本文整理汇总了TypeScript中babylonjs/Misc/tools.Tools类的典型用法代码示例。如果您正苦于以下问题:TypeScript Tools类的具体用法?TypeScript Tools怎么用?TypeScript Tools使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Tools类的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的TypeScript代码示例。
示例1: _CreateBakedAnimation
/**
* Create a baked animation
* @param babylonTransformNode BabylonJS mesh
* @param animation BabylonJS animation corresponding to the BabylonJS mesh
* @param animationChannelTargetPath animation target channel
* @param minFrame minimum animation frame
* @param maxFrame maximum animation frame
* @param fps frames per second of the animation
* @param inputs input key frames of the animation
* @param outputs output key frame data of the animation
* @param convertToRightHandedSystem converts the values to right-handed
* @param useQuaternion specifies if quaternions should be used
*/
private static _CreateBakedAnimation(babylonTransformNode: TransformNode, animation: Animation, animationChannelTargetPath: AnimationChannelTargetPath, minFrame: number, maxFrame: number, fps: number, sampleRate: number, inputs: number[], outputs: number[][], minMaxFrames: { min: number, max: number }, convertToRightHandedSystem: boolean, useQuaternion: boolean) {
let value: number | Vector3 | Quaternion;
let quaternionCache: Quaternion = Quaternion.Identity();
let previousTime: Nullable<number> = null;
let time: number;
let maxUsedFrame: Nullable<number> = null;
let currKeyFrame: Nullable<IAnimationKey> = null;
let nextKeyFrame: Nullable<IAnimationKey> = null;
let prevKeyFrame: Nullable<IAnimationKey> = null;
let endFrame: Nullable<number> = null;
minMaxFrames.min = Tools.FloatRound(minFrame / fps);
let keyFrames = animation.getKeys();
for (let i = 0, length = keyFrames.length; i < length; ++i) {
endFrame = null;
currKeyFrame = keyFrames[i];
if (i + 1 < length) {
nextKeyFrame = keyFrames[i + 1];
if (currKeyFrame.value.equals(nextKeyFrame.value)) {
if (i === 0) { // set the first frame to itself
endFrame = currKeyFrame.frame;
}
else {
continue;
}
}
else {
endFrame = nextKeyFrame.frame;
}
}
else {
// at the last key frame
prevKeyFrame = keyFrames[i - 1];
if (currKeyFrame.value.equals(prevKeyFrame.value)) {
continue;
}
else {
endFrame = maxFrame;
}
}
if (endFrame) {
for (let f = currKeyFrame.frame; f <= endFrame; f += sampleRate) {
time = Tools.FloatRound(f / fps);
if (time === previousTime) {
continue;
}
previousTime = time;
maxUsedFrame = time;
value = animation._interpolate(f, 0, undefined, animation.loopMode);
_GLTFAnimation._SetInterpolatedValue(babylonTransformNode, value, time, animation, animationChannelTargetPath, quaternionCache, inputs, outputs, convertToRightHandedSystem, useQuaternion);
}
}
}
if (maxUsedFrame) {
minMaxFrames.max = maxUsedFrame;
}
}
开发者ID:Pryme8,项目名称:Babylon.js,代码行数:73,代码来源:glTFAnimation.ts
示例2: _ConvertFactorToVector3OrQuaternion
private static _ConvertFactorToVector3OrQuaternion(factor: number, babylonTransformNode: TransformNode, animation: Animation, animationType: number, animationChannelTargetPath: AnimationChannelTargetPath, convertToRightHandedSystem: boolean, useQuaternion: boolean): Nullable<Vector3 | Quaternion> {
let property: string[];
let componentName: string;
let value: Nullable<Quaternion | Vector3> = null;
const basePositionRotationOrScale = _GLTFAnimation._GetBasePositionRotationOrScale(babylonTransformNode, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion);
if (animationType === Animation.ANIMATIONTYPE_FLOAT) { // handles single component x, y, z or w component animation by using a base property and animating over a component.
property = animation.targetProperty.split('.');
componentName = property ? property[1] : ''; // x, y, or z component
value = useQuaternion ? Quaternion.FromArray(basePositionRotationOrScale).normalize() : Vector3.FromArray(basePositionRotationOrScale);
switch (componentName) {
case 'x': {
value[componentName] = (convertToRightHandedSystem && useQuaternion && (animationChannelTargetPath !== AnimationChannelTargetPath.SCALE)) ? -factor : factor;
break;
}
case 'y': {
value[componentName] = (convertToRightHandedSystem && useQuaternion && (animationChannelTargetPath !== AnimationChannelTargetPath.SCALE)) ? -factor : factor;
break;
}
case 'z': {
value[componentName] = (convertToRightHandedSystem && !useQuaternion && (animationChannelTargetPath !== AnimationChannelTargetPath.SCALE)) ? -factor : factor;
break;
}
case 'w': {
(value as Quaternion).w = factor;
break;
}
default: {
Tools.Error(`glTFAnimation: Unsupported component type "${componentName}" for scale animation!`);
}
}
}
return value;
}
开发者ID:Pryme8,项目名称:Babylon.js,代码行数:35,代码来源:glTFAnimation.ts
示例3: export
public export() {
let content = "// Code generated by babylon.js Inspector\r\n// Please keep in mind to define the 'scene' variable before using that code\r\n\r\n";
if (this._recordedCodeLines) {
content += this._recordedCodeLines.join("\r\n");
}
Tools.Download(new Blob([content]), "pseudo-code.txt");
}
开发者ID:BabylonJS,项目名称:Babylon.js,代码行数:9,代码来源:replayRecorder.ts
示例4: _CreateNodeAnimation
/**
* @ignore
*
* Creates glTF channel animation from BabylonJS animation.
