self.matrix = new_matrix
时间: 2024-06-06 12:07:54 浏览: 10
As an AI language model, I don't have access to the context of your code or the type of object "new_matrix" is. However, based on the syntax, it seems that you are creating a new matrix and assigning it to the "self.matrix" attribute. This could be part of a class definition or a method that initializes the matrix attribute.
相关问题
df_window_list = [] cluster_id_list = [] new_frame_cluster_list = [] linkage_matrix_list = [] max_cluster_id = 0 frame_cluster = 1 max_frame = max(df['frame']) # Gather the frames indexes in temporal windows for the whole video frames_window = self.frames_window if window is None else window frames_to_visit = np.arange(frames_window, max_frame, frames_window) frames_to_visit = np.append(frames_to_visit, max_frame)
这段代码首先定义了四个空列表df_window_list、cluster_id_list、new_frame_cluster_list、linkage_matrix_list,然后初始化了一些变量max_cluster_id、frame_cluster、max_frame和frames_window。其中max_frame是数据框df中的最大帧数,frames_window是一个整数,表示要处理的数据的窗口大小,window是一个可选参数,如果给定,则使用window的值,否则使用self.frames_window。接下来,使用numpy库的arange函数生成一个数组frames_to_visit,表示要处理的帧的索引,这些帧的索引按照frames_window的大小间隔。最后,将最大帧数max_frame添加到frames_to_visit数组中。
this.mainCamera.attachControl(this.canvas, true); this.scene.registerBeforeRender(function(){ console.log(typeof this.mainCamera); translateTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(xAddPos/3000, 0, yAddPos/3000), BABYLON.Matrix.RotationY(this.mainCamera.Rotation.y)); this.mainCamera.cameraDirection.addInPlace(translateTransform); this.mainCamera.cameraRotation.y += xAddRot/15000*-0.1; this.mainCamera.cameraRotation.x += yAddRot/15000*-0.1; }); 为什么registerBeforeRender方法外mainCamera是对的,但在方法内就找不到mainCamera
这是因为在registerBeforeRender方法内的this指向的是该方法的上下文,而不是该方法所在的对象。因此,在方法内部访问该对象的属性和方法时,需要先将该对象保存在一个变量中,然后在方法内部使用该变量来访问该对象。例如,你可以在registerBeforeRender方法外部先声明一个变量,保存该对象的引用,然后在方法内部使用该变量来访问该对象的mainCamera属性。例如:
```
var self = this;
this.scene.registerBeforeRender(function(){
console.log(typeof self.mainCamera);
translateTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(xAddPos/3000, 0, yAddPos/3000), BABYLON.Matrix.RotationY(self.mainCamera.Rotation.y));
self.mainCamera.cameraDirection.addInPlace(translateTransform);
self.mainCamera.cameraRotation.y += xAddRot/15000*-0.1;
self.mainCamera.cameraRotation.x += yAddRot/15000*-0.1;
});
```
这样就可以在registerBeforeRender方法内部访问到该对象的mainCamera属性了。
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