本文整理汇总了C#中Body类的典型用法代码示例。如果您正苦于以下问题:C# Body类的具体用法?C# Body怎么用?C# Body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。
Body类属于命名空间,在下文中一共展示了Body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: AngleJoint
/// <summary>
/// Constructor for AngleJoint
/// </summary>
/// <param name="bodyA">The first body</param>
/// <param name="bodyB">The second body</param>
public AngleJoint(Body bodyA, Body bodyB)
: base(bodyA, bodyB)
{
JointType = JointType.Angle;
BiasFactor = .2f;
MaxImpulse = float.MaxValue;
}
开发者ID:ImmortalJINX,项目名称:Project-EGOR,代码行数:12,代码来源:AngleJoint.cs
示例2: BuildJointMessage
public OscMessage BuildJointMessage(Body body, KeyValuePair<JointType, Joint> joint)
{
var address = String.Format("/bodies/{0}/joints/{1}", body.TrackingId, joint.Key);
var position = joint.Value.Position;
//System.Diagnostics.Debug.WriteLine(address);
return new OscMessage(address, position.X, position.Y, position.Z, joint.Value.TrackingState.ToString());
}
开发者ID:greenbaum,项目名称:KinectV2-OSC,代码行数:7,代码来源:MessageBuilder.cs
示例3: Tower
public Tower(int pozList, int x, int y, Body body, int firer, int firem, int fired, string firet, string targt, int rech, int tbi, int tti, int rr, string re, string he)
{
Group = -1;
Slots = 0;
TurretAngle = 0;
X = x;
Y = y;
PozList = pozList;
TextureBaseIndex = tbi;
TextureTurretIndex = tti;
HitPoints = body.HitPoints;
Energy = body.Energy;
Angle = body.Angle;
Radius = body.Radius;
Shield = body.Shield;
Mass = body.Mass;
RodRadius = rr;
RodEffect = re;
HitEffect = he;
TargetType = targt;
TargetMineralInd = -1;
FireType = firet;
FireDemage = fired;
Recharge = rech;
Recharged = 0;
FireMass = firem;
FireRang = firer;
Powered = false;
}
开发者ID:GazarovVlad,项目名称:TheGame,代码行数:29,代码来源:Tower.cs
示例4: Format
public void Format(Body body, Pickles.Parser.Table table)
{
WordTable wordTable = new WordTable();
wordTable.Append(GenerateTableProperties());
var headerRow = new DocumentFormat.OpenXml.Wordprocessing.TableRow();
foreach (var cell in table.HeaderRow)
{
var wordCell = new DocumentFormat.OpenXml.Wordprocessing.TableCell();
wordCell.Append(new Paragraph(new Run(new Text(cell))));
headerRow.Append(wordCell);
}
wordTable.Append(headerRow);
foreach (var row in table.DataRows)
{
var wordRow = new DocumentFormat.OpenXml.Wordprocessing.TableRow();
foreach (var cell in row)
{
var wordCell = new DocumentFormat.OpenXml.Wordprocessing.TableCell();
wordCell.Append(new Paragraph(new Run(new Text(cell))));
wordRow.Append(wordCell);
}
wordTable.Append(wordRow);
}
body.Append(wordTable);
}
开发者ID:hugohaggmark,项目名称:pickles,代码行数:29,代码来源:WordTableFormatter.cs
示例5: FixedAngleSpring
public FixedAngleSpring(Body body, float springConstant, float dampingConstant)
{
_body = body;
SpringConstant = springConstant;
DampingConstant = dampingConstant;
_targetAngle = body.TotalRotation;
}
开发者ID:elefantstudio-se,项目名称:todesesser,代码行数:7,代码来源:FixedAngleSpring.cs
示例6: Format
public void Format(Body body, string description)
{
foreach (var paragraph in description.Split(new string[] {"\n", "\r"}, StringSplitOptions.RemoveEmptyEntries))
{
body.GenerateParagraph(paragraph, "Normal");
}
}
开发者ID:eduaquiles,项目名称:pickles,代码行数:7,代码来源:WordDescriptionFormatter.cs
示例7: Format
public void Format(Body body, ScenarioOutline scenarioOutline)
{
if (this.configuration.HasTestResults)
{
TestResult testResult = this.testResults.GetScenarioOutlineResult(scenarioOutline);
if (testResult == TestResult.Passed)
{
body.GenerateParagraph("Passed", "Passed");
}
else if (testResult == TestResult.Failed)
{
body.GenerateParagraph("Failed", "Failed");
}
}
body.GenerateParagraph(scenarioOutline.Name, "Heading2");
if (!string.IsNullOrEmpty(scenarioOutline.Description))
{
body.GenerateParagraph(scenarioOutline.Description, "Normal");
}
foreach (Step step in scenarioOutline.Steps)
{
this.wordStepFormatter.Format(body, step);
}
foreach (var example in scenarioOutline.Examples)
{
body.GenerateParagraph("Examples: " + example.Description, "Heading3");
this.wordTableFormatter.Format(body, example.TableArgument);
}
}
开发者ID:picklesdoc,项目名称:pickles,代码行数:32,代码来源:WordScenarioOutlineFormatter.cs
示例8: Update
/// <summary>
/// Updates the current gesture.
