z[2] = 1;
}
vec3.normalize(z, z);
vec3.cross(x, up, z);
if (vec3.squaredLength(x) === 0) {
// eye and target are in the same vertical
z[2] += 0.0001;
vec3.cross(x, up, z);
}
vec3.normalize(x, x);
vec3.cross(y, z, x);
quat.setAxes(quatOut, z, x, y);
quat.invert(quatOut, quatOut);
return quatOut;
}
示例2: angleAxis
/**
* Calculate the rotation quaternion represented as pair of angle and axis.
*/
public static angleAxis(angle: number, axis: Vector3): Quaternion {
const axisVec = vec3.create();
axisVec[0] = axis.X;
axisVec[1] = axis.Y;
axisVec[2] = axis.Z;
const newQuat = quat.create();
return new Quaternion(quat.setAxisAngle(newQuat, axisVec, +angle));
}
示例3: constructor
constructor() {
this.children = [];
this.localMatrix = mat4.create();
this.modelMatrix = mat4.create();
this.modelViewMatrix = mat4.create();
this.matrixAutoUpdate = true;
this.position = new Vector3();
this.rotation = new Vector3();
this.scale = new Vector3(1, 1, 1);
this.isObject3D = true;
this.quaternion = quat.create();
this.quaternionLookAt = quat.create();
this.lookAtUp = vec3.create(); // needs to be [0, 0, 0] although it should be [0, 1, 0]
}
示例4: addSystem
addSystem('state', (e, s) => {
if (e === events.FRAME) {
time += s.device.tpf
quat.fromEuler(
rotation,
Math.sin(0.0007 * time) * 1.1,
time * 0.001,
Math.sin(0.0008 * time) * 1.1
)
mat4.fromRotationTranslationScaleOrigin(
wallsTransform,
rotation,
[0, 0, 0],
[1, 1, 1],
[0, 100, 0]
)
}
})
示例5: updateMatrix
public updateMatrix(camera: Camera | PerspectiveCamera | OrthographicCamera) {
mat4.identity(this.modelViewMatrix);
if (this.matrixAutoUpdate) {
// Reset
mat4.identity(this.localMatrix);
mat4.identity(this.modelMatrix);
quat.identity(this.quaternion);
// If Object3D has a parent, copy the computed modelMatrix into localMatrix
if (this.parent) {
mat4.copy(this.localMatrix, this.parent.modelMatrix);
mat4.multiply(this.modelMatrix, this.modelMatrix, this.localMatrix);
}
// Use lookAt quat as base
// Note: this.rotation isn't updated if lookAt's used
quat.copy(this.quaternion, this.quaternionLookAt);
// Apply local transitions to modelMatrix
mat4.translate(this.modelMatrix, this.modelMatrix, this.position.v);
quat.rotateX(this.quaternion, this.quaternion, this.rotation.x);
quat.rotateY(this.quaternion, this.quaternion, this.rotation.y);
quat.rotateZ(this.quaternion, this.quaternion, this.rotation.z);
axisAngle = quat.getAxisAngle(quaternionAxisAngle, this.quaternion);
mat4.rotate(
this.modelMatrix,
this.modelMatrix,
axisAngle,
quaternionAxisAngle
);
mat4.scale(this.modelMatrix, this.modelMatrix, this.scale.v);
}
// Model View Matrix
if (camera) {
mat4.multiply(
this.modelViewMatrix,
camera.worldInverseMatrix,
this.modelMatrix
);
}
}
示例6:
let vec2A = vec2.fromValues(1, 2);
let vec2B = vec2.fromValues(3, 4);
let vec3A = vec3.fromValues(1, 2, 3);
let vec3B = vec3.fromValues(3, 4, 5);
let vec4A = vec4.fromValues(1, 2, 3, 4);
let vec4B = vec4.fromValues(3, 4, 5, 6);
let mat2A = mat2.fromValues(1, 2, 3, 4);
let mat2B = mat2.fromValues(1, 2, 3, 4);
let mat2dA = mat2d.fromValues(1, 2, 3, 4, 5, 6);
let mat2dB = mat2d.fromValues(1, 2, 3, 4, 5, 6);
let mat3A = mat3.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9);
let mat3B = mat3.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9);
let mat4A = mat4.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
let mat4B = mat4.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
let quatA = quat.fromValues(1, 2, 3, 4);
let quatB = quat.fromValues(5, 6, 7, 8);
let outVec2 = vec2.create();
let outVec3 = vec3.create();
let outVec4 = vec4.create();
let outMat2 = mat2.create();
let outMat2d = mat2d.create();
let outMat3 = mat3.create();
let outMat4 = mat4.create();
let outQuat = quat.create();
let outMat2Null: mat2 | null;
let outMat2dNull: mat2d | null;
let outMat3Null: mat3 | null;
let outMat4Null: mat4 | null;
示例7: lookAt
public lookAt(target: Vector3) {
quat.identity(this.quaternionLookAt);
this.quaternionLookAt = lookAt(this.position.v, target.v, this.lookAtUp);
}
示例8: slerp
public static slerp(q1: Quaternion, q2: Quaternion, t: number): Quaternion {
const newQuat = quat.create();
return new Quaternion(quat.slerp(newQuat, q1.rawElements, q2.rawElements, +t));
}
示例9: multiply
/**
* Calculate multiply result of two quaternion
*/
public static multiply(q1: Quaternion, q2: Quaternion): Quaternion {
const newQuat = quat.create();
return new Quaternion(quat.mul(newQuat, q1.rawElements, q2.rawElements));
}