本文整理匯總了TypeScript中gl-matrix.mat4.copy方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript mat4.copy方法的具體用法?TypeScript mat4.copy怎麽用?TypeScript mat4.copy使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類gl-matrix.mat4
的用法示例。
在下文中一共展示了mat4.copy方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的TypeScript代碼示例。
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:
outMat3 = mat3.fromQuat(outMat3, quatA);
outMat3Null = mat3.normalFromMat4(outMat3, mat4A);
outStr = mat3.str(mat3A);
outVal = mat3.frob(mat3A);
outMat3 = mat3.add(outMat3, mat3A, mat3B);
outMat3 = mat3.subtract(outMat3, mat3A, mat3B);
outMat3 = mat3.sub(outMat3, mat3A, mat3B);
outMat3 = mat3.multiplyScalar (outMat3, mat3A, 2);
outMat3 = mat3.multiplyScalarAndAdd (outMat3, mat3A, mat3B, 2);
outBool = mat3.exactEquals(mat3A, mat3B);
outBool = mat3.equals(mat3A, mat3B);
//mat4
outMat4 = mat4.create();
outMat4 = mat4.clone(mat4A);
outMat4 = mat4.copy(outMat4, mat4A);
outMat4 = mat4.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
outMat4 = mat4.set(outMat4, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
outMat4 = mat4.identity(outMat4);
outMat4 = mat4.transpose(outMat4, mat4A);
outMat4Null = mat4.invert(outMat4, mat4A);
outMat4 = mat4.adjoint(outMat4, mat4A);
outVal = mat4.determinant(mat4A);
outMat4 = mat4.multiply(outMat4, mat4A, mat4B);
outMat4 = mat4.mul(outMat4, mat4A, mat4B);
outMat4 = mat4.translate(outMat4, mat4A, vec3A);
outMat4 = mat4.scale(outMat4, mat4A, vec3A);
outMat4Null = mat4.rotate(outMat4, mat4A, Math.PI, vec3A);
outMat4 = mat4.rotateX(outMat4, mat4A, Math.PI);
outMat4 = mat4.rotateY(outMat4, mat4A, Math.PI);
outMat4 = mat4.rotateZ(outMat4, mat4A, Math.PI);