/// </summary>
/// <param name="body">The body.</param>
/// <returns>A GesturePartResult based on whether the gesture part has been completed.</returns>
public GesturePartResult Update(Body body)
{
// //left hand in front of left Shoulder
if (body.Joints[JointType.HandLeft].Position.Z < body.Joints[JointType.ElbowLeft].Position.Z && body.Joints[JointType.HandRight].Position.Y < body.Joints[JointType.SpineBase].Position.Y)
{
// Debug.WriteLine("GesturePart 1 - left hand in front of left Shoulder - PASS");
// /left hand below shoulder height but above hip height
if (body.Joints[JointType.HandLeft].Position.Y < body.Joints[JointType.Head].Position.Y && body.Joints[JointType.HandLeft].Position.Y > body.Joints[JointType.SpineBase].Position.Y)
{
// Debug.WriteLine("GesturePart 1 - left hand below shoulder height but above hip height - PASS");
// //left hand left of left Shoulder
if (body.Joints[JointType.HandLeft].Position.X < body.Joints[JointType.ShoulderRight].Position.X && body.Joints[JointType.HandLeft].Position.X > body.Joints[JointType.ShoulderLeft].Position.X)
{
// Debug.WriteLine("GesturePart 1 - left hand left of left Shoulder - PASS");
return GesturePartResult.Succeeded;
}
// Debug.WriteLine("GesturePart 1 - left hand left of left Shoulder - UNDETERMINED");
return GesturePartResult.Undetermined;
}
// Debug.WriteLine("GesturePart 1 - left hand below shoulder height but above hip height - FAIL");
return GesturePartResult.Failed;
}
// Debug.WriteLine("GesturePart 1 - left hand in front of left Shoulder - FAIL");
return GesturePartResult.Failed;
}
开发者ID:etrigger,项目名称:Vitruvius,代码行数:33,代码来源:SwipeRightSegments.cs
示例9: DrawSkeleton
public static void DrawSkeleton(this Canvas canvas, Body body, CoordinateMapper mapper)
{
if (body == null) return;
foreach (Joint joint in body.Joints.Values)
{
canvas.DrawPoint(joint, mapper);
}
canvas.DrawLine(body.Joints[JointType.Head], body.Joints[JointType.Neck], mapper);
canvas.DrawLine(body.Joints[JointType.Neck], body.Joints[JointType.SpineShoulder], mapper);
canvas.DrawLine(body.Joints[JointType.SpineShoulder], body.Joints[JointType.ShoulderLeft], mapper);
canvas.DrawLine(body.Joints[JointType.SpineShoulder], body.Joints[JointType.ShoulderRight], mapper);
canvas.DrawLine(body.Joints[JointType.SpineShoulder], body.Joints[JointType.SpineMid], mapper);
canvas.DrawLine(body.Joints[JointType.ShoulderLeft], body.Joints[JointType.ElbowLeft], mapper);
canvas.DrawLine(body.Joints[JointType.ShoulderRight], body.Joints[JointType.ElbowRight], mapper);
canvas.DrawLine(body.Joints[JointType.ElbowLeft], body.Joints[JointType.WristLeft], mapper);
canvas.DrawLine(body.Joints[JointType.ElbowRight], body.Joints[JointType.WristRight], mapper);
canvas.DrawLine(body.Joints[JointType.WristLeft], body.Joints[JointType.HandLeft], mapper);
canvas.DrawLine(body.Joints[JointType.WristRight], body.Joints[JointType.HandRight], mapper);
canvas.DrawLine(body.Joints[JointType.HandLeft], body.Joints[JointType.HandTipLeft], mapper);
