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TypeScript vec3.length方法代碼示例

本文整理匯總了TypeScript中gl-matrix.vec3.length方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript vec3.length方法的具體用法?TypeScript vec3.length怎麽用?TypeScript vec3.length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.vec3的用法示例。


在下文中一共展示了vec3.length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: moveAlong

    moveAlong(elapsedTime: number, speed: number): Vec3 {
        // If there is no further waypoint, we've arrived at the end and we
        // always return the current position.
        if (this.done) {
            return vec3.clone(this.currentPosition);
        }

        // The vector from the current position to the next waypoint.
        var vector        = vec3.subtract(vec3.create(), this.waypoints[0], this.currentPosition)
          , vectorLength  = vec3.length(vector)
          , distanceMoved = speed * elapsedTime;

        if (vectorLength < distanceMoved) {
            // The remaining distance in the current segment is less than what
            // we moved, jump to the next waypoint and move along the next path
            // segment from there.

            vec3.copy(this.currentPosition, this.waypoints.shift());
            this.currentHeading = normalizeHeading(Math.atan2(vector[1], vector[0]));

            return this.moveAlong(elapsedTime - vectorLength / speed, speed);
        }

        // We have not yet reached the next waypoint. Move along the vector
        // towards it and update the heading.
        vec3.add(this.currentPosition, this.currentPosition, vec3.scale(vec3.create(), vec3.normalize(vec3.create(), vector), distanceMoved));
        this.currentHeading = normalizeHeading(Math.atan2(vector[1], vector[0]));

        return vec3.clone(this.currentPosition);
    }
開發者ID:rmx,項目名稱:encounter,代碼行數:30,代碼來源:MovePath.ts

示例2: needRecomputeMovePath

    private needRecomputeMovePath(): boolean {
        var terrain  = lookupEntity<Terrain>(this.state, this.target.terrainId)
          , tpos     = getWorldCoordinates(terrain, this.target.terrainPosition)
          , fpos     = finalPosition(this.owner)
          , distance = Math.abs(vec3.length(vec3.subtract(vec3.create(), tpos, fpos)))
          , diff     = distance - (this.distance + this.target.boundingRadius);

        return 0.1 < diff;

        function finalPosition(entity: WorldObject): Vec3 {
            if (entity.movePath) {
                return entity.movePath.finalPosition;
            } else {
                return getWorldCoordinates(terrain, entity.terrainPosition);
            }
        }
    }
開發者ID:rmx,項目名稱:encounter,代碼行數:17,代碼來源:follow.ts

示例3: constructor

 constructor(
   readonly type: BoneType,
   readonly basis: Triple<vec3>,
   readonly prevJoint: vec3,
   readonly nextJoint: vec3,
   readonly width: number
 ) {
   const difference = vec3.subtract(vec3.create(), this.nextJoint, this.prevJoint);
   this.length = vec3.length(difference);
   this.basisMatrix = mat3.fromValues(
     this.basis[0][0], this.basis[0][1], this.basis[0][2],
     this.basis[1][0], this.basis[1][1], this.basis[1][2],
     this.basis[2][0], this.basis[2][1], this.basis[2][2]
   );
   this.left = mat3.determinant(this.basisMatrix) < 0;
   this.center = vec3.lerp(vec3.create(), this.prevJoint, this.nextJoint, 0.5);
   this.direction = Bone.createBoneDirection(this.basisMatrix);
   this.matrix = Bone.createBoneMatrix(this.basisMatrix, this.center, this.left);
 }
開發者ID:alexeden,項目名稱:dotstar-node,代碼行數:19,代碼來源:bone.ts

示例4:

outVec3 = vec3.multiply(outVec3, vec3A, vec3B);
outVec3 = vec3.mul(outVec3, vec3A, vec3B);
outVec3 = vec3.divide(outVec3, vec3A, vec3B);
outVec3 = vec3.div(outVec3, vec3A, vec3B);
outVec3 = vec3.ceil(outVec3, vec3A);
outVec3 = vec3.floor(outVec3, vec3A);
outVec3 = vec3.min(outVec3, vec3A, vec3B);
outVec3 = vec3.max(outVec3, vec3A, vec3B);
outVec3 = vec3.round(outVec3, vec3A);
outVec3 = vec3.scale(outVec3, vec3A, 2);
outVec3 = vec3.scaleAndAdd(outVec3, vec3A, vec3B, 0.5);
outVal = vec3.distance(vec3A, vec3B);
outVal = vec3.dist(vec3A, vec3B);
outVal = vec3.squaredDistance(vec3A, vec3B);
outVal = vec3.sqrDist(vec3A, vec3B);
outVal = vec3.length(vec3A);
outVal = vec3.len(vec3A);
outVal = vec3.squaredLength(vec3A);
outVal = vec3.sqrLen(vec3A);
outVec3 = vec3.negate(outVec3, vec3A);
outVec3 = vec3.inverse(outVec3, vec3A);
outVec3 = vec3.normalize(outVec3, vec3A);
outVal = vec3.dot(vec3A, vec3B);
outVec3 = vec3.cross(outVec3, vec3A, vec3B);
outVec3 = vec3.lerp(outVec3, vec3A, vec3B, 0.5);
outVec3 = vec3.hermite(outVec3, vec3A, vec3B, vec3A, vec3B, 0.5);
outVec3 = vec3.bezier(outVec3, vec3A, vec3B, vec3A, vec3B, 0.5);
outVec3 = vec3.random(outVec3);
outVec3 = vec3.random(outVec3, 5.0);
outVec3 = vec3.transformMat3(outVec3, vec3A, mat3A);
outVec3 = vec3.transformMat4(outVec3, vec3A, mat4A);
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5: diameter

 diameter(): number {
     return vec3.length(this.diagonal());
 }
開發者ID:rmx,項目名稱:encounter,代碼行數:3,代碼來源:BoundingBox.ts


注:本文中的gl-matrix.vec3.length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。