本文整理匯總了TypeScript中gl-matrix.vec3.subtract方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript vec3.subtract方法的具體用法?TypeScript vec3.subtract怎麽用?TypeScript vec3.subtract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.vec3
的用法示例。
在下文中一共展示了vec3.subtract方法的9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: updateFaceNormal
public updateFaceNormal() {
// from threejs
vec3.set(cb, 0, 0, 0);
vec3.set(ab, 0, 0, 0);
vec3.subtract(cb, this.vertices[2].v, this.vertices[1].v);
vec3.subtract(ab, this.vertices[0].v, this.vertices[1].v);
vec3.cross(cb, cb, ab);
vec3.normalize(cb, cb);
this.normal.set(cb[0], cb[1], cb[2]);
}
示例2: 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);
}
示例3: distanceSqToPoint
public distanceSqToPoint(point: Vector3) {
vec3.subtract(v1, point.v, this.origin.v);
const directionDistance = vec3.dot(v1, this.direction.v);
// point behind the ray
if (directionDistance < 0) {
return vec3.squaredDistance(this.origin.v, point.v);
}
vec3.copy(v1, this.direction.v);
vec3.scale(v1, v1, directionDistance);
vec3.add(v1, v1, this.origin.v);
return vec3.squaredDistance(v1, point.v);
}
示例4: 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);
}
}
}
示例5: 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);
}
示例6:
outVec2 = vec2.transformMat3(outVec2, vec2A, mat3A);
outVec2 = vec2.transformMat4(outVec2, vec2A, mat4A);
vecArray = vec2.forEach(vecArray, 0, 0, 0, vec2.normalize);
outStr = vec2.str(vec2A);
outBool = vec2.exactEquals(vec2A, vec2B);
outBool = vec2.equals(vec2A, vec2B);
outVec2 = vec2.add(outVec2, [0, 1], [2, 3]); // test one method with number array input
// vec3
outVec3 = vec3.create();
outVec3 = vec3.clone(vec3A);
outVec3 = vec3.fromValues(1, 2, 3);
outVec3 = vec3.copy(outVec3, vec3A);
outVec3 = vec3.set(outVec3, 1, 2, 3);
outVec3 = vec3.add(outVec3, vec3A, vec3B);
outVec3 = vec3.subtract(outVec3, vec3A, vec3B);
outVec3 = vec3.sub(outVec3, vec3A, vec3B);
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);
示例7: diagonal
diagonal(): Vec3 {
return vec3.subtract(vec3.create(), this.max, this.min);
}
示例8: extrude
extrude(delta: Vec3): void {
vec3.add(this.max, this.max, delta);
vec3.subtract(this.min, this.min, delta);
}
示例9: nextCornerPathReconstruction
// Reconstructs the path and returns waypoints connecting start and
// target position with corners.
private nextCornerPathReconstruction(current: HalfEdgeFace,
path: HalfEdgeFace[]): Vec3[] {
var nav_mesh_path = this.reconstructPath(current, path)
, reset = true
, best_left = null
, best_right = null
, best_right_dir = vec3.create()
, best_left_dir = vec3.create()
, corner_path = [];
corner_path.push(this._current_pos);
//while we have a next nav mesh face on the path we:
// - compute new line of sight, left & right corner and direction
// - check if we still "see" the new left & right corners
// - update best values or add corner "blocking" the line of sight
// to waypoint list
while (nav_mesh_path.length > 1) {
var current_face = nav_mesh_path.shift()
, sharing_edge = this.getSharingEdge(current_face, nav_mesh_path[0])
, right = vec3.clone(sharing_edge.begin.pos)
, left = vec3.clone(sharing_edge.end.pos)
, right_dir = vec3.create()
, left_dir = vec3.create();
vec3.subtract(right_dir, right, this._current_pos);
vec3.subtract(left_dir, left, this._current_pos);
if (reset === true) {
best_left = left;
best_right = right;
best_left_dir = left_dir;
best_right_dir = right_dir;
reset = false;
continue;
}
// The new corners are acceptable if the corridor gets narrower
// or stays the same. In order to choose the correct corner
// later (in case 3) we need to keep track which was updated.
//FIXME: the narrowing should only be done if we hit a wall!
var right_changed = false
, left_changed = false;
if (this._isLeftEq(best_right_dir, right_dir)) {
right_changed = !vec3equal(best_right, right);
best_right = right;
best_right_dir = right_dir;
}
if (this._isRightEq(best_left_dir, left_dir)) {
left_changed = !vec3equal(best_left, left);
best_left = left;
best_left_dir = left_dir;
}
// Case 1: the new right direction is right of the best right
// direction. This means the right corner blocks our view to
// the next nav mesh face on the path.
if (this._isRight(best_right_dir, right_dir)) {
reset = true;
this._current_pos = toNavmeshCoordinates(this.terrain, best_right);
corner_path.push(this._current_pos);
} else if (this._isLeft(best_left_dir, left_dir)) {
// Case 2: same as case 1 for left direction.
reset = true;
this._current_pos = toNavmeshCoordinates(this.terrain, best_left);
corner_path.push(this._current_pos);
} else if (this._isRightEq(best_right_dir, best_left_dir)) {
// Case 3: the best left direction is now right of the
// best right direction (same as best left is left of best
// right). To find the proper corner blocking the line of
// sight we need to know which corner was updated in this
// step.
reset = true;
var pos;
if (right_changed) {
pos = toNavmeshCoordinates(this.terrain, best_left);
} else {
pos = toNavmeshCoordinates(this.terrain, best_right);
}
this._current_pos = pos;
corner_path.push(this._current_pos);
}
}
// handle last nav face mesh (can be around the corner)
if (!reset) {
var target_dir = vec3.create();
vec3.subtract(target_dir,
getWorldCoordinates(this.terrain, this.target_pos),
this._current_pos);
if (this._isLeft(best_left_dir, target_dir)) {
pos = toNavmeshCoordinates(this.terrain, best_left);
corner_path.push(pos);
//.........這裏部分代碼省略.........