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TypeScript Vector3.applyQuaternion方法代码示例

本文整理汇总了TypeScript中THREE.Vector3.applyQuaternion方法的典型用法代码示例。如果您正苦于以下问题:TypeScript Vector3.applyQuaternion方法的具体用法?TypeScript Vector3.applyQuaternion怎么用?TypeScript Vector3.applyQuaternion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THREE.Vector3的用法示例。


在下文中一共展示了Vector3.applyQuaternion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: _applyRotation

    private _applyRotation(camera: Camera): void {
        if (camera == null) {
            return;
        }

        let q: THREE.Quaternion = new THREE.Quaternion().setFromUnitVectors(camera.up, new THREE.Vector3( 0, 0, 1 ));
        let qInverse: THREE.Quaternion = q.clone().inverse();

        let offset: THREE.Vector3 = new THREE.Vector3();
        offset.copy(camera.lookat).sub(camera.position);
        offset.applyQuaternion(q);
        let length: number = offset.length();

        let phi: number = Math.atan2(offset.y, offset.x);
        phi += this._rotationDelta.phi;

        let theta: number = Math.atan2(Math.sqrt(offset.x * offset.x + offset.y * offset.y), offset.z);
        theta += this._rotationDelta.theta;
        theta = Math.max(0.1, Math.min(Math.PI - 0.1, theta));

        offset.x = Math.sin(theta) * Math.cos(phi);
        offset.y = Math.sin(theta) * Math.sin(phi);
        offset.z = Math.cos(theta);
        offset.applyQuaternion(qInverse);

        camera.lookat.copy(camera.position).add(offset.multiplyScalar(length));
    }
开发者ID:Caboosey,项目名称:mapillary-js,代码行数:27,代码来源:TraversingState.ts

示例2: function

		return function () {

			var position = scope.object.position;

			offset.copy( position ).sub( scope.target );

			// rotate offset to "y-axis-is-up" space
			offset.applyQuaternion( quat );

			// angle from z-axis around y-axis
			spherical.setFromVector3( offset );

			if ( scope.autoRotate && state === STATE.NONE ) {

				rotateLeft( getAutoRotationAngle() );

			}

			spherical.theta += sphericalDelta.theta;
			spherical.phi += sphericalDelta.phi;

			// restrict theta to be between desired limits
			spherical.theta = Math.max( scope.minAzimuthAngle, Math.min( scope.maxAzimuthAngle, spherical.theta ) );

			// restrict phi to be between desired limits
			spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );

			spherical.makeSafe();


			spherical.radius *= scale;

			// restrict radius to be between desired limits
			spherical.radius = Math.max( scope.minDistance, Math.min( scope.maxDistance, spherical.radius ) );

			// move target to panned location
			scope.target.add( panOffset );

			offset.setFromSpherical( spherical );

			// rotate offset back to "camera-up-vector-is-up" space
			offset.applyQuaternion( quatInverse );

			position.copy( scope.target ).add( offset );

			scope.object.lookAt( scope.target );

			if ( scope.enableDamping === true ) {

				sphericalDelta.theta *= ( 1 - scope.dampingFactor );
				sphericalDelta.phi *= ( 1 - scope.dampingFactor );

			} else {

				sphericalDelta.set( 0, 0, 0 );

			}

			scope.updateFollower(offset);

			scale = 1;
			panOffset.set( 0, 0, 0 );

			// update condition is:
			// min(camera displacement, camera rotation in radians)^2 > EPS
			// using small-angle approximation cos(x/2) = 1 - x^2 / 8

			if ( zoomChanged ||
				lastPosition.distanceToSquared( scope.object.position ) > EPS ||
				8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ) {

				scope.dispatchEvent( changeEvent );

				lastPosition.copy( scope.object.position );
				lastQuaternion.copy( scope.object.quaternion );
				zoomChanged = false;

				return true;

			}

			return false;

		};
开发者ID:timofeevda,项目名称:seismic-beachballs-demo,代码行数:84,代码来源:three.orbitcontrols.ts


注:本文中的THREE.Vector3.applyQuaternion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。