本文整理汇总了C#中Vec3类的典型用法代码示例。如果您正苦于以下问题:C# Vec3类的具体用法?C# Vec3怎么用?C# Vec3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。
Vec3类属于命名空间,在下文中一共展示了Vec3类的20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C#代码示例。
示例1: SceneData
public SceneData(Enigma.D3.Scene scene)
{
scene_id = scene.x000_Id;
scene_sno_id = scene.x0E8_SceneSnoId;
area_sno_id = scene.x018_LevelAreaSnoId;
min = new Vec3(scene.x0FC_MeshMinX, scene.x100_MeshMinY, scene.x104_MeshMinZ);
max = new Vec3(scene.x174_MeshMaxX, scene.x178_MeshMaxY, scene.x104_MeshMinZ); //there is no max z, so consider all grid cells flat
}
开发者ID:InjectionDev,项目名称:Dev.D3,代码行数:9,代码来源:SceneData.cs
示例2: JetPackTick
static void JetPackTick() {
if (JetPackCtl) {
float rotz = Mem.ReadFloat(ADDRESSES.DISPLAY.CAMERA_Z_ROT);
var xVal = Math.Abs((float)Math.Cos(rotz)) * (rotz > 0 && rotz < HALF_PI || (rotz > (PI * 2 - HALF_PI) && rotz < PI * 2) ? -1 : 1);
var yVal = Math.Abs((float)Math.Sin(rotz)) * (rotz > PI && rotz < PI * 2 ? 1 : -1);
var coords = new Vec3(Mem.PtrToAddr(ADDRESSES.PLAYER.PlayerPointer, ADDRESSES.PLAYER.COORDS_X_OFFSET));
coords.X += xVal * JetPackSpeed;
coords.Y += yVal * JetPackSpeed;
if ((bool)Config.jetPackCtlEnableZ.Value) {
float rotx = Mem.ReadFloat(ADDRESSES.DISPLAY.CAMERA_X_ROT);
coords.Z += rotx / HALF_PI * JetPackSpeed;
}
coords.MemWrite(Mem.PtrToAddr(ADDRESSES.PLAYER.PlayerPointer, ADDRESSES.PLAYER.COORDS_X_OFFSET));
}
new Vec3(0, 0, 0.0066016f).MemWrite(Mem.PtrToAddr(ADDRESSES.PLAYER.PlayerPointer, ADDRESSES.PLAYER.X_MOVE_SPEED));
if (JetPackUp)
Mem.WriteFloat(ADDRESSES.IsInVehicle ? Mem.PtrToAddr(ADDRESSES.VEHICLE.VehiclePointer, ADDRESSES.VEHICLE.SPEED_Z_OFFSET)
: Mem.PtrToAddr(ADDRESSES.PLAYER.PlayerPointer, ADDRESSES.PLAYER.Z_MOVE_SPEED), JetPackSpeed * PI * 2);
else if (JetPackDown)
Mem.WriteFloat(ADDRESSES.IsInVehicle ? Mem.PtrToAddr(ADDRESSES.VEHICLE.VehiclePointer, ADDRESSES.VEHICLE.SPEED_Z_OFFSET)
: Mem.PtrToAddr(ADDRESSES.PLAYER.PlayerPointer, ADDRESSES.PLAYER.Z_MOVE_SPEED), -JetPackSpeed * PI * 2);
}
开发者ID:TETYYS,项目名称:VCTRNR,代码行数:26,代码来源:ModJetPack.cs
示例3: OnGetCameraTransform
protected override void OnGetCameraTransform( out Vec3 position, out Vec3 forward,
out Vec3 up, ref Degree cameraFov )
{
position = Vec3.Zero;
forward = Vec3.XAxis;
up = Vec3.ZAxis;
Unit unit = GetPlayerUnit();
if( unit == null )
return;
PlayerIntellect.Instance.FPSCamera = false;
//To use data about orientation the camera if the cut scene is switched on
if( IsCutSceneEnabled() )
{
if( CutSceneManager.Instance.GetCamera( out position, out forward, out up, out cameraFov ) )
return;
}
float distance = 25;
position = unit.GetInterpolatedPosition() + new Vec3( 0, -distance, 0 );
forward = Vec3.YAxis;
up = Vec3.ZAxis;
