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C# ShapeLink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C#中ShapeLink的典型用法代码示例。如果您正苦于以下问题:C# ShapeLink类的具体用法?C# ShapeLink怎么用?C# ShapeLink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。



ShapeLink类属于命名空间,在下文中一共展示了ShapeLink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: CanLink

        public override bool CanLink(ShapeLink other)
        {
            if (!(other is AnchorLinkTarget))
            return false;

              // If we are already connected, accept the link (such calls may occur)
              if (HasLinkTo(other))
            return true;

              // Do not allow more than two connections for a constraint link
              // (a constraint accepts two anchors at maximum)
              if (Links.Count >= 2)
            return false;

              return true;
        }
开发者ID:shuaiharry,项目名称:projectanarchy,代码行数:16,代码来源:HavokConstraintLinkSource.cs


示例2: CanLink

 /// <summary>
 /// Check whether src can be linked to target. Either src or target has this shape as owner
 /// </summary>
 /// <param name="src">the link source</param>
 /// <param name="target">the link target</param>
 /// <returns></returns>
 public override bool CanLink(ShapeLink src, ShapeLink target)
 {
     if (base.CanLink(src,target))
     return true;
       if (target.OwnerShape==this)
       {
     if (src is LinkSourceVisiblity)
       return true;
       }
       return false;
 }
开发者ID:elemen,项目名称:projectanarchy,代码行数:17,代码来源:MirrorShape.cs


示例3: SetLinkStatus

        void SetLinkStatus(ShapeLink src, ShapeLink target, bool bStatus)
        {
            if (_engineInstance==null)
            return;
              // see if we can (un-)link to the custom sources/targets provided by the native entity class
              IEngineInstanceObject3D targetInst = null;
              int iLinkIndex = -1;
              string otherName = null;

              if (src.OwnerShape==this)
              {
            if (src is LinkSourceObject3D)
              iLinkIndex = ((LinkSourceObject3D)src).iIndex;
            else if (src is LinkBiDirectionalObject3D)
              iLinkIndex = ((LinkBiDirectionalObject3D)src).iIndex;
            targetInst = target.OwnerShape._engineInstance as IEngineInstanceObject3D;
            otherName = target.PrimaryStringId;
              }
              else if (target.OwnerShape==this)
              {
            if (target is LinkTargetObject3D)
              iLinkIndex = ((LinkTargetObject3D)target).iIndex;
            else if (target is LinkBiDirectionalObject3D)
              iLinkIndex = ((LinkBiDirectionalObject3D)target).iIndex;
            targetInst = src.OwnerShape._engineInstance as IEngineInstanceObject3D;
            otherName = src.PrimaryStringId;
              }

              if (iLinkIndex >= 0 && targetInst != null)
            EngineEntity.OnLink(iLinkIndex, targetInst, otherName, bStatus);
        }
开发者ID:shuaiharry,项目名称:projectanarchy,代码行数:31,代码来源:EntityShape.cs


示例4: OnUnlink

 /// <summary>
 /// Overridden function
 /// </summary>
 /// <param name="src"></param>
 /// <param name="target"></param>
 public override void OnUnlink(ShapeLink src, ShapeLink target)
 {
     base.OnUnlink(src, target); // handles trigger linking
       SetLinkStatus(src, target, false);
 }
开发者ID:shuaiharry,项目名称:projectanarchy,代码行数:10,代码来源:EntityShape.cs


示例5: CanLink

        /// <summary>
        /// Overridden function
        /// </summary>
        /// <param name="src"></param>
        /// <param name="target"></param>
        /// <returns></returns>
        public override bool CanLink(ShapeLink src, ShapeLink target)
        {
            if (base.CanLink (src, target))
            return true;

