本文整理匯總了TypeScript中gl-matrix.quat.rotateY方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript quat.rotateY方法的具體用法?TypeScript quat.rotateY怎麽用?TypeScript quat.rotateY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.quat
的用法示例。
在下文中一共展示了quat.rotateY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:
outQuat = quat.multiply(outQuat, quatA, quatB);
outQuat = quat.mul(outQuat, quatA, quatB);
outQuat = quat.scale(outQuat, quatA, 2);
outVal = quat.length(quatA);
outVal = quat.len(quatA);
outVal = quat.squaredLength(quatA);
outVal = quat.sqrLen(quatA);
outQuat = quat.normalize(outQuat, quatA);
outVal = quat.dot(quatA, quatB);
outQuat = quat.lerp(outQuat, quatA, quatB, 0.5);
outQuat = quat.slerp(outQuat, quatA, quatB, 0.5);
outQuat = quat.invert(outQuat, quatA);
outQuat = quat.conjugate(outQuat, quatA);
outStr = quat.str(quatA);
outQuat = quat.rotateX(outQuat, quatA, deg90);
outQuat = quat.rotateY(outQuat, quatA, deg90);
outQuat = quat.rotateZ(outQuat, quatA, deg90);
outQuat = quat.fromMat3(outQuat, mat3A);
outQuat = quat.calculateW(outQuat, quatA);
outBool = quat.exactEquals(quatA, quatB);
outBool = quat.equals(quatA, quatB);
// glMatrix
outVal = glMatrix.RANDOM();
outVal = glMatrix.EPSILON;
outBool = glMatrix.ENABLE_SIMD;
outBool = glMatrix.SIMD_AVAILABLE;
outBool = glMatrix.USE_SIMD;
outBool = glMatrix.equals(1, 1);
outBool = glMatrix.equals(1, -1);
outVal = glMatrix.toRadian(10);