本文整理汇总了TypeScript中THREE.Vector3.add方法的典型用法代码示例。如果您正苦于以下问题:TypeScript Vector3.add方法的具体用法?TypeScript Vector3.add怎么用?TypeScript Vector3.add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THREE.Vector3
的用法示例。
在下文中一共展示了Vector3.add方法的5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: update
update(world: World, control: Control) {
var beta = control.motionTracker.getBeta();
this._acceleration.copy(this._speed).divideScalar(30).clampLength(0.1, 3);
this._acceleration.applyAxisAngle(yAxis, horizontalRotation(beta));
this._speed.add(this._acceleration);
this._speed.clampLength(0, 80);
var newPos = new Vector3().addVectors(this._position, this._speed);
this._playerTracker.updateSection(newPos);
var collision = this._playerTracker.getCollision();
if (collision) {
newPos = collision;
this._speed.multiplyScalar(0.3);
newPos = this._playerTracker.getAdjusted(newPos);
this._position.copy(newPos);
} else {
newPos = this._playerTracker.getAdjusted(newPos);
this._acceleration.subVectors(newPos, this._position).sub(this._speed).clampLength(0, 5);
this._speed.add(this._acceleration);
this._position.add(this._speed);
}
this._direction.setFromUnitVectors(
new Vector3(0, 0, 1),
this._speed.clone().setY(0).setLength(1));
}
示例2: closeAtom
/**
* Close-by atom
* @type {AtomProxy}
*/
get closeAtom () {
const cp = this.canvasPosition
const ca = this.closestBondAtom!
if (!ca) return undefined
const acp = this.controls.getPositionOnCanvas(ca as any) // TODO
ca.positionToVector3(tmpVec)
if (this.instance) tmpVec.applyMatrix4(this.instance.matrix)
tmpVec.applyMatrix4(this.component.matrix)
const viewer = this.controls.viewer
tmpVec.add(viewer.translationGroup.position)
tmpVec.applyMatrix4(viewer.rotationGroup.matrix)
const scaleFactor = this.controls.getCanvasScaleFactor(tmpVec.z)
const sc = this.component as StructureComponent
const radius = sc.getMaxRepresentationRadius(ca.index)
//console.log(scaleFactor, cp.distanceTo(acp), radius/scaleFactor, radius)
if (cp.distanceTo(acp) <= radius/scaleFactor) {
return ca
} else {
return undefined
}
}
示例3: panUp
return function panUp( distance, objectMatrix ) {
v.setFromMatrixColumn( objectMatrix, 1 ); // get Y column of objectMatrix
v.multiplyScalar( distance );
panOffset.add( v );
};
示例4: panAtom
panAtom (x: number, y: number) {
if (!this.atom || !this.component) return
this.atom.positionToVector3(tmpAtomVector)
tmpAtomVector.add(this.viewer.translationGroup.position)
tmpAtomVector.applyMatrix4(this.viewer.rotationGroup.matrix)
this._setPanVector(x, y, tmpAtomVector.z)
this._transformPanVector()
this.atom.positionAdd(tmpPanVector)
this.component.updateRepresentations({ 'position': true })
}
示例5: if
path.forEach((point, ind) => {
if (ind === 0 || ind === path.length - 1) {
newPath.push(point);
return;
}
var tmpNeighbour = neighbour;
if (ind < neighbour) {
tmpNeighbour = ind;
} else if (ind >= path.length - neighbour) {
tmpNeighbour = path.length - 1 - ind;
}
var newPoint = new Vector3();
for (var i = ind - tmpNeighbour; i <= ind + tmpNeighbour; i++) {
newPoint.add(path[i]);
}
newPoint.divideScalar(tmpNeighbour * 2 + 1);
var starInd = pointToStar[ind];
if (starInd !== null) {
var star = this._stars[starInd];
newPoint.sub(star.position).clampLength(this._getDist(star), 1/0).add(star.position);
}
newPath.push(newPoint);
});