本文整理匯總了TypeScript中gl-matrix.mat4.ortho方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript mat4.ortho方法的具體用法?TypeScript mat4.ortho怎麽用?TypeScript mat4.ortho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.ortho方法的4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: updateProjectionMatrix
public updateProjectionMatrix() {
mat4.ortho(
this.projectionMatrix,
this.left,
this.right,
this.bottom,
this.top,
this.near,
this.far
);
}
示例2: _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();
}
示例3:
outMat4Null = mat4.fromRotation(outMat4, Math.PI, vec3A);
outMat4 = mat4.fromScaling(outMat4, vec3A);
outMat4 = mat4.fromXRotation(outMat4, Math.PI);
outMat4 = mat4.fromYRotation(outMat4, Math.PI);
outMat4 = mat4.fromZRotation(outMat4, Math.PI);
outMat4 = mat4.fromRotationTranslation(outMat4, quatA, vec3A);
outVec3 = mat4.getTranslation(outVec3, mat4A);
outVec3 = mat4.getScaling(outVec3, mat4A);
outQuat = mat4.getRotation(outQuat, mat4A);
outMat4 = mat4.fromRotationTranslationScale(outMat4, quatA, vec3A, vec3B);
outMat4 = mat4.fromRotationTranslationScaleOrigin(outMat4, quatA, vec3A, vec3B, vec3A);
outMat4 = mat4.fromQuat(outMat4, quatB);
outMat4 = mat4.frustum(outMat4, -1, 1, -1, 1, -1, 1);
outMat4 = mat4.perspective(outMat4, Math.PI, 1, 0, 1);
outMat4 = mat4.perspectiveFromFieldOfView(outMat4, {upDegrees:Math.PI, downDegrees:-Math.PI, leftDegrees:-Math.PI, rightDegrees:Math.PI}, 1, 0);
outMat4 = mat4.ortho(outMat4, -1, 1, -1, 1, -1, 1);
outMat4 = mat4.lookAt(outMat4, vec3A, vec3B, vec3A);
outStr = mat4.str(mat4A);
outVal = mat4.frob(mat4A);
outMat4 = mat4.add(outMat4, mat4A, mat4B);
outMat4 = mat4.subtract(outMat4, mat4A, mat4B);
outMat4 = mat4.sub(outMat4, mat4A, mat4B);
outMat4 = mat4.multiplyScalar (outMat4, mat4A, 2);
outMat4 = mat4.multiplyScalarAndAdd (outMat4, mat4A, mat4B, 2);
outBool = mat4.exactEquals(mat4A, mat4B);
outBool = mat4.equals(mat4A, mat4B);
// quat
var deg90 = Math.PI / 2;
outQuat = quat.create();
outQuat = quat.clone(quatA);
示例4:
core.clear(0xffffff, 1)
core.gl.drawArrays(core.gl.TRIANGLE_STRIP, 0, 4)
}
img.src = player
const
pMatrix = mat4.create(),
vMatrix = mat4.create(),
rMatrix = mat4.create(),
tMatrix = mat4.create()
// mat4.perspective(pMatrix, Math.PI / 6, width / height, 0, 100)
mat4.ortho(pMatrix, -1, 1, -1, 1, 0, 100)
mat4.lookAt(vMatrix, [0, 0, 3], [0, 0, 0], [0, 1, 0])
mat4.translate(tMatrix, tMatrix, [0, .7, 0])
core.uniformMatrix4fv(program, 'pMatrix', pMatrix)
core.uniformMatrix4fv(program, 'vMatrix', vMatrix)
core.uniformMatrix4fv(program, 'rMatrix', rMatrix)
core.uniformMatrix4fv(program, 'tMatrix', tMatrix)
setInterval(() => {
mat4.rotateY(rMatrix, rMatrix, .01)
mat4.rotateY(vMatrix, vMatrix, .01)
// core.uniformMatrix4fv(program, 'rMatrix', rMatrix)
// core.uniformMatrix4fv(program, 'vMatrix', vMatrix)
core.clear(0xffffff, 1)
core.gl.drawArrays(core.gl.TRIANGLE_STRIP, 0, 4)