              // see if we can link to the custom sources/targets provided by the native entity class
              if (_engineInstance!=null)
              {
            IEngineInstanceObject3D targetInst = null;
            int iLinkIndex = -1;
            string otherName = null;
            if (src.OwnerShape == this)
            {
              if (src is LinkSourceObject3D)
            iLinkIndex = ((LinkSourceObject3D)src).iIndex;
              else if (src is LinkBiDirectionalObject3D)
            iLinkIndex = ((LinkBiDirectionalObject3D)src).iIndex;
              targetInst = target.OwnerShape._engineInstance as IEngineInstanceObject3D;
              otherName = target.PrimaryStringId;
            }
            else if (target.OwnerShape==this)
            {
              if (target is LinkTargetObject3D)
            iLinkIndex = ((LinkTargetObject3D)target).iIndex;
              else if (target is LinkBiDirectionalObject3D)
            iLinkIndex = ((LinkBiDirectionalObject3D)target).iIndex;
              targetInst = src.OwnerShape._engineInstance as IEngineInstanceObject3D;
              otherName = src.PrimaryStringId;
            }
            if (iLinkIndex >= 0 && targetInst != null)
              if (EngineEntity.CanLink(iLinkIndex, targetInst, otherName))
            return true;
              }

              return false;
        }
开发者ID:shuaiharry,项目名称:projectanarchy,代码行数:42,代码来源:EntityShape.cs


示例6: CanLink

 /// <summary>
 /// Check whether src can be linked to target. Either src or target has this shape as owner
 /// </summary>
 /// <param name="src">the link source</param>
 /// <param name="target">the link target</param>
 /// <returns>true, if the two can be linked</returns>
 public override bool CanLink(ShapeLink src, ShapeLink target)
 {
     if (base.CanLink(src,target))
     return true;
       if (target.OwnerShape==this)
     if (src is LinkSourceConstraint) return true;
       return false;
 }
开发者ID:elemen,项目名称:projectanarchy,代码行数:14,代码来源:ParticleGroupShape.cs


示例7: OnUnlink

        /// <summary>
        /// unlinks a target from a source. Either src or target has this shape as owner
        /// </summary>
        /// <param name="src">the link source</param>
        /// <param name="target">the link target</param>
        public override void OnUnlink(ShapeLink src, ShapeLink target)
        {
            base.OnUnlink(src, target);

              // Ignore links which don't belong to us
              if (src.OwnerShape != this)
            return;

              // Get the anchor the target link points to
              AnchorShape anchorShape = GetAnchorFromLink(target);
              if (anchorShape == null || !HasEngineInstance())
            return;

              bool bResult = EngineConstraintChainInstance.RemoveAnchor((long)anchorShape.UniqueID);
              Debug.Assert(bResult == true);
        }
开发者ID:shuaiharry,项目名称:projectanarchy,代码行数:21,代码来源:HavokConstraintChainShape.cs


示例8: OnUnlink

 /// <summary>
 /// Performs the unlinking
 /// </summary>
 /// <param name="src"></param>
 /// <param name="target"></param>
 public override void OnUnlink(ShapeLink src, ShapeLink target)
 {
     base.OnUnlink (src, target);
       // forward the unlinking to the engine instance so that the native class can unlink from other native instances
       if (src.OwnerShape==this && (target is BidirectionalNodeLink))
     this.EngineNode.UnLinkNode((UIEngineInstanceDialog)target.OwnerShape._engineInstance);
       if (target.OwnerShape==this && (src is BidirectionalNodeLink))
     this.EngineNode.UnLinkNode((UIEngineInstanceDialog)src.OwnerShape._engineInstance);
 }
开发者ID:taru00,项目名称:GUIEditor,代码行数:14,代码来源:DialogShape.cs


示例9: CanLink

 public override bool CanLink(ShapeLink src, ShapeLink target)
 {
     if (target.OwnerShape == this && (target is LinkTargetPath))
     return true;
       return base.CanLink(src, target);
 }
开发者ID:bgarrels,项目名称:projectanarchy,代码行数:6,代码来源:PathShape.cs


