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TypeScript vec2.fromValues方法代碼示例

本文整理匯總了TypeScript中gl-matrix.vec2.fromValues方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript vec2.fromValues方法的具體用法?TypeScript vec2.fromValues怎麽用?TypeScript vec2.fromValues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.vec2的用法示例。


在下文中一共展示了vec2.fromValues方法的6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: constructor

  constructor(gl : WebGLRenderingContext, width=0, height=width){
    this.gl = gl;
    this.texture = gl.createTexture() || (() => {throw new Error("Could not make texture")})();

    this.width = width;
    this.height = height;

    this.size = vec2.fromValues(width, height);
    this.halfSize = vec2.fromValues(width/2, height/2);
    this.inverseSize = vec2.fromValues(1/width, 1/height);

    this.bind();

    this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MAG_FILTER, this.gl.NEAREST);
    this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_MIN_FILTER, this.gl.NEAREST);

    this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, this.gl.CLAMP_TO_EDGE);
    this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, this.gl.CLAMP_TO_EDGE);
  }
開發者ID:mariusGundersen,項目名稱:Ekkiog,代碼行數:19,代碼來源:Texture.ts

示例2: Float32Array

// common
import { glMatrix, vec2, mat2, mat3, mat4, vec3, vec4, mat2d, quat } from "gl-matrix";

var outVal: number;
var outBool: boolean;
var outStr: string;

let vecArray = new Float32Array([1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]);

let vec2A = vec2.fromValues(1, 2);
let vec2B = vec2.fromValues(3, 4);
let vec3A = vec3.fromValues(1, 2, 3);
let vec3B = vec3.fromValues(3, 4, 5);
let vec4A = vec4.fromValues(1, 2, 3, 4);
let vec4B = vec4.fromValues(3, 4, 5, 6);
let mat2A = mat2.fromValues(1, 2, 3, 4);
let mat2B = mat2.fromValues(1, 2, 3, 4);
let mat2dA = mat2d.fromValues(1, 2, 3, 4, 5, 6);
let mat2dB = mat2d.fromValues(1, 2, 3, 4, 5, 6);
let mat3A = mat3.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9);
let mat3B = mat3.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9);
let mat4A = mat4.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
let mat4B = mat4.fromValues(1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16);
let quatA = quat.fromValues(1, 2, 3, 4);
let quatB = quat.fromValues(5, 6, 7, 8);

let outVec2 = vec2.create();
let outVec3 = vec3.create();
let outVec4 = vec4.create();
let outMat2 = mat2.create();
let outMat2d = mat2d.create();
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: transformPointInverse

 /**
  * apply inverse transformation to a point 
  * 
  * @param {number} x
  * @param {number} y
  * @returns {GLM.IArray}  transformed point
  */
 public transformPointInverse(x: number, y: number): GLM.IArray {
     let point = vec2.fromValues(x, y);
     vec2.transformMat3(point, point, this.InverseTransform);
     return point;
 }
開發者ID:MehdiZonjy,項目名稱:book-viewer,代碼行數:12,代碼來源:movable-object.ts

示例4: transformPoint

 /**
  * apply transformation to a point 
  * 
  * @param {number} x
  * @param {number} y
  * @returns {GLM.IArray} transformed point
  */
 public transformPoint(x: number, y: number): GLM.IArray {
     let point = vec2.fromValues(x, y);
     vec2.transformMat3(point, point, this.Transformations);
     return point;
 }
開發者ID:MehdiZonjy,項目名稱:book-viewer,代碼行數:12,代碼來源:movable-object.ts

示例5: postScale

 /**
  * apply scale 
  * @param {number} scaleX
  * @param {number} scaleY
  */
 public postScale(scaleX: number, scaleY: number) {
     mat3.scale(this.mTransformation, this.mTransformation, vec2.fromValues(scaleX, scaleY));
     this.mVersion++;
 }
開發者ID:MehdiZonjy,項目名稱:book-viewer,代碼行數:9,代碼來源:movable-object.ts

示例6: postTranslation

 /**
  * apply translation
  * @param {number} deltaX
  * @param {number} deltaY
  */
 public postTranslation(deltaX: number, deltaY: number) {
     mat3.translate(this.mTransformation, this.mTransformation, vec2.fromValues(deltaX, deltaY));
     this.mVersion++;
 }
開發者ID:MehdiZonjy,項目名稱:book-viewer,代碼行數:9,代碼來源:movable-object.ts


注:本文中的gl-matrix.vec2.fromValues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。