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TypeScript mat4.invert方法代碼示例

本文整理匯總了TypeScript中gl-matrix.mat4.invert方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript mat4.invert方法的具體用法?TypeScript mat4.invert怎麽用?TypeScript mat4.invert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gl-matrix.mat4的用法示例。


在下文中一共展示了mat4.invert方法的5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: setFromCamera

  public setFromCamera(
    coords: Vector2,
    scene: Scene,
    camera: PerspectiveCamera,
    object: Mesh
  ) {
    if (camera && camera.isPespectiveCamera) {
      this.ray.origin.copy(camera.position);

      vec3.copy(cameraDirection, [coords.x, coords.y, 0.5]);

      mat4.multiply(
        inversedProjectionViewMatrix,
        camera.projectionMatrix,
        camera.worldInverseMatrix
      );
      mat4.invert(inversedProjectionViewMatrix, inversedProjectionViewMatrix);

      vec3.transformMat4(
        cameraDirection,
        cameraDirection,
        inversedProjectionViewMatrix
      );

      vec3.sub(cameraDirection, cameraDirection, camera.position.v);
      vec3.normalize(cameraDirection, cameraDirection);

      directionVector.set(
        cameraDirection[0],
        cameraDirection[1],
        cameraDirection[2]
      );

      this.ray.direction.copy(directionVector);
    }
  }
開發者ID:davidpaulrosser,項目名稱:leonardo,代碼行數:36,代碼來源:Raycaster.ts

示例2:

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);
outMat4 = mat4.fromTranslation(outMat4, vec3A);
outMat4Null = mat4.fromRotation(outMat4, Math.PI, vec3A);
outMat4 = mat4.fromScaling(outMat4, vec3A);
outMat4 = mat4.fromXRotation(outMat4, Math.PI);
outMat4 = mat4.fromYRotation(outMat4, Math.PI);
開發者ID:DenisCarriere,項目名稱:DefinitelyTyped,代碼行數:31,代碼來源:gl-matrix-tests.ts

示例3:

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);
outMat4 = 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);
outMat4 = 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);
outMat4 = mat4.fromTranslation(outMat4, vec3A);
outMat4 = mat4.fromRotation(outMat4, Math.PI, vec3A);
outMat4 = mat4.fromScaling(outMat4, vec3A);
outMat4 = mat4.fromXRotation(outMat4, Math.PI);
outMat4 = mat4.fromYRotation(outMat4, Math.PI);
開發者ID:rchaser53,項目名稱:DefinitelyTyped,代碼行數:31,代碼來源:gl-matrix-tests.ts

示例4: setUniforms


//.........這裏部分代碼省略.........
            uniform.value[1],
            uniform.value[2]
          );
          break;
        }
        case '4f': {
          gl.uniform4f(
            uniform.location,
            uniform.value[0],
            uniform.value[1],
            uniform.value[2],
            uniform.value[3]
          );
          break;
        }
        case '1iv': {
          gl.uniform1iv(uniform.location, uniform.value);
          break;
        }
        case '2iv': {
          gl.uniform2iv(uniform.location, uniform.value);
          break;
        }
        case '1fv': {
          gl.uniform1fv(uniform.location, uniform.value);
          break;
        }
        case '2fv': {
          gl.uniform2fv(uniform.location, uniform.value);
          break;
        }
        case '3fv': {
          gl.uniform3fv(uniform.location, uniform.value);
          break;
        }
        case '4fv': {
          gl.uniform4fv(uniform.location, uniform.value);
          break;
        }
        case 'Matrix3fv': {
          gl.uniformMatrix3fv(uniform.location, false, uniform.value);
          break;
        }
        case 'Matrix4fv': {
          gl.uniformMatrix4fv(uniform.location, false, uniform.value);
          break;
        }
        default:
      }
    });

    if (!GL.webgl2) {
      gl.uniformMatrix4fv(
        this.uniforms.uProjectionMatrix.location,
        false,
        projectionMatrix
      );
    }

    gl.uniformMatrix4fv(
      this.uniforms.uModelViewMatrix.location,
      false,
      modelViewMatrix
    );
    gl.uniformMatrix4fv(
      this.uniforms.uModelMatrix.location,
      false,
      modelMatrix
    );

    mat4.identity(inversedModelViewMatrix);
    mat4.invert(inversedModelViewMatrix, modelMatrix);

    mat3.identity(normalMatrix);
    mat3.fromMat4(normalMatrix, inversedModelViewMatrix);
    mat3.transpose(normalMatrix, normalMatrix);
    gl.uniformMatrix3fv(
      this.uniforms.uNormalMatrix.location,
      false,
      normalMatrix
    );

    // uDiffuse
    gl.uniform3f(
      this.uniforms.uDiffuse.location,
      this.uniforms.uDiffuse.value[0],
      this.uniforms.uDiffuse.value[1],
      this.uniforms.uDiffuse.value[2]
    );

    // Camera
    if (camera && this.uniforms.uCameraPosition) {
      gl.uniform3f(
        this.uniforms.uCameraPosition.location,
        camera.position.v[0],
        camera.position.v[1],
        camera.position.v[2]
      );
    }
  }
開發者ID:davidpaulrosser,項目名稱:leonardo,代碼行數:101,代碼來源:Material.ts

示例5: _updateProjectionMatrix

 private _updateProjectionMatrix(): void {
     mat4.ortho(this.projectionMatrix.rawElements, this.Left, this.Right, this.Bottom, this.Top, this.Near, this.Far);
     mat4.invert(this.invProjectionMatrix.rawElements, this.projectionMatrix.rawElements);
     this.__updateViewProjectionMatrix();
 }
開發者ID:kyasbal-1994,項目名稱:jThree,代碼行數:5,代碼來源:OrthoCamera.ts


注:本文中的gl-matrix.mat4.invert方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。