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



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

    // =============================================================================
    // METHODS STATIC --------------------------------------------------------------
    public static void SetVanishingPoint( Camera cam, float offset, ClientCameraScreen screen )
    {
        Transform t = cam.transform;
        NearPlane plane = new NearPlane();

        Vector3 nearCenter = t.position + t.forward*cam.nearClipPlane;
        Plane nearPlane = new Plane ( -t.forward, nearCenter );
        float distance = 0f;
        Vector3 direction;
        Ray ray;

        Vector3 screenTL = t.TransformPoint ( new Vector3 ( ( -screen.Width/2.0f ) + offset, screen.Height/2.0f, screen.Distance ) );
        direction = ( screenTL - t.position ).normalized;
        ray = new Ray ( t.position, direction );
        nearPlane.Raycast ( ray, out distance );
        Vector3 nearTL = -( t.InverseTransformPoint ( nearCenter ) - t.InverseTransformPoint ( ( t.position + direction*distance ) ) );

        Vector3 screenBR = t.TransformPoint ( new Vector3 ( ( screen.Width/2.0f ) + offset, -screen.Height/2.0f, screen.Distance ) );
        direction = ( screenBR - t.position ).normalized;
        ray = new Ray ( t.position, direction );
        nearPlane.Raycast ( ray, out distance );
        Vector3 nearBR = -( t.InverseTransformPoint ( nearCenter ) - t.InverseTransformPoint ( ( t.position + direction*distance ) ) );

        plane.left = nearTL.x;
        plane.top = nearTL.y;
        plane.right = nearBR.x;
        plane.bottom = nearBR.y;
        plane.near = cam.nearClipPlane;
        plane.far = cam.farClipPlane;
        cam.projectionMatrix = PerspectiveOffCenter ( plane );
    }
开发者ID:Jonas90,项目名称:iss,代码行数:33,代码来源:ClientCameraVanishingPoint.cs


示例2: DoClick

 private void DoClick(object sender, ClickedEventArgs e)
 {
     if (this.teleportOnClick)
     {
         float y = this.reference.position.y;
         Plane plane = new Plane(Vector3.up, -y);
         Ray ray = new Ray(base.transform.position, base.transform.forward);
         bool flag = false;
         float d = 0f;
         if (this.teleportType == SteamVR_Teleporter.TeleportType.TeleportTypeUseCollider)
         {
             TerrainCollider component = Terrain.activeTerrain.GetComponent<TerrainCollider>();
             RaycastHit raycastHit;
             flag = component.Raycast(ray, out raycastHit, 1000f);
             d = raycastHit.distance;
         }
         else if (this.teleportType == SteamVR_Teleporter.TeleportType.TeleportTypeUseCollider)
         {
             RaycastHit raycastHit2;
             Physics.Raycast(ray, out raycastHit2);
             d = raycastHit2.distance;
         }
         else
         {
             flag = plane.Raycast(ray, out d);
         }
         if (flag)
         {
             Vector3 position = ray.origin + ray.direction * d - new Vector3(this.reference.GetChild(0).localPosition.x, 0f, this.reference.GetChild(0).localPosition.z);
             this.reference.position = position;
         }
     }
 }
开发者ID:GameDiffs,项目名称:TheForest,代码行数:33,代码来源:SteamVR_Teleporter.cs


示例3: CreateThroughBox

 /// <summary>
 /// Extends a plane into a plane surface so that the latter goes through a bounding box.
 /// </summary>
 /// <param name="plane">An original plane value.</param>
 /// <param name="box">A box to use for extension boundary.</param>
 /// <returns>A new plane surface on success, or null on error.</returns>
 /// <example>
 /// <code source='examples\vbnet\ex_splitbrepwithplane.vb' lang='vbnet'/>
 /// <code source='examples\cs\ex_splitbrepwithplane.cs' lang='cs'/>
 /// <code source='examples\py\ex_splitbrepwithplane.py' lang='py'/>
 /// </example>
 public static PlaneSurface CreateThroughBox(Plane plane, BoundingBox box)
 {
   IntPtr ptr = UnsafeNativeMethods.RHC_RhinoPlaneThroughBox2(ref plane, ref box);
   if (IntPtr.Zero == ptr)
     return null;
   return new PlaneSurface(ptr, null);
 }
开发者ID:jackieyin2015,项目名称:rhinocommon,代码行数:18,代码来源:opennurbs_planesurface.cs