}
开发者ID:whztt07,项目名称:SDK,代码行数:25,代码来源:PlatformerDemoGameWindow.cs
示例4: Vertex
public Vertex(Vec3 position, Vec3 normal, Vec2 texCoord, Vec3 tangent)
{
this.position = position;
this.normal = normal;
this.texCoord = texCoord;
this.tangent = tangent;
}
开发者ID:AKNightHawk,项目名称:AssaultKnights2,代码行数:7,代码来源:Decal.cs
示例5: AttackTask
public AttackTask(Weapon weapon, Vec3 target)
{
this.taskTime = 0f;
this.weapon = weapon;
this.targetPosition = target;
this.targetEntity = null;
}
开发者ID:AKNightHawk,项目名称:AssaultKnights2,代码行数:7,代码来源:AKturretAI.cs
示例6: ExploreCell
public ExploreCell(AABB aabb, List<Cell> cells, Vec3 position, int id = -1)
: base(aabb.Min.X, aabb.Min.Y, 0, aabb.Max.X, aabb.Max.Y, 0, MovementFlag.None, id)
{
InitExploreCell();
Position = position;
Cells = cells;
}
开发者ID:InjectionDev,项目名称:Dev.D3,代码行数:7,代码来源:ExploreCell.cs
示例7: CellsContains2D
public bool CellsContains2D(Vec3 p)
{
if (!Contains2D(p))
return false;
return Cells.Exists(c => c.Contains2D(p));
}
开发者ID:InjectionDev,项目名称:Dev.D3,代码行数:7,代码来源:ExploreCell.cs
示例8: GetIllumination
public override float GetIllumination( Vec3 position, Vec3 normal )
{
//normal
float normalCoef = Vec3.Dot( normal, -lightDirection );
MathFunctions.Saturate( ref normalCoef );
return normalCoef;
}
开发者ID:whztt07,项目名称:SDK,代码行数:7,代码来源:MyLight.cs
示例9: Initialize
public static unsafe extern IntPtr Initialize(
ref Vec3 bmin, ref Vec3 bmax,
float tileSize, float cellSize, float cellHeight,
int minRegionSize, int mergeRegionSize, [MarshalAs( UnmanagedType.U1 )] bool monotonePartitioning,
float maxEgdeLength, float maxEdgeError,
int vertsPerPoly, float detailSampleDistance, float detailMaxSampleError,
float agentHeight, float agentRadius, float agentMaxClimb, float agentMaxSlope );
开发者ID:whztt07,项目名称:SDK,代码行数:7,代码来源:RecastNavigationSystem.cs
示例10: DirectionalLight
public DirectionalLight(SceneGraph graph, Vec3 intensity, Vec3 direction, float maxShadowDepth)
: base(graph)
{
Intensity = intensity;
MaxShadowDepth = maxShadowDepth;
Direction = direction.Normalized;
}
开发者ID:johtela,项目名称:Compose3D,代码行数:7,代码来源:Lights.cs
示例11: Mat33
public Mat33(float exx, float exy, float exz, float eyx, float eyy, float eyz, float ezx,
float ezy, float ezz)
{
ex = new Vec3(exx, exy, exz);
ey = new Vec3(eyx, eyy, eyz);
ez = new Vec3(ezx, ezy, ezz);
}
开发者ID:Nomad1,项目名称:sharpbox2d,代码行数:7,代码来源:Mat33.cs
示例12: TransformNode
public TransformNode(SceneGraph graph, SceneNode node, Vec3 offset, Vec3 orientation, Vec3 scale)
: base(graph, node)
{
_offset = offset;
_orientation = orientation;
_scale = scale;
UpdateTransform ();
}
开发者ID:johtela,项目名称:Compose3D,代码行数:8,代码来源:TransformNode.cs
示例13: myPositionCallback
// Position callback