canvas.DrawLine(body.Joints[JointType.HandRight], body.Joints[JointType.HandTipRight], mapper);
canvas.DrawLine(body.Joints[JointType.HandTipLeft], body.Joints[JointType.ThumbLeft], mapper);
canvas.DrawLine(body.Joints[JointType.HandTipRight], body.Joints[JointType.ThumbRight], mapper);
canvas.DrawLine(body.Joints[JointType.SpineMid], body.Joints[JointType.SpineBase], mapper);
canvas.DrawLine(body.Joints[JointType.SpineBase], body.Joints[JointType.HipLeft], mapper);
canvas.DrawLine(body.Joints[JointType.SpineBase], body.Joints[JointType.HipRight], mapper);
canvas.DrawLine(body.Joints[JointType.HipLeft], body.Joints[JointType.KneeLeft], mapper);
canvas.DrawLine(body.Joints[JointType.HipRight], body.Joints[JointType.KneeRight], mapper);
canvas.DrawLine(body.Joints[JointType.KneeLeft], body.Joints[JointType.AnkleLeft], mapper);
canvas.DrawLine(body.Joints[JointType.KneeRight], body.Joints[JointType.AnkleRight], mapper);
canvas.DrawLine(body.Joints[JointType.AnkleLeft], body.Joints[JointType.FootLeft], mapper);
canvas.DrawLine(body.Joints[JointType.AnkleRight], body.Joints[JointType.FootRight], mapper);
}
开发者ID:gw-sd-2016,项目名称:Presenting101,代码行数:34,代码来源:Extensions.cs
示例10: SetBody
private void SetBody(Body body)
{
this.body = body;
this.body.Tag = this;
this.body.PositionChanged += OnPositionChanged;
this.body.ShapeChanged += OnShapeChanged;
}
开发者ID:bsvercl,项目名称:physics2d,代码行数:7,代码来源:BodyGraphic.cs
示例11: CreateWalls
private void CreateWalls()
{
var wallCoff = new Coefficients(0.8f, 0.95f);
var wallLife = new Lifespan();
var flrState = new PhysicsState(new ALVector2D((float)0.0, ((float)ActualWidth) * ((float)0.5), (float)ActualHeight + 100.0));
var flrShape = new PolygonShape(VertexHelper.CreateRectangle(ActualWidth, 200), 2);
var bdyFloor = new Body(flrState, flrShape, float.PositiveInfinity, wallCoff, wallLife);
var ceiState = new PhysicsState(new ALVector2D((float)0.0, ((float)ActualWidth) * ((float)0.5), -100.0));
var ceiShape = new PolygonShape(VertexHelper.CreateRectangle(ActualWidth, 200), 2);
var bdyCeiling = new Body(ceiState, ceiShape, float.PositiveInfinity, wallCoff, wallLife);
var lwlState = new PhysicsState(new ALVector2D((float)0.0, -100.0, ((float)ActualHeight) * ((float)0.5)));
var lwlShape = new PolygonShape(VertexHelper.CreateRectangle(200, ActualHeight), 2);
var bdyLeftWall = new Body(lwlState, lwlShape, float.PositiveInfinity, wallCoff, wallLife);
var rwlState = new PhysicsState(new ALVector2D((float)0.0, (float)ActualWidth + 100.0, ((float)ActualHeight) * ((float)0.5)));
var rwlShape = new PolygonShape(VertexHelper.CreateRectangle(200, ActualHeight), 2);
var bdyRightWall = new Body(rwlState, rwlShape, float.PositiveInfinity, wallCoff, wallLife);
engine.AddBody(bdyFloor);
engine.AddBody(bdyCeiling);
engine.AddBody(bdyLeftWall);
engine.AddBody(bdyRightWall);
}
开发者ID:zhuangfangwang,项目名称:ise,代码行数:26,代码来源:TouchablePanel.cs
示例12: BodyGraphic
public BodyGraphic(Body body)