示例4: Update

	void Update () {
		// Movement input
		Vector3 moveInput = new Vector3 (Input.GetAxisRaw ("Horizontal"), 0, Input.GetAxisRaw ("Vertical"));
		Vector3 moveVelocity = moveInput.normalized * moveSpeed;
		controller.Move (moveVelocity);

		// Look input
		Ray ray = viewCamera.ScreenPointToRay (Input.mousePosition);
		Plane groundPlane = new Plane (Vector3.up, Vector3.up * gunController.GunHeight);
		float rayDistance;

		if (groundPlane.Raycast(ray,out rayDistance)) {
			Vector3 point = ray.GetPoint(rayDistance);
			//Debug.DrawLine(ray.origin,point,Color.red);
			controller.LookAt(point);
			crosshairs.transform.position = point;
			crosshairs.DetectTargets(ray);
			if ((new Vector2(point.x, point.z) - new Vector2(transform.position.x, transform.position.z)).sqrMagnitude > 1) {
				gunController.Aim(point);
			}
		}

		// Weapon input
		if (Input.GetMouseButton(0)) {
			gunController.OnTriggerHold();
		}
		if (Input.GetMouseButtonUp(0)) {
			gunController.OnTriggerRelease();
		}
		if (Input.GetKeyDown (KeyCode.R)) {
			gunController.Reload();
		}
	}
开发者ID:ardaWill,项目名称:Create-a-Game-Source,代码行数:33,代码来源:Player.cs


示例5: Update

	void Update()
	{
		var plane = new Plane(Vector3.up, transform.position);
		var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
		float hit;
		if (plane.Raycast(ray, out hit))
		{
			var aimDirection = Vector3.Normalize(ray.GetPoint(hit) - transform.position);
			var targetRotation = Quaternion.LookRotation(aimDirection);
			transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, 360 * Time.deltaTime);

			if (Input.GetMouseButtonDown(0))
				bulletPrefab.Spawn(gun.position, gun.rotation);
		}

		if (Input.GetKeyDown(KeyCode.Space))
		{
			bulletPrefab.DestroyPooled();
		}

		if (Input.GetKeyDown(KeyCode.Z))
		{
			bulletPrefab.DestroyAll();
		}
	}
开发者ID:vietha9119,项目名称:ZigZag,代码行数:25,代码来源:Turret.cs


示例6: BuildDecalForObject

    public static void BuildDecalForObject(DecalGenerator generator, Transform decal, Transform affectedObject)
    {
        Mesh affectedMesh = affectedObject.GetComponent<MeshFilter>().sharedMesh;
        if (affectedMesh == null) return;

        float maxAngle = generator.maxAngle;

        Plane right = new Plane(Vector3.right, Vector3.right / 2f);
        Plane left = new Plane(-Vector3.right, -Vector3.right / 2f);

        Plane top = new Plane(Vector3.up, Vector3.up / 2f);
        Plane bottom = new Plane(-Vector3.up, -Vector3.up / 2f);

        Plane front = new Plane(Vector3.forward, Vector3.forward / 2f);
        Plane back = new Plane(-Vector3.forward, -Vector3.forward / 2f);

        Vector3[] vertices = affectedMesh.vertices;
        int[] triangles = affectedMesh.triangles;
        int startVertexCount = bufVertices.Count;

        Matrix4x4 matrix = decal.worldToLocalMatrix * affectedObject.transform.localToWorldMatrix;

        for (int i = 0; i < triangles.Length; i += 3)
        {
            int i1 = triangles[i];
            int i2 = triangles[i + 1];
            int i3 = triangles[i + 2];

            Vector3 v1 = matrix.MultiplyPoint(vertices[i1]);
            Vector3 v2 = matrix.MultiplyPoint(vertices[i2]);
            Vector3 v3 = matrix.MultiplyPoint(vertices[i3]);

            Vector3 side1 = v2 - v1;
            Vector3 side2 = v3 - v1;
            Vector3 normal = Vector3.Cross(side1, side2).normalized;

            if (Vector3.Angle(-Vector3.forward, normal) >= maxAngle) continue;

            DecalPolygon poly = new DecalPolygon(v1, v2, v3);

            poly = DecalPolygon.ClipPolygon(poly, right);
            if (poly == null) continue;
            poly = DecalPolygon.ClipPolygon(poly, left);
            if (poly == null) continue;

            poly = DecalPolygon.ClipPolygon(poly, top);
            if (poly == null) continue;
            poly = DecalPolygon.ClipPolygon(poly, bottom);
            if (poly == null) continue;

            poly = DecalPolygon.ClipPolygon(poly, front);
            if (poly == null) continue;
            poly = DecalPolygon.ClipPolygon(poly, back);
            if (poly == null) continue;

