本文整理汇总了TypeScript中gl-matrix.quat.rotateX方法的典型用法代码示例。如果您正苦于以下问题:TypeScript quat.rotateX方法的具体用法?TypeScript quat.rotateX怎么用?TypeScript quat.rotateX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类gl-matrix.quat
的用法示例。
在下文中一共展示了quat.rotateX方法的2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: 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2:
outQuat = quat.add(outQuat, quatA, quatB);
outQuat = quat.multiply(outQuat, quatA, quatB);
outQuat = quat.mul(outQuat, quatA, quatB);
outQuat = quat.scale(outQuat, quatA, 2);
outVal = quat.length(quatA);
outVal = quat.len(quatA);
outVal = quat.squaredLength(quatA);
outVal = quat.sqrLen(quatA);
outQuat = quat.normalize(outQuat, quatA);
outVal = quat.dot(quatA, quatB);
outQuat = quat.lerp(outQuat, quatA, quatB, 0.5);
outQuat = quat.slerp(outQuat, quatA, quatB, 0.5);
outQuat = quat.invert(outQuat, quatA);
outQuat = quat.conjugate(outQuat, quatA);
outStr = quat.str(quatA);
outQuat = quat.rotateX(outQuat, quatA, deg90);
outQuat = quat.rotateY(outQuat, quatA, deg90);
outQuat = quat.rotateZ(outQuat, quatA, deg90);
outQuat = quat.fromMat3(outQuat, mat3A);
outQuat = quat.calculateW(outQuat, quatA);
outBool = quat.exactEquals(quatA, quatB);
outBool = quat.equals(quatA, quatB);
// glMatrix
outVal = glMatrix.RANDOM();
outVal = glMatrix.EPSILON;
outBool = glMatrix.ENABLE_SIMD;
outBool = glMatrix.SIMD_AVAILABLE;
outBool = glMatrix.USE_SIMD;
outBool = glMatrix.equals(1, 1);
outBool = glMatrix.equals(1, -1);