: base(GetIDrawable(body), body.Matrices.ToWorld, body.Lifetime)
{
SetBody(body);
this.IsLifetimeOwner = false;
this.isBodyOwner = true;
}
开发者ID:bsvercl,项目名称:physics2d,代码行数:7,代码来源:BodyGraphic.cs
示例13: Format
public void Format(Body body, Scenario scenario)
{
if (this.configuration.HasTestResults)
{
TestResult testResult = this.nunitResults.GetScenarioResult(scenario);
if (testResult.WasExecuted && testResult.WasSuccessful)
{
body.GenerateParagraph("Passed", "Passed");
}
else if (testResult.WasExecuted && !testResult.WasSuccessful)
{
body.GenerateParagraph("Failed", "Failed");
}
}
body.GenerateParagraph(scenario.Name, "Heading2");
if (!string.IsNullOrEmpty(scenario.Description))
{
body.GenerateParagraph(scenario.Description, "Normal");
}
foreach (Step step in scenario.Steps)
{
this.wordStepFormatter.Format(body, step);
}
}
开发者ID:vavavivi,项目名称:pickles,代码行数:26,代码来源:WordScenarioFormatter.cs
示例14: TrackBody
public void TrackBody(Body body)
{
//Vector3 position = BodySourceView.GetVector3FromJoint( body.Joints[jointToTrack]);
//handStateVisual = body.HandRightState;
//SetHandPosition(position);
uıComponent.UpdateComponent(body);
}
开发者ID:ly774508966,项目名称:Kinect-Inputmodule,代码行数:7,代码来源:KinectUIInputModule.cs
示例15: Update
/// <summary>
/// Updates the current gesture.
/// </summary>
/// <param name="skeleton">The skeleton.</param>
/// <returns>A GesturePartResult based on whether the gesture part has been completed.</returns>
public GesturePartResult Update(Body skeleton)
{
JointType signalElbow;
JointType signalShoulder;
HandState handState;
if (MouseMoveData.signalHand == JointType.HandRight)
{
signalElbow = JointType.ElbowRight;
signalShoulder = JointType.ShoulderRight;
handState = skeleton.HandRightState;
}
else
{
signalElbow = JointType.ElbowLeft;
signalShoulder = JointType.ShoulderLeft;
handState = skeleton.HandLeftState;
}
// Hand above elbow
if (skeleton.Joints[MouseMoveData.signalHand].Position.Y > skeleton.Joints[signalElbow].Position.Y && handState == HandState.Lasso)
{
PokeGestureData.farDistance = Math.Sqrt(Math.Pow(skeleton.Joints[MouseMoveData.signalHand].Position.X - skeleton.Joints[signalShoulder].Position.X, 2) +
Math.Pow(skeleton.Joints[MouseMoveData.signalHand].Position.Y - skeleton.Joints[signalShoulder].Position.Y, 2) +
Math.Pow(skeleton.Joints[MouseMoveData.signalHand].Position.Z - skeleton.Joints[signalShoulder].Position.Z, 2));
if (PokeGestureData.farDistance - PokeGestureData.startDistance > PokeGestureData.startDistance / 12)
{
return GesturePartResult.Succeeded;
}
}
// Hand dropped
return GesturePartResult.Failed;
}
开发者ID:TomWerner,项目名称:HandsOnInterface,代码行数:38,代码来源:PokeGestures.cs
示例16: Format
public void Format(Body body, string description)
{
foreach (var paragraph in SplitDescription(description))
{
body.GenerateParagraph(paragraph, "Normal");
}
}
开发者ID:Jaykul,项目名称:pickles,代码行数:7,代码来源:WordDescriptionFormatter.cs
示例17: ExplosionWithVisual
/// <summary>
/// This overload will keep the explosion relative to the body.