* @param babylonTransformNode - BabylonJS mesh.
* @param animation - animation.
* @param animationChannelTargetPath - The target animation channel.
* @param convertToRightHandedSystem - Specifies if the values should be converted to right-handed.
* @param useQuaternion - Specifies if quaternions are used.
* @returns nullable IAnimationData
*/
public static _CreateNodeAnimation(babylonTransformNode: TransformNode, animation: Animation, animationChannelTargetPath: AnimationChannelTargetPath, convertToRightHandedSystem: boolean, useQuaternion: boolean, animationSampleRate: number): Nullable<_IAnimationData> {
const inputs: number[] = [];
const outputs: number[][] = [];
const keyFrames = animation.getKeys();
const minMaxKeyFrames = _GLTFAnimation.calculateMinMaxKeyFrames(keyFrames);
const interpolationOrBake = _GLTFAnimation._DeduceInterpolation(keyFrames, animationChannelTargetPath, useQuaternion);
const frameDelta = minMaxKeyFrames.max - minMaxKeyFrames.min;
const interpolation = interpolationOrBake.interpolationType;
const shouldBakeAnimation = interpolationOrBake.shouldBakeAnimation;
if (shouldBakeAnimation) {
_GLTFAnimation._CreateBakedAnimation(babylonTransformNode, animation, animationChannelTargetPath, minMaxKeyFrames.min, minMaxKeyFrames.max, animation.framePerSecond, animationSampleRate, inputs, outputs, minMaxKeyFrames, convertToRightHandedSystem, useQuaternion);
}
else {
if (interpolation === AnimationSamplerInterpolation.LINEAR || interpolation === AnimationSamplerInterpolation.STEP) {
_GLTFAnimation._CreateLinearOrStepAnimation(babylonTransformNode, animation, animationChannelTargetPath, frameDelta, inputs, outputs, convertToRightHandedSystem, useQuaternion);
}
else if (interpolation === AnimationSamplerInterpolation.CUBICSPLINE) {
_GLTFAnimation._CreateCubicSplineAnimation(babylonTransformNode, animation, animationChannelTargetPath, frameDelta, inputs, outputs, convertToRightHandedSystem, useQuaternion);
}
else {
_GLTFAnimation._CreateBakedAnimation(babylonTransformNode, animation, animationChannelTargetPath, minMaxKeyFrames.min, minMaxKeyFrames.max, animation.framePerSecond, animationSampleRate, inputs, outputs, minMaxKeyFrames, convertToRightHandedSystem, useQuaternion);
}
}
if (inputs.length && outputs.length) {
const result: _IAnimationData = {
inputs: inputs,
outputs: outputs,
samplerInterpolation: interpolation,
inputsMin: shouldBakeAnimation ? minMaxKeyFrames.min : Tools.FloatRound(minMaxKeyFrames.min / animation.framePerSecond),
inputsMax: shouldBakeAnimation ? minMaxKeyFrames.max : Tools.FloatRound(minMaxKeyFrames.max / animation.framePerSecond)
};
return result;
}
return null;
}
开发者ID:Pryme8,项目名称:Babylon.js,代码行数:52,代码来源:glTFAnimation.ts
示例5: _DeduceAnimationInfo
private static _DeduceAnimationInfo(animation: Animation): Nullable<_IAnimationInfo> {
let animationChannelTargetPath: Nullable<AnimationChannelTargetPath> = null;
let dataAccessorType = AccessorType.VEC3;
let useQuaternion: boolean = false;
let property = animation.targetProperty.split('.');
switch (property[0]) {
case 'scaling': {
animationChannelTargetPath = AnimationChannelTargetPath.SCALE;
break;
}
case 'position': {
animationChannelTargetPath = AnimationChannelTargetPath.TRANSLATION;
break;
}
case 'rotation': {
dataAccessorType = AccessorType.VEC4;
animationChannelTargetPath = AnimationChannelTargetPath.ROTATION;
break;
}
case 'rotationQuaternion': {
dataAccessorType = AccessorType.VEC4;
useQuaternion = true;
animationChannelTargetPath = AnimationChannelTargetPath.ROTATION;
break;
}
default: {
Tools.Error(`Unsupported animatable property ${property[0]}`);
}
}
if (animationChannelTargetPath) {
return { animationChannelTargetPath: animationChannelTargetPath, dataAccessorType: dataAccessorType, useQuaternion: useQuaternion };
}
else {
Tools.Error('animation channel target path and data accessor type could be deduced');
}
return null;
}
开发者ID:Pryme8,项目名称:Babylon.js,代码行数:37,代码来源:glTFAnimation.ts
示例6: _AddKeyframeValue
/**
* Adds a key frame value
* @param keyFrame
* @param animation
* @param outputs
* @param animationChannelTargetPath