示例10: CanLink

 /// <summary>
 /// Check whether src can be linked to target. Either src or target has this shape as owner
 /// </summary>
 /// <param name="src">the link source</param>
 /// <param name="target">the link target</param>
 /// <returns></returns>
 public override bool CanLink(ShapeLink src, ShapeLink target)
 {
   if (base.CanLink(src,target))
     return true;
   if (src.OwnerShape==this)
   {
     if (target is LinkTargetVisiblity) 
       return true;
     if (target is LinkTargetObject3D) // allow for linking with custom entity links
       return target.OwnerShape is EntityShape;
   }
   return false;
 }
开发者ID:romance-ii,项目名称:projectanarchy,代码行数:19,代码来源:VisibilityObjectShape.cs


示例11: CanLink

        /// <summary>
        /// Inidcates whether a shape can be linked to this shape
        /// </summary>
        /// <param name="child">Shape instance to test</param>
        /// <returns>true, if the shape can be linked</returns>
        public override bool CanLink(ShapeLink src, ShapeLink target)
        {
            if (base.CanLink (src, target))
            return true;

              // check whether we are linking two nodes. The node can be a target or source.
              // we always link in both directions node1 <-> node2
              return (src is BidirectionalNodeLink) && (target is BidirectionalNodeLink);
        }
开发者ID:taru00,项目名称:GUIEditor,代码行数:14,代码来源:DialogShape.cs


示例12: OnLink

        public override void OnLink(ShapeLink src, ShapeLink target)
        {
            base.OnLink(src, target);

              // additionally notify target...
              if (src.OwnerShape == this)
              {
            target.OwnerShape.OnLink(src, target);
              }
        }
开发者ID:elemen,项目名称:projectanarchy,代码行数:10,代码来源:ConstraintShape.cs


示例13: CanLink

        /// <summary>
        /// Check whether src can be linked to target
        /// </summary>
        /// <param name="src"></param>
        /// <param name="target"></param>
        /// <returns></returns>
        public override bool CanLink(ShapeLink src, ShapeLink target)
        {
            if (base.CanLink(src,target))
            return true;

              if (src.OwnerShape==this)
              {
            if (target is LinkTargetConstraint) return true;
              }
              return false;
        }
开发者ID:elemen,项目名称:projectanarchy,代码行数:17,代码来源:ConstraintShape.cs


示例14: GetAnchorFromLink

        /// <summary>
        /// Gets the anchor which belongs to the passed link target
        /// </summary>
        /// <param name="linkTarget">link target</param>
        /// <returns>anchor instance</returns>
        private AnchorShape GetAnchorFromLink(ShapeLink linkTarget)
        {
            // Get the anchor shape which is connected to the passed link
              AnchorShape anchorShape = linkTarget.OwnerShape as AnchorShape;
              Debug.Assert(anchorShape != null);

              return anchorShape;
        }
开发者ID:shuaiharry,项目名称:projectanarchy,代码行数:13,代码来源:HavokConstraintChainShape.cs


示例15: OnUnlink

 /// <summary>
 /// unlinks a target from a source. Either src or target has this shape as owner
 /// </summary>
 /// <param name="src">the link source</param>
 /// <param name="target">the link target</param>
 public override void OnUnlink(ShapeLink src, ShapeLink target)
 {
     base.OnUnlink (src, target);
       // perform the unlinking on the engine objects
       if (target.OwnerShape==this)
       {
     VisibilityObjectShape visobjShape = src.OwnerShape as VisibilityObjectShape;
     if (visobjShape!=null && visobjShape._engineInstance!=null) // at least the engine instance of the constraint can be null
       EngineMirror.RemoveVisibilityObject(visobjShape._engineInstance as EngineInstanceVisibilityObject);
       }
 }
开发者ID:elemen,项目名称:projectanarchy,代码行数:16,代码来源:MirrorShape.cs


示例16: CanLink

 /// <summary>
 /// Check whether src can be linked to target. Either src or target has this shape as owner
 /// </summary>
 /// <param name="src">the link source</param>
 /// <param name="target">the link target</param>
 /// <returns></returns>
 public override bool CanLink(ShapeLink src, ShapeLink target)
 {
   if (base.CanLink(src,target))
     return true;
   if (src.OwnerShape==this)
   {
     if (target is LinkTargetGroupStaticMeshes) 
       return true;
   }
   return false;
 }
开发者ID:hxzpily,项目名称:projectanarchy,代码行数:17,代码来源:StaticMeshGroupShape.cs


