rollOverMesh.position.copy(intersect.point).add(intersect.face.normal) rollOverMesh.position.divideScalar(50).floor().multiplyScalar...intersect.point).add(intersect.face.normal) rollOverMesh.position.divideScalar(50).floor().multiplyScalar...add(intersect.face.normal); //.divideScalar ( s : Float )将该向量除以标量S //.multiplyScalar...//下面重新设置position的目的是移动的方块的中心在网格的中心,Y轴为25 voxel.position.divideScalar(50).floor().multiplyScalar
new THREE.Mesh( geometry, material ); mesh.position.set( - 0.075, 0.005, 0 ); mesh.scale.multiplyScalar...mesh = new THREE.Mesh( geometry, material ); mesh.position.set( - 0.025, 0, 0 ); mesh.scale.multiplyScalar...mesh = new THREE.Mesh( geometry, material ); mesh.position.set( 0.025, 0, 0 ); mesh.scale.multiplyScalar...mesh = new THREE.Mesh( geometry, material ); mesh.position.set( 0.075, 0, 0 ); mesh.scale.multiplyScalar
createRigidBody( ball, ballShape, ballMass, pos, quat ); pos.copy( raycaster.ray.direction ); pos.multiplyScalar...var ty = Math.sin( 2 * Math.PI * t ); var tz = 0; return new THREE.Vector3( tx, ty, tz ).multiplyScalar
intersect.point).add(intersect.face.normal); staticMesh.position.divideScalar(50).floor().multiplyScalar...intersect.point).add(intersect.face.normal); // 计算具体方格 moveMesh.position.divideScalar(50).floor().multiplyScalar
new dt.Vec3().cross(up, tagent); cross.normalize(); let halfRoadWidth = 50; cross.multiplyScalar...(halfRoadWidth); let cross2 = cross.clone().multiplyScalar(3.0); let p1 = lastPoint.clone...; let joinPoint = new dt.Vec3().addVectors(lastPoint, sub); let halfSub = sub.clone().multiplyScalar
_vector.normalize().multiplyScalar(this.speed); } } private _vector: Vec3 = null;..._vector = v.clone().multiplyScalar(this.speed); this.node.forward = v; BulletSc.preCheck..._vector) { Vec3.multiplyScalar(this._vec3, this....const impact = instantiate(this.impact1); impact.worldPosition = e.hitPoint.add(e.hitNormal.multiplyScalar...(0.01)); impact.forward=e.hitNormal.multiplyScalar(-1); impact.scale = b.node.scale;
*= (1 - scope.dampingFactor); sphericalDelta.phi *= (1 - scope.dampingFactor); panOffset.multiplyScalar...objectMatrix) { v.setFromMatrixColumn(objectMatrix, 0); // get X column of objectMatrix v.multiplyScalar...v.setFromMatrixColumn(objectMatrix, 0); v.crossVectors(scope.object.up, v); } v.multiplyScalar...rotateEnd.set(event.clientX, event.clientY); rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar...pageY + event.touches[1].pageY); panEnd.set(x, y); } panDelta.subVectors(panEnd, panStart).multiplyScalar
light.position.multiplyScalar( 1.3 ); //castShadow 如果设置为 true 该平行光会产生动态阴影。...2000 ), Math.cos( time / 3000 ), Math.sin( time / 1000 ) ) windForce.normalize() windForce.multiplyScalar...time / 2000 ), Math.cos( time / 3000 ), Math.sin( time / 1000 ) ) windForce.normalize() windForce.multiplyScalar
向量执行的数学操作 GLKVector3Negate GLKVector3Normalize GLKVector3AddScalar GLKVector3SubtractScalar GLKVector3MultiplyScalar...声明在 GLKVector3.h GLKVector3MultiplyScalar 返回通过将向量的每个分量乘以标量值创建的新向量。...GLKVector3 GLKVector3MultiplyScalar(GLKVector3 vector,float value); 参数 向量 一个矢量。 值 标量值。 回报值 一个新的矢量。
THREE.Matrix4().makeScale(2,2,2); matrix.setFromMatrix4(matrix4)//elements: (9) [2, 0, 0, 0, 2, 0, 0, 0, 2] 7. multiplyScalar...: Matrix3 当前矩阵所有的元素乘以该缩放值s var matrix = new THREE.Matrix3(); matrix.set( 1,2,3,4,5,6,7,8,9); matrix.multiplyScalar
1,2,3); var vec2 = new THREE.Vector3(2,3,4); vec1.multiply(vec2);//返回Vector3 {x: 2, y: 6, z: 12} 17. multiplyScalar...var vec1 = new THREE.Vector3(1,2,3); vec1.multiplyScalar(2);//返回Vector3 {x: 2, y: 4, z: 6} 18. multiplyVectors...=== 0 ) return this.set( 0, 0, 0 ); var scalar = v.dot( this ) / denominator; return this.copy( v ).multiplyScalar...image.png 最后的结果就是vec1.copy(vec2).multiplyScalar(scalar),注意这个scalar是标量。...THREE.Vector3(0,1,0));/返回Vector3 {x: 1, y: -1, z: 0} //three.js 源码 this.sub( _vector.copy( normal ).multiplyScalar
end_lat, 100); const angle = v0.angleTo(v3); let vtop = v0.clone().add(v3); vtop = vtop.normalize().multiplyScalar...else { n = (params.globeRadius / 5) * Math.pow(angle, 1.5); } v1 = v0.clone().add(vtop).normalize().multiplyScalar...(100 + n); v2 = v3.clone().add(vtop).normalize().multiplyScalar(100 + n); const curve = new THREE.CubicBezierCurve3
vector): 用自己加上另一个二维向量,并将结果赋值给自己 .rotate(angle): 将自己沿原点旋转若干弧度,并将结果赋值给自己 .normalize(): 将自己标准化,并将结果赋值给自己 .multiplyScalar
paths = data.paths; // 创建threejs 组 const group = new THREE.Group(); group.scale.multiplyScalar
mesh.position.set(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).normalize(); mesh.position.multiplyScalar...Math.random() * 2);//旋转 particle.add(mesh); } 以上代码中首先创建了一个 mesh,随后 通过 mesh.position.set 设置其 x y z 的坐标,接着通过 multiplyScalar
ballBody.setFriction( 0.5 ); pos.copy( raycaster.ray.direction ); pos.multiplyScalar
uniforms.diffuse.value.copy(material.color); uniforms.emissive.value.copy(material.emissive).multiplyScalar...*= (1 - scope.dampingFactor); sphericalDelta.phi *= (1 - scope.dampingFactor); panOffset.multiplyScalar...objectMatrix) { v.setFromMatrixColumn(objectMatrix, 0); // get X column of objectMatrix v.multiplyScalar...v.setFromMatrixColumn(objectMatrix, 0); v.crossVectors(scope.object.up, v); } v.multiplyScalar...rotateEnd.set(event.clientX, event.clientY); rotateDelta.subVectors(rotateEnd, rotateStart).multiplyScalar
path.getTangentAt(value); point = path.getPointAt(value); ntarget = point.clone().add(tangent.multiplyScalar
data) => { const paths = data.paths; const group = new THREE.Group(); group.scale.multiplyScalar
sizing ); //这是生成骨骼的方法 mesh = this.createMesh( geometry, bones ); //这是生成蒙皮网格的方法 mesh.scale.multiplyScalar
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