public static void myPositionCallback(Object sender, TimeValue timestamp, Int32 sensor, Vec3 report)
{
Console.WriteLine("Got POSITION report: Position = ({0}, {1}, {2}), Sensor = ({3})",
report.x,
report.y,
report.z,
sensor);
}
开发者ID:thomasgauthier,项目名称:Managed-OSVR,代码行数:9,代码来源:TrackerCallback.cs
示例14: GetCheckVisibilityRay
public override Ray GetCheckVisibilityRay( Vec3 position )
{
Vec3 dataPosition = position - lightDirection * 10000.0f;
Vec3 diff = position - dataPosition;
Vec3 dir = diff.GetNormalize();
return new Ray( dataPosition, diff - dir * .01f );
}
开发者ID:whztt07,项目名称:SDK,代码行数:8,代码来源:MyLight.cs
示例15: SetForceFireRotationLookTo
public void SetForceFireRotationLookTo( Vec3 lookTo )
{
setForceFireRotation = true;
Vec3 diff = lookTo - Position;
//Vec3 diff = lookTo - GetFirePosition( false );
forceFireRotation = Quat.FromDirectionZAxisUp( diff );
}
开发者ID:whztt07,项目名称:SDK,代码行数:9,代码来源:Weapon.cs
示例16: GetFirstPersonCameraPosition
public override void GetFirstPersonCameraPosition( out Vec3 position, out Vec3 forward, out Vec3 up )
{
position = GetInterpolatedPosition() + Type.FPSCameraOffset * GetInterpolatedRotation();
if( PlayerIntellect.Instance != null )
forward = PlayerIntellect.Instance.LookDirection.GetVector();
else
forward = Vec3.XAxis;
up = Vec3.ZAxis;
}
开发者ID:whztt07,项目名称:SDK,代码行数:9,代码来源:Crane.cs
示例17: OnGetEditorSelectionByRay
protected override bool OnGetEditorSelectionByRay( Ray ray, out Vec3 pos, ref float priority )
{
float scale1, scale2;
bool ret = GetBox().RayIntersection( ray, out scale1, out scale2 );
if( ret )
pos = ray.GetPointOnRay( Math.Min( scale1, scale2 ) );
else
pos = Vec3.Zero;
return ret;
}
开发者ID:CITS4242B2010,项目名称:project2010,代码行数:10,代码来源:DynamicCollision.cs
示例18: SetMomentaryTurnToPosition
public void SetMomentaryTurnToPosition( Vec3 pos )
{
if( ( pos - Position ).Length() < 4.0f )
{
Vec3 dir = ( pos - Position ).GetNormalize();
pos += dir * 10;
}
MomentaryTurnToPositionUpdate( pos );
}
开发者ID:DarrenHassan,项目名称:GDM4242-GroupD,代码行数:10,代码来源:Turret.cs
示例19: Push
public void Push(Vec3 v)
{
if (!Entity.Local) {
pushV += v;
} else if (Entity.Model.Server != null) {
Entity.Get<PositionComponent>().Position += v;
} else {
pushV += v;
}
}
开发者ID:kuviman,项目名称:QGame,代码行数:10,代码来源:Component.cs
示例20: PhysX_GetDriveVelocity
public override void PhysX_GetDriveVelocity( out Vec3 linear, out Vec3 angular )
{
if( nativeJoint == IntPtr.Zero )
{
linear = Vec3.Zero;
angular = Vec3.Zero;
return;
}
PhysXNativeWrapper.PhysXNativeD6Joint.GetDriveVelocity( nativeJoint, out linear, out angular );
}
开发者ID:whztt07,项目名称:SDK,代码行数:10,代码来源:PhysXUniversalJoint.cs
注:本文中的Vec3类示例整理自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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