/// NOTE: This class won't touch body.Visuals
/// </summary>
public ExplosionWithVisual(Body body, double waveSpeed, double forceAtCenter, double maxRadius, Viewport3D viewport, double visualStartRadius)
: base(body, waveSpeed, forceAtCenter, maxRadius)
{
_viewport = viewport;
_visualStartRadius = visualStartRadius;
CreateVisual();
}
开发者ID:charlierix,项目名称:AsteroidMiner,代码行数:11,代码来源:Explosion.cs
示例18: Update
/// <summary>
/// Updates the current gesture.
/// </summary>
/// <param name="body">The body.</param>
/// <returns>A GesturePartResult based on whether the gesture part has been completed.</returns>
public GesturePartResult Update(Body body)
{
// Right and Left Hand in front of Shoulders
if (body.Joints[JointType.HandLeft].Position.Z < body.Joints[JointType.ElbowLeft].Position.Z && body.Joints[JointType.HandRight].Position.Z < body.Joints[JointType.ElbowRight].Position.Z)
{
//Debug.WriteLine("Zoom 0 - Right hand in front of right shoudler - PASS");
// Hands between shoulder and hip
if (body.Joints[JointType.HandRight].Position.Y < body.Joints[JointType.SpineShoulder].Position.Y && body.Joints[JointType.HandRight].Position.Y > body.Joints[JointType.SpineBase].Position.Y &&
body.Joints[JointType.HandLeft].Position.Y < body.Joints[JointType.SpineShoulder].Position.Y && body.Joints[JointType.HandLeft].Position.Y > body.Joints[JointType.SpineBase].Position.Y)
{
// Hands between shoulders
if (body.Joints[JointType.HandRight].Position.X < body.Joints[JointType.ShoulderRight].Position.X && body.Joints[JointType.HandRight].Position.X > body.Joints[JointType.ShoulderLeft].Position.X &&
body.Joints[JointType.HandLeft].Position.X > body.Joints[JointType.ShoulderLeft].Position.X && body.Joints[JointType.HandLeft].Position.X < body.Joints[JointType.ShoulderRight].Position.X)
{
return GesturePartResult.Succeeded;
}
return GesturePartResult.Undetermined;
}
return GesturePartResult.Failed;
}
return GesturePartResult.Failed;
}
开发者ID:etrigger,项目名称:Vitruvius,代码行数:31,代码来源:ZoomSegments.cs
示例19: SerializeHomePageData
public static string SerializeHomePageData(Body skeleton, Dictionary<JointType, Point> jointPoints, Boolean alarmOn, double avgFrames, int currFrames, List<String> excRemaining)
{
JSONSkeleton jsonSkeleton = new JSONSkeleton
{
ID = skeleton.TrackingId.ToString(),
Joints = new List<JSONJoint>()
};
foreach (JointType jointType in jointPoints.Keys)
{
jsonSkeleton.Joints.Add(new JSONJoint
{
Name = jointType.ToString().ToLower(),
X = jointPoints[jointType].X,
Y = jointPoints[jointType].Y
});
}
JSONHomePageData jsonHomePageData = new JSONHomePageData
{
Skeleton = jsonSkeleton,
AlarmOn = alarmOn,
AvgFrames = avgFrames,
CurrFrames = currFrames,
ExcRemaining = excRemaining
};
JSONHomePage jsonHomePage = new JSONHomePage{
Page = "home",
Operation = "default",
Data = jsonHomePageData
};
return Serialize(jsonHomePage);
}
开发者ID:tapans,项目名称:Kinect-and-Machine-Learning,代码行数:35,代码来源:CustomJsonSerializer.cs
示例20: KillEntityTask
public KillEntityTask(Body entity, KillType type)
{
Mode = type;
Name = "Kill Entity: " + entity.Name + " " + entity.GlobalID;
EntityToKill = entity;
Priority = PriorityType.Urgent;
}
开发者ID:maroussil,项目名称:dwarfcorp,代码行数:7,代码来源:KillEntityTask.cs
注:本文中的Body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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