示例17: OnUnlink

 /// <summary>
 /// unlinks a target from a source. Either src or target has this shape as owner
 /// </summary>
 /// <param name="src">the link source</param>
 /// <param name="target">the link target</param>
 public override void OnUnlink(ShapeLink src, ShapeLink target)
 {
     base.OnUnlink (src, target);
       // perform the unlinking on the engine objects
       if (target.OwnerShape==this)
       {
     ConstraintShape constraint = src.OwnerShape as ConstraintShape;
     if (constraint != null && constraint._engineInstance != null && this.HasEngineInstance()) // at least the engine instance of the constraint can be null
       EngineClothObj.RemoveConstraint(constraint._engineInstance as EngineInstanceConstraint);
       }
 }
开发者ID:bgarrels,项目名称:projectanarchy,代码行数:16,代码来源:ClothObjectShape.cs


示例18: OnLink

 public override void OnLink(ShapeLink src, ShapeLink target)
 {
   base.OnLink(src, target);
   _relevantShapes = null;
 }
开发者ID:hxzpily,项目名称:projectanarchy,代码行数:5,代码来源:StaticMeshGroupShape.cs


示例19: OnLink

        /// <summary>
        /// Perform the actual linking. Either src or target has this shape as owner
        /// </summary>
        /// <param name="src">the link source</param>
        /// <param name="target">the link target</param>
        public override void OnLink(ShapeLink src, ShapeLink target)
        {
            base.OnLink (src, target); // adds to collections

              if (HasEngineInstance())
            EnginePGroup.OnLinksChanged();

              // perform the linking on the engine objects
              if (target.OwnerShape == this)
              {
            ConstraintShape constraint = src.OwnerShape as ConstraintShape;
            if (constraint != null && HasEngineInstance() && constraint.HasEngineInstance()) // at least the engine instance of the constraint can be null
              EnginePGroup.AddConstraint(constraint._engineInstance as EngineInstanceConstraint);
              }
        }
开发者ID:elemen,项目名称:projectanarchy,代码行数:20,代码来源:ParticleGroupShape.cs


示例20: OnLink

        /// <summary>
        /// Performs the actual linking on engine instances
        /// </summary>
        /// <param name="src"></param>
        /// <param name="target"></param>
        public override void OnLink(ShapeLink src, ShapeLink target)
        {
            base.OnLink(src, target);

              // Ignore links which don't belong to us
              if (src.OwnerShape != this)
            return;

              // Get the anchor the target link points to
              AnchorShape anchorShape = GetAnchorFromLink(target);
              if (anchorShape == null || !HasEngineInstance())
            return;

              // Get the entity instance the target points to
              EngineInstanceEntity entityInstance = GetEntityFromAnchor(anchorShape);

              // Add the actor to the constraint
              if (entityInstance != null)
              {
            // We have an anchor which belongs to an entity. Add the entity to the constraint
            // and pass the anchor position, relative to the parent entity.
            Vector3F anchorPositionLS = anchorShape.LocalSpacePosition;
            bool bResult = EngineConstraintChainInstance.AddEntityAnchor(
              (long)anchorShape.UniqueID, entityInstance, anchorPositionLS);
            Debug.Assert(bResult == true);
              }
              else
              {
            // Our anchor is statically attached to the world.
            // Add the static world anchor to the constraint. Pass the world space position of the anchor
            // for this purpose.
            Vector3F anchorPositionWS = anchorShape.Position;
            bool bResult = EngineConstraintChainInstance.AddWorldAnchor((long)anchorShape.UniqueID, anchorShape);
            Debug.Assert(bResult == true);
              }
        }
开发者ID:shuaiharry,项目名称:projectanarchy,代码行数:41,代码来源:HavokConstraintChainShape.cs



注:本文中的ShapeLink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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