            AddPolygon(poly, normal);
        }

        GenerateTexCoords(startVertexCount, generator.sprite);
    }
开发者ID:2dkott,项目名称:NSCom,代码行数:60,代码来源:DecalBuilder.cs


示例7: ProjectScreenPointOnDragPlane

    // converts a screen-space position to a world-space position constrained to the current drag plane type
    // returns false if it was unable to get a valid world-space position
    public bool ProjectScreenPointOnDragPlane( Vector3 refPos, Vector2 screenPos, out Vector3 worldPos )
    {
        worldPos = refPos;

        if( DragPlaneCollider )
        {
            Ray ray = RaycastCamera.ScreenPointToRay( screenPos );
            RaycastHit hit;

            if( !DragPlaneCollider.Raycast( ray, out hit, float.MaxValue ) )
                return false;

            worldPos = hit.point + DragPlaneOffset * hit.normal;
		}
		else // DragPlaneType.Camera
		{
            Transform camTransform = RaycastCamera.transform;

            // create a plane passing through refPos and facing toward the camera
            Plane plane = new Plane( -camTransform.forward, refPos );

            Ray ray = RaycastCamera.ScreenPointToRay( screenPos );

            float t = 0;
            if( !plane.Raycast( ray, out t ) )
                return false;

            worldPos = ray.GetPoint( t );
        }
               
		return true;
    }
开发者ID:AtwoodDeng,项目名称:GGJ2015,代码行数:34,代码来源:TBDragToMove.cs


示例8: TestPlaneConstructor

    public static void TestPlaneConstructor()
    {
        PlaneAttributes atts = new PlaneAttributes("badger50", 1, 5, 3, 7, 2000);
        Plane p = new Plane("acas-1200-badger50", atts);

        //A plane should have anything assigned to it in the constructor reflected in it immediately.
        p.attributes.maxHeight.ShouldBe(2000);
        p.attributes.planeModelGUID.ShouldBe("badger50");
        p.attributes.planeHeight.ShouldBe(3);
        p.attributes.planeWidth.ShouldBe(5);
        p.attributes.planeLength.ShouldBe(7);
        p.attributes.planeClass.ShouldBe(1);

        //A new plane should have no position data within it.
        p.GetPositionCount().ShouldBe(0);

        //A new plane with no position data should have a 'zero' velocity
        p.IsClass(p.attributes.planeClass).ShouldBe(true);
        Vector3d vel = p.GetVelocity();
        vel.x.ShouldBe(0, .01);
        vel.y.ShouldBe(0, .01);
        vel.z.ShouldBe(0, .01);

        //Getting position from a newly constructed plane (with no position data)
        //should cause a NotSupportedException
        Exception ex = null;
        try {
            Vector3d pos = p.GetPosition();
        } catch (Exception e) {
            ex = e;
        }
        ex.ShouldNotBeNull();
        ex.GetType().ShouldBe(typeof(NotSupportedException));
    }
开发者ID:2015SoftwarePrinciples,项目名称:GTKTestWindow,代码行数:34,代码来源:ObjectTests.cs


示例9: Caminar

    void Caminar()
    {
        // Da seguimiento a la distancia entre este gameObject y posicionDestino.
        distanciaDestino = Vector3.Distance(posicionDestino, esteTransform.position);

        // Mueve al jugador si el click izquierdo del mouse fue clickeado.
        if (Input.GetMouseButtonDown(0) && GUIUtility.hotControl == 0) {
            Plane planoJugador = new Plane(Vector3.up, esteTransform.position);
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            //Debug.DrawRay(ray.origin, ray.direction * 10, Color.yellow);
            float longitudRayo = 0.0f;

            // Obtenemos la longitud del rayo.
            if (planoJugador.Raycast(ray, out longitudRayo)) {

                posicionDestino = ray.GetPoint(longitudRayo); // Coordenada destino
                Quaternion rotacionDestino = Quaternion.LookRotation(posicionDestino - transform.position);
                esteTransform.rotation = rotacionDestino;
            }
        }

        // Evita que el codigo se ejecute si no es necesario.
        if(distanciaDestino > .5f){
            esteTransform.position = Vector3.MoveTowards(esteTransform.position, posicionDestino, velocidad * Time.deltaTime);
        }
    }
开发者ID:racsoraul,项目名称:COMPDES_2015,代码行数:26,代码来源:PersonajeArmaMovement.cs


