The Mat4Signal
class monitors a scene transform.
Property | Description |
---|---|
| (get) forward: Vec3Signal |
| (get) position: PointSignal Represents the offset in the local coordinate system. |
| (get) right: Vec3Signal |
| (get) rotation: QuaternionSignal Represents rotation along the X, Y and Z axis of the local coordinate system. Note: The order of operations (rotations in particular) is the same as in Transform . The rotations are applied to the object in Z-Y-X order. The Z rotation is applied last to the object, therefore if the rotationX or rotationY is not zero, then rotationZ is applied not in the object's local coordinate system but in the rotated one. |
| (get) rotationX: ScalarSignal Represents rotation about the X-axis of the local coordinate system, in radians. The signal value is in the range [-PI, PI]. Note: The order of operations (rotations in particular) is the same as in Transform . The rotations are applied to the object in Z-Y-X order. The X rotation is applied first to the object, therefore it is always performed in the object's local coordinate system. |
| (get) rotationY: ScalarSignal Represents rotation about the Y-axis of the rotated local coordinate system, in radians. The signal value is in the range [-PI/2, PI/2]. Note: The order of operations (rotations in particular) is the same as in Transform . The rotations are applied to the object in Z-Y-X order. The Y rotation is applied second to the object, therefore if the rotationX is not zero, then rotationY is applied not in the object's local coordinate system but in the rotated one. |
| (get) rotationZ: ScalarSignal Represents rotation about the Z-axis of the rotated local coordinate system, in radians. The signal value is in the range [-PI, PI]. Note: The order of operations (rotations in particular) is the same as in Transform . The rotations are applied to the object in Z-Y-X order. The Z rotation is applied last to the object, therefore if the rotationX or rotationY is not zero, then rotationZ is applied not in the object's local coordinate system but in the rotated one. |
| (get) scale: PointSignal Represents scale in the local coordinate system. |
| (get) scaleX: ScalarSignal Represents scale along the X-axis of the local coordinate system. |
| (get) scaleY: ScalarSignal Represents scale along the Y-axis of the local coordinate system. |
| (get) scaleZ: ScalarSignal Represents scale along the z-axis of the local coordinate system. |
| (get) up: Vec3Signal |
| (get) x: ScalarSignal Represents the offset along the X-axis of the local coordinate system. |
| (get) y: ScalarSignal Represents the offset along the Y-axis of the local coordinate system. |
| (get) z: ScalarSignal Represents the offset along the Z-axis of the local coordinate system. |
Method | Description |
---|---|
| applyTo(transform: Mat4Signal): Mat4Signal Returns a signal with the value that is equal to the value of the provided transformation with the transformation of the current Mat4Signal applied to it.
|
| applyToPoint(signal: PointSignal): PointSignal Returns a signal with the value that is equal to the value of the provided point with the transformation applied to it. This performs a matrix multiplication of the provided point (with an implicit 1 in the 4th dimension) and the receiver transform, and divides by perspective.
|
| applyToVector(signal: Vec3Signal): Vec3Signal Returns a signal with the value that is equal to the value of the provided vector with the transformation applied to it. This performs a matrix multiplication of the provided vector (with an implicit 0 in the 4th dimension) and the receiver transform, without change of position.
|
| delayBy(timeSpan: {milliseconds: number}): Mat4Signal Delays a signal. The argument is an object with a "milliseconds" property specifying the delay duration in milliseconds. |
| expSmooth(dampFactor: number): Mat4Signal Smoothes a variable signal using exponential averaging over time. Note: The smoothed transformation for a signal that specifies a rigid body transformation is guaranteed to be a rigid body transformation. The rotation component is smoothed in spherical coordinates using Slerp (spherical linear interpolation). Note: See also ReactiveModule.expSmooth .
|
| history(framesCount: number): SignalHistory<Transform> Returns an object used to access signal values from past frames. Historical signal values are going to be initialized with signal value at call time.
|
| inverse(): Mat4Signal Returns a signal with the value that is equal to the inverted transformation value of the given signal at any point of time. |
| lookAt(targetPosition: PointSignal, selfUp?: Vec3Signal): Mat4Signal Creates a scene object transform with rotation in direction of target. Note: self needs to be pointing the scene object alongside the X axis.
|
| pinLastValue(): Mat4Signal Returns a new Mat4Signal containing a constant value which is the last value of the specified signal before pinLastValue is called. |
| transpose(): Mat4Signal Returns a signal with the value that is equal to the transpose value of the given transformation signal at any point of time. |