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TypeScript math.Quaternion类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了TypeScript中babylonjs/Maths/math.Quaternion的典型用法代码示例。如果您正苦于以下问题:TypeScript Quaternion类的具体用法?TypeScript Quaternion怎么用?TypeScript Quaternion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Quaternion类的6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: _GetBasePositionRotationOrScale

 private static _GetBasePositionRotationOrScale(babylonTransformNode: TransformNode, animationChannelTargetPath: AnimationChannelTargetPath, convertToRightHandedSystem: boolean, useQuaternion: boolean) {
     let basePositionRotationOrScale: number[];
     if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {
         if (useQuaternion) {
             if (babylonTransformNode.rotationQuaternion) {
                 basePositionRotationOrScale = babylonTransformNode.rotationQuaternion.asArray();
                 if (convertToRightHandedSystem) {
                     _GLTFUtilities._GetRightHandedQuaternionArrayFromRef(basePositionRotationOrScale);
                     if (!babylonTransformNode.parent) {
                         basePositionRotationOrScale = Quaternion.FromArray([0, 1, 0, 0]).multiply(Quaternion.FromArray(basePositionRotationOrScale)).asArray();
                     }
                 }
             }
             else {
                 basePositionRotationOrScale = Quaternion.Identity().asArray();
             }
         }
         else {
             basePositionRotationOrScale = babylonTransformNode.rotation.asArray();
             _GLTFUtilities._GetRightHandedNormalArray3FromRef(basePositionRotationOrScale);
         }
     }
     else if (animationChannelTargetPath === AnimationChannelTargetPath.TRANSLATION) {
         basePositionRotationOrScale = babylonTransformNode.position.asArray();
         if (convertToRightHandedSystem) {
             _GLTFUtilities._GetRightHandedPositionArray3FromRef(basePositionRotationOrScale);
         }
     }
     else { // scale
         basePositionRotationOrScale = babylonTransformNode.scaling.asArray();
     }
     return basePositionRotationOrScale;
 }
开发者ID:Pryme8,项目名称:Babylon.js,代码行数:33,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: _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4: AddSplineTangent

    /**
     * Adds an input tangent or output tangent to the output data
     * If an input tangent or output tangent is missing, it uses the zero vector or zero quaternion
     * @param tangentType Specifies which type of tangent to handle (inTangent or outTangent)
     * @param outputs The animation data by keyframe
     * @param animationChannelTargetPath The target animation channel
     * @param interpolation The interpolation type
     * @param keyFrame The key frame with the animation data
     * @param frameDelta Time difference between two frames used to scale the tangent by the frame delta
     * @param useQuaternion Specifies if quaternions are used
     * @param convertToRightHandedSystem Specifies if the values should be converted to right-handed
     */
    private static AddSplineTangent(babylonTransformNode: TransformNode, tangentType: _TangentType, outputs: number[][], animationChannelTargetPath: AnimationChannelTargetPath, interpolation: AnimationSamplerInterpolation, keyFrame: IAnimationKey, frameDelta: number, useQuaternion: boolean, convertToRightHandedSystem: boolean) {
        let tangent: number[];
        let tangentValue: Vector3 | Quaternion = tangentType === _TangentType.INTANGENT ? keyFrame.inTangent : keyFrame.outTangent;
        if (interpolation === AnimationSamplerInterpolation.CUBICSPLINE) {
            if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {
                if (tangentValue) {
                    if (useQuaternion) {
                        tangent = (tangentValue as Quaternion).scale(frameDelta).asArray();
                    }
                    else {
                        const array = (tangentValue as Vector3).scale(frameDelta);
                        tangent = Quaternion.RotationYawPitchRoll(array.y, array.x, array.z).asArray();
                    }

                    if (convertToRightHandedSystem) {
                        _GLTFUtilities._GetRightHandedQuaternionArrayFromRef(tangent);
                        if (!babylonTransformNode.parent) {
                            tangent = Quaternion.FromArray([0, 1, 0, 0]).multiply(Quaternion.FromArray(tangent)).asArray();
                        }
                    }
                }
                else {
                    tangent = [0, 0, 0, 0];
                }
            }
            else {
                if (tangentValue) {
                    tangent = (tangentValue as Vector3).scale(frameDelta).asArray();
                    if (convertToRightHandedSystem) {
                        if (animationChannelTargetPath === AnimationChannelTargetPath.TRANSLATION) {
                            _GLTFUtilities._GetRightHandedPositionArray3FromRef(tangent);
                            if (!babylonTransformNode.parent) {
                                tangent[0] *= -1; // x
                                tangent[2] *= -1; // z
                            }
                        }
                    }
                }
                else {
                    tangent = [0, 0, 0];
                }
            }

            outputs.push(tangent);
        }
    }
开发者ID:Pryme8,项目名称:Babylon.js,代码行数:58,代码来源:glTFAnimation.ts


示例5: _SetInterpolatedValue

    private static _SetInterpolatedValue(babylonTransformNode: TransformNode, value: Nullable<number | Vector3 | Quaternion>, time: number, animation: Animation, animationChannelTargetPath: AnimationChannelTargetPath, quaternionCache: Quaternion, inputs: number[], outputs: number[][], convertToRightHandedSystem: boolean, useQuaternion: boolean) {
        const animationType = animation.dataType;
        let cacheValue: Vector3 | Quaternion;
        inputs.push(time);
        if (typeof value === "number") {
            value = this._ConvertFactorToVector3OrQuaternion(value as number, babylonTransformNode, animation, animationType, animationChannelTargetPath, convertToRightHandedSystem, useQuaternion);
        }
        if (value) {
            if (animationChannelTargetPath === AnimationChannelTargetPath.ROTATION) {
                if (useQuaternion) {
                    quaternionCache = value as Quaternion;
                }
                else {
                    cacheValue = value as Vector3;
                    Quaternion.RotationYawPitchRollToRef(cacheValue.y, cacheValue.x, cacheValue.z, quaternionCache);
                }
                if (convertToRightHandedSystem) {
                    _GLTFUtilities._GetRightHandedQuaternionFromRef(quaternionCache);

                    if (!babylonTransformNode.parent) {
                        quaternionCache = Quaternion.FromArray([0, 1, 0, 0]).multiply(quaternionCache);
                    }
                }
                outputs.push(quaternionCache.asArray());
            }
            else {
                cacheValue = value as Vector3;
                if (convertToRightHandedSystem && (animationChannelTargetPath !== AnimationChannelTargetPath.SCALE)) {
                    _GLTFUtilities._GetRightHandedPositionVector3FromRef(cacheValue);
                    if (!babylonTransformNode.parent) {
                        cacheValue.x *= -1;
                        cacheValue.z *= -1;
                    }
                }

                outputs.push(cacheValue.asArray());
            }
        }
    }
开发者ID:Pryme8,项目名称:Babylon.js,代码行数:39,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



注:本文中的babylonjs/Maths/math.Quaternion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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