示例10: AttachMirrorPlane

        void AttachMirrorPlane(BabylonTexture babylonTexture, NovaObject novaObject)
        {
            // Mirror plane
            int f1, f2, f3;

            if (novaObject.Is32bits)
            {
                f1 = novaObject.Indices32[2];
                f2 = novaObject.Indices32[1];
                f3 = novaObject.Indices32[0];
            }
            else
            {
                f1 = novaObject.Indices[2];
                f2 = novaObject.Indices[1];
                f3 = novaObject.Indices[0];
            }
            Vector3 a = novaObject.PositionOnlyVertices[f1];
            Vector3 b = novaObject.PositionOnlyVertices[f2];
            Vector3 c = novaObject.PositionOnlyVertices[f3];

            var mainPlane = new Plane(a, b, c);

            Matrix matrix = Matrix.Invert(novaObject.WorldMatrix);
            matrix = Matrix.Transpose(matrix);
            Plane plane = Plane.Transform(mainPlane, matrix);

            babylonTexture.mirrorPlane = new[] { plane.Normal.X, plane.Normal.Y, plane.Normal.Z, plane.D };
        }
开发者ID:CallmeNezha,项目名称:Babylon.js,代码行数:29,代码来源:NovaExporter.Materials.cs


示例11: MustFlipCurve

        /// <summary>
        /// Checks if curve is flipped to a plane.
        /// </summary>
        /// <param name="plane">
        /// The plane.
        /// </param>
        /// <param name="curve">
        /// The curve.
        /// </param>
        /// <returns>
        /// True if the curve is flipped to the plane, false otherwise.
        /// </returns>
        public static bool MustFlipCurve(Plane plane, Curve curve)
        {
            XYZ xVector = null;
            XYZ yVector = null;
            if (curve is Arc)
            {
                Arc arc = curve as Arc;
                xVector = arc.XDirection;
                yVector = arc.YDirection;
            }
            else if (curve is Ellipse)
            {
                Ellipse ellipse = curve as Ellipse;
                xVector = ellipse.XDirection;
                yVector = ellipse.YDirection;
            }
            else
                return false;

            List<double> realListX = ConvertVectorToLocalCoordinates(plane, xVector);
            List<double> realListY = ConvertVectorToLocalCoordinates(plane, yVector);

            double dot = realListY[0] * (-realListX[1]) + realListY[1] * (realListX[0]);
            if (dot < -MathUtil.Eps())
                return true;

            return false;
        }
开发者ID:whztt07,项目名称:BIM-IFC,代码行数:40,代码来源:GeometryUtil.cs


示例12: Update

    void Update()
    {
        // Movement Input
        Vector3 moveInput = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
        Vector3 moveVelocity = moveInput.normalized * moveSpeed;

        pc.Move(moveVelocity);

        // Look/Aim Input
        Ray ray = cam.ScreenPointToRay(Input.mousePosition);
        Plane groundPlane = new Plane(Vector3.up, Vector3.zero);

        float rayDist;

        if(groundPlane.Raycast(ray, out rayDist))
        {
            Vector3 point = ray.GetPoint(rayDist);
            Debug.DrawLine(ray.origin, point, Color.red);
            pc.LookAt(point);
        }

        // Shooting Input
        if(Input.GetMouseButton(0))
        {
            gc.Shoot();
        }
    }
开发者ID:gholaday,项目名称:Project-Arena,代码行数:27,代码来源:Player.cs


示例13: Frustum

		public Frustum()
		{
			for (var planeIndex = 0; planeIndex < _planes.Length; planeIndex++)
			{
				_planes[planeIndex] = new Plane();
			}
		}
开发者ID:baldercollaborator,项目名称:Balder,代码行数:7,代码来源:Frustum.cs


示例14: OnMouseMove

    public void OnMouseMove( dfControl control, dfMouseEventArgs args )
    {
        if( animating || !dragging )
            return;

        this.momentum = ( momentum + args.MoveDelta.Scale( 1, -1 ) ) * 0.5f;

        args.Use();

        if( args.Buttons.IsSet( dfMouseButtons.Left ) )
        {

            var ray = args.Ray;
            var distance = 0f;
            var direction = Camera.main.transform.TransformDirection( Vector3.back );
            var plane = new Plane( direction, lastPosition );
            plane.Raycast( ray, out distance );

            var pos = ( ray.origin + ray.direction * distance ).Quantize( control.PixelsToUnits() );
            var offset = pos - lastPosition;

            var transformPos = ( control.transform.position + offset ).Quantize( control.PixelsToUnits() );
            control.transform.position = transformPos;

            lastPosition = pos;