* @param basePositionRotationOrScale
* @param convertToRightHandedSystem
* @param useQuaternion
*/
private static _AddKeyframeValue(keyFrame: IAnimationKey, animation: Animation, outputs: number[][], animationChannelTargetPath: AnimationChannelTargetPath, babylonTransformNode: TransformNode, convertToRightHandedSystem: boolean, useQuaternion: boolean) {
let value: number[];
let newPositionRotationOrScale: Nullable<Vector3 | Quaternion>;
const animationType = animation.dataType;
if (animationType === Animation.ANIMATIONTYPE_VECTOR3) {
value = keyFrame.value.asArray();
if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {
const array = Vector3.FromArray(value);
let rotationQuaternion = Quaternion.RotationYawPitchRoll(array.y, array.x, array.z);
if (convertToRightHandedSystem) {
_GLTFUtilities._GetRightHandedQuaternionFromRef(rotationQuaternion);
if (!babylonTransformNode.parent) {
rotationQuaternion = Quaternion.FromArray([0, 1, 0, 0]).multiply(rotationQuaternion);
}
}
value = rotationQuaternion.asArray();
}
else if (animationChannelTargetPath === AnimationChannelTargetPath.TRANSLATION) {
if (convertToRightHandedSystem) {
_GLTFUtilities._GetRightHandedNormalArray3FromRef(value);
if (!babylonTransformNode.parent) {
value[0] *= -1;
value[2] *= -1;
}
}
}
outputs.push(value); // scale vector.
}
else if (animationType === Animation.ANIMATIONTYPE_FLOAT) { // handles single component x, y, z or w component animation by using a base property and animating over a component.
newPositionRotationOrScale = this._ConvertFactorToVector3OrQuaternion(keyFrame.value as number, babylonTransformNode, animation, animationType, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion);
if (newPositionRotationOrScale) {
if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {
let posRotScale = useQuaternion ? newPositionRotationOrScale as Quaternion : Quaternion.RotationYawPitchRoll(newPositionRotationOrScale.y, newPositionRotationOrScale.x, newPositionRotationOrScale.z).normalize();
if (convertToRightHandedSystem) {
_GLTFUtilities._GetRightHandedQuaternionFromRef(posRotScale);
if (!babylonTransformNode.parent) {
posRotScale = Quaternion.FromArray([0, 1, 0, 0]).multiply(posRotScale);
}
}
outputs.push(posRotScale.asArray());
}
else if (animationChannelTargetPath === AnimationChannelTargetPath.TRANSLATION) {
if (convertToRightHandedSystem) {
_GLTFUtilities._GetRightHandedNormalVector3FromRef(newPositionRotationOrScale as Vector3);
if (!babylonTransformNode.parent) {
newPositionRotationOrScale.x *= -1;
newPositionRotationOrScale.z *= -1;
}
}
}
outputs.push(newPositionRotationOrScale.asArray());
}
}
else if (animationType === Animation.ANIMATIONTYPE_QUATERNION) {
value = (keyFrame.value as Quaternion).normalize().asArray();
if (convertToRightHandedSystem) {
_GLTFUtilities._GetRightHandedQuaternionArrayFromRef(value);
if (!babylonTransformNode.parent) {
value = Quaternion.FromArray([0, 1, 0, 0]).multiply(Quaternion.FromArray(value)).asArray();
}
}
outputs.push(value);
}
else {
Tools.Error('glTFAnimation: Unsupported key frame values for animation!');
}
}
开发者ID:Pryme8,项目名称:Babylon.js,代码行数:84,代码来源:glTFAnimation.ts
示例7: addLoaderPlugin
export function addLoaderPlugin(name: string, plugin: ILoaderPlugin) {
if (pluginCache[name]) {
Tools.Warn("Overwriting plugin with the same name - " + name);
}
pluginCache[name] = plugin;
}
开发者ID:BabylonJS,项目名称:Babylon.js,代码行数:6,代码来源:index.ts
示例8:
},
assetsRootURL: 'https://viewer.babylonjs.com/assets/environment/'
},
loaderPlugins: {
extendedMaterial: true,
applyMaterialConfig: true,
msftLod: true,
telemetry: true
},
model: {
rotationOffsetAxis: {
x: 0,
y: -1,
z: 0
},
rotationOffsetAngle: Tools.ToRadians(210),
material: {
directEnabled: true,
directIntensity: 0.884,
emissiveIntensity: 1.04,
environmentIntensity: 0.6
},
entryAnimation: {
scaling: {
x: 0,
y: 0,
z: 0
},
time: 0.5,
easingFunction: 4,
easingMode: 1
开发者ID:BabylonJS,项目名称:Babylon.js,代码行数:31,代码来源:extended.ts
注:本文中的babylonjs/Misc/tools.Tools类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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