本文整理汇总了TypeScript中THREE.Vector3.addVectors方法的典型用法代码示例。如果您正苦于以下问题:TypeScript Vector3.addVectors方法的具体用法?TypeScript Vector3.addVectors怎么用?TypeScript Vector3.addVectors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.addVectors方法的1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: getPosition
//.........这里部分代码省略.........
_resdir.toArray(resdir as any, j) // TODO
_prevAxis.copy(_axis)
_center.copy(v1)
}
//
// calc axis as dir of second and third center pos
// project first traceAtom onto axis to get first center pos
v1.fromArray(center as any, 3) // TODO
v2.fromArray(center as any, 6) // TODO
_axis.subVectors(v1, v2).normalize()
// _center.copy( res[ 0 ].getTraceAtom() );
a1.index = polymer.getAtomIndexByType(0, type)! // TODO
_center.copy(a1 as any) // TODO
vt.copy(a1 as any) // TODO
projectPointOnVector(vt, _axis, v1)
vt.toArray(center as any, 0) // TODO
// calc first resdir
_resdir.subVectors(_center, v1)
_resdir.toArray(resdir as any, 0) // TODO
// calc axis as dir of n-1 and n-2 center pos
// project last traceAtom onto axis to get last center pos
v1.fromArray(center as any, 3 * n - 6) // TODO
v2.fromArray(center as any, 3 * n - 9) // TODO
_axis.subVectors(v1, v2).normalize()
// _center.copy( res[ n - 1 ].getTraceAtom() );
a1.index = polymer.getAtomIndexByType(n - 1, type)! // TODO
_center.copy(a1 as any) // TODO
vt.copy(a1 as any) // TODO
projectPointOnVector(vt, _axis, v1)
vt.toArray(center as any, 3 * n - 3) // TODO
// calc last three resdir
for (let i = n - 3; i < n; ++i) {
v1.fromArray(center as any, 3 * i) // TODO
// _center.copy( res[ i ].getTraceAtom() );
a1.index = polymer.getAtomIndexByType(i, type)! // TODO
_center.copy(a1 as any) // TODO
_resdir.subVectors(_center, v1)
_resdir.toArray(resdir as any, 3 * i) // TODO
}
// average measures to define them on the residues
const resRadius = new Float32Array(n)
const resTwist = new Float32Array(n)
const resRise = new Float32Array(n)
const resBending = new Float32Array(n)
resRadius[ 1 ] = radius[ 0 ]
resTwist[ 1 ] = twist[ 0 ]
resRise[ 1 ] = radius[ 0 ]
for (let i = 2; i < n - 2; ++i) {
resRadius[ i ] = 0.5 * (radius[ i - 2 ] + radius[ i - 1 ])
resTwist[ i ] = 0.5 * (twist[ i - 2 ] + twist[ i - 1 ])
resRise[ i ] = 0.5 * (rise[ i - 2 ] + rise[ i - 1 ])
v1.fromArray(axis as any, 3 * (i - 2)) // TODO
v2.fromArray(axis as any, 3 * (i - 1)) // TODO
resBending[ i ] = 180.0 / Math.PI * Math.acos(Math.cos(v1.angleTo(v2)))
}
resRadius[ n - 2 ] = radius[ n - 4 ]
resTwist[ n - 2 ] = twist[ n - 4 ]
resRise[ n - 2 ] = rise[ n - 4 ]
// average helix axes to define them on the residues
const resAxis = new Float32Array(3 * n)
copyArray(axis, resAxis, 0, 0, 3)
copyArray(axis, resAxis, 0, 3, 3)
for (let i = 2; i < n - 2; ++i) {
v1.fromArray(axis as any, 3 * (i - 2)) // TODO
v2.fromArray(axis as any, 3 * (i - 1)) // TODO
_axis.addVectors(v2, v1).multiplyScalar(0.5).normalize()
_axis.toArray(resAxis as any, 3 * i) // TODO
}
copyArray(axis, resAxis, 3 * n - 12, 3 * n - 6, 3)
copyArray(axis, resAxis, 3 * n - 12, 3 * n - 3, 3)
return {
center,
axis: resAxis,
bending: resBending,
radius: resRadius,
rise: resRise,
twist: resTwist,
resdir: resdir
}
}