        }
    }
开发者ID:dashqasar,项目名称:GoogleMap,代码行数:28,代码来源:TouchThrow.cs


示例15: RobotCellUR

 internal RobotCellUR(string name, RobotArm robot, IO io, Plane basePlane, Mesh environment) : base(name, Manufacturers.UR, io, basePlane, environment)
 {
     this.Robot = robot as RobotUR;
     this.DisplayMesh = new Mesh();
     DisplayMesh.Append(robot.DisplayMesh);
     this.DisplayMesh.Transform(this.BasePlane.ToTransform());
 }
开发者ID:visose,项目名称:Robots,代码行数:7,代码来源:RobotCellUR.cs


示例16: DragObject

    IEnumerator DragObject(float distance)
    {
        var oldDrag = springJoint.connectedBody.drag;
        var oldAngularDrag = springJoint.connectedBody.angularDrag;
        springJoint.connectedBody.drag = drag;
        springJoint.connectedBody.angularDrag = angularDrag;
        var mainCamera = FindCamera();
        while (Input.GetMouseButton (0))
        {
            Plane plane = new Plane(Vector3.back, constraintPlaneObject.transform.position);
            Ray ray = mainCamera.ScreenPointToRay (Input.mousePosition);
            float constraintPlaneDistance = 0.0f;
            plane.Raycast(ray, out constraintPlaneDistance);

            springJoint.transform.position = ray.GetPoint(constraintPlaneDistance);
            line.SetPosition(0, springJoint.transform.TransformPoint(springJoint.anchor));
            line.SetPosition(1, springJoint.transform.position);

            yield return null;
        }
        if (springJoint.connectedBody)
        {
            springJoint.connectedBody.drag = oldDrag;
            springJoint.connectedBody.angularDrag = oldAngularDrag;
            springJoint.connectedBody.freezeRotation = false;
            //springJoint.connectedBody = null;
            Destroy(go);
        }
    }
开发者ID:ZelimDamian,项目名称:Chem,代码行数:29,代码来源:ConstrainedDrag.cs


示例17: getMouseWorldPosition

        /// <summary>
        /// Checks the mouse's position set in the in-game world plane.
        /// </summary>
        /// <param name="mousePosition">Mouse's position on screen</param>
        /// <param name="camera">Camera object</param>
        /// <param name="device">Graphics device used in rendering</param>
        /// <returns></returns>
        public static Vector3 getMouseWorldPosition(Vector2 mousePosition,CameraAndLights camera,GraphicsDevice device)
        {
            Vector3 nearsource = new Vector3(mousePosition,0f);
            Vector3 farsource = new Vector3(mousePosition,CameraAndLights.nearClip);

            Vector3 nearPoint = device.Viewport.Unproject(nearsource,
                                                          camera.projectionMatrix,
                                                          camera.viewMatrix,
                                                          Matrix.Identity);

            Vector3 farPoint = device.Viewport.Unproject(farsource,
                                                         camera.projectionMatrix,
                                                         camera.viewMatrix,
                                                         Matrix.Identity);

            // Create a ray from the near clip plane to the far clip plane.
            Vector3 direction = farPoint - nearPoint;
            direction.Normalize();
            Ray pickRay = new Ray(nearPoint,direction);

            Plane floor = new Plane(new Vector3(0f,1f,0f),0f);

            float denominator = Vector3.Dot(floor.Normal,pickRay.Direction);
            float numerator = Vector3.Dot(floor.Normal,pickRay.Position) + floor.D;
            float dist = -(numerator / denominator);

            Vector3 mouseWorldPos = nearPoint + direction * dist;

            return mouseWorldPos * new Vector3(1f,0f,1f);
        }
开发者ID:ArghyV,项目名称:Peliohjelmointi-s2011,代码行数:37,代码来源:Input.cs


