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TypeScript mat4.scale方法代碼示例

本文整理匯總了TypeScript中gl-matrix.mat4.scale方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript mat4.scale方法的具體用法?TypeScript mat4.scale怎麽用?TypeScript mat4.scale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.scale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
      );
    }
  }
開發者ID:davidpaulrosser,項目名稱:leonardo,代碼行數:43,代碼來源:Object3D.ts

示例2:

//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);
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);
開發者ID:DenisCarriere,項目名稱:DefinitelyTyped,代碼行數:30,代碼來源:gl-matrix-tests.ts


注:本文中的gl-matrix.mat4.scale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。