示例18: Update

 // Update is called once per frame
 void Update()
 {
     Plane targetPlane = new Plane(transform.up, transform.position);
     foreach (Touch touch in Input.touches) {
         anim.SetBool("isWalking",true);
         //Gets the ray at position where the screen is touched
         Ray ray = Camera.main.ScreenPointToRay(touch.position);
         //Gets the position of ray along plane
         float dist = 0.0f;
         //Intersects ray with the plane. Sets dist to distance along the ray where intersects
         targetPlane.Raycast(ray, out dist);
         //Returns point dist along the ray.
         Vector3 planePoint = ray.GetPoint(dist);
         //Debug.Log("Point=" + planePoint);
         //True if finger touch began. If ray intersects collider, set pickedObject to transform
         //of collider object
         if (touch.phase == TouchPhase.Began || touch.phase == TouchPhase.Stationary) {
             //anim.SetBool("isWalking",true);
             player.transform.LookAt(planePoint);
             player.transform.localPosition = Vector3.MoveTowards(playerPos, planePoint, 0.5F * Time.deltaTime);
             //playerPos = player.transform.position;
             playerPos = player.transform.localPosition;
         } else if (touch.phase == TouchPhase.Ended){
             anim.SetBool("isWalking",false);
         }
     }
 }
开发者ID:nuttonutto,项目名称:Demo,代码行数:28,代码来源:clickedMove.cs


示例19: SetPrintLevelingEquation

        public void SetPrintLevelingEquation(Vector3 position0, Vector3 position1, Vector3 position2, Vector2 bedCenter)
        {
            if (position0 == position1 || position1 == position2 || position2 == position0)
            {
                return;
            }

            Plane planeOfPoints = new Plane(position0, position1, position2);

            Ray ray = new Ray(new Vector3(bedCenter, 0), Vector3.UnitZ);
            bool inFront;
            double distanceToPlaneAtBedCenter = planeOfPoints.GetDistanceToIntersection(ray, out inFront);

            Matrix4X4 makePointsFlatMatrix = Matrix4X4.CreateTranslation(-bedCenter.x, -bedCenter.y, -distanceToPlaneAtBedCenter);
            makePointsFlatMatrix *= Matrix4X4.CreateRotation(planeOfPoints.planeNormal, Vector3.UnitZ);
            makePointsFlatMatrix *= Matrix4X4.CreateTranslation(bedCenter.x, bedCenter.y, 0);//distanceToPlaneAtBedCenter);

            bedLevelMatrix = Matrix4X4.Invert(makePointsFlatMatrix);

            {
                // test that the points come back as 0 zs
                Vector3 outPosition0 = Vector3.TransformPosition(position0, makePointsFlatMatrix);
                Vector3 outPosition1 = Vector3.TransformPosition(position1, makePointsFlatMatrix);
                Vector3 outPosition2 = Vector3.TransformPosition(position2, makePointsFlatMatrix);

                Vector3 printPosition0 = new Vector3(ActiveSliceSettings.Instance.GetPrintLevelSamplePosition(0), 0);
                Vector3 printPosition1 = new Vector3(ActiveSliceSettings.Instance.GetPrintLevelSamplePosition(1), 0);
                Vector3 printPosition2 = new Vector3(ActiveSliceSettings.Instance.GetPrintLevelSamplePosition(2), 0);

                Vector3 leveledPositon0 = Vector3.TransformPosition(printPosition0, bedLevelMatrix);
                Vector3 leveledPositon1 = Vector3.TransformPosition(printPosition1, bedLevelMatrix);
                Vector3 leveledPositon2 = Vector3.TransformPosition(printPosition2, bedLevelMatrix);
            }
        }
开发者ID:rubenkar,项目名称:MatterControl,代码行数:34,代码来源:PrintLeveling.cs


示例20: Internal_RaycastRef

 internal bool Internal_RaycastRef(Ray ray, ref UIHotSpot.Hit hit)
 {
     float single;
     Vector2 vector2 = new Vector2();
     if (this.radius == 0f)
     {
         return false;
     }
     Plane plane = new Plane(UIHotSpot.forward, this.center);
     if (!plane.Raycast(ray, out single))
     {
         hit = new UIHotSpot.Hit();
         return false;
     }
     hit.point = ray.GetPoint(single);
     hit.normal = (!plane.GetSide(ray.origin) ? UIHotSpot.backward : UIHotSpot.forward);
     vector2.x = hit.point.x - this.center.x;
     vector2.y = hit.point.y - this.center.y;
     float single1 = vector2.x * vector2.x + vector2.y * vector2.y;
     if (single1 >= this.radius * this.radius)
     {
         return false;
     }
     hit.distance = Mathf.Sqrt(single1);
     return true;
 }
开发者ID:HexHash,项目名称:LegacyRust,代码行数:26,代码来源:UICircleHotSpot.cs



注:本文中的Plane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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上一篇:
C# PlaneProjection类代码示例发布时间:2022-05-24
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C# Plan类代码示例发布时间:2022-05-24
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