本文整理汇总了C#中Fusee类的典型用法代码示例。如果您正苦于以下问题:C# Fusee类的具体用法?C# Fusee怎么用?C# Fusee使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
Fusee类属于命名空间,在下文中一共展示了Fusee类的15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,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: SetMl
public void SetMl(ref Fusee.Math.Core.Matrix4D /* constMatrix&_cstype */ m) {
double[] adbl_m;
unsafe {adbl_m = Fusee.Math.ArrayConversion.Convert.Matrix4DToArrayDoubleC4DLayout(m); fixed (double *pdbl_m = adbl_m) {
/* constMatrix&_csin_pre */
try {
C4dApiPINVOKE.TextureTag_SetMl(swigCPtr, (IntPtr) pdbl_m /* constMatrix&_csin */);
} finally {
// NOP m = Fusee.Math.ArrayConversion.Convert.ArrayDoubleC4DLayoutToMatrix4D(pdbl_m);
/* constMatrix&_csin_post */
}
} } /* constMatrix&_csin_terminator */
}
示例2: SetMg
public void SetMg(ref Fusee.Math.Core.Matrix4D /* constMatrix&_cstype */ mg) {
double[] adbl_mg;
unsafe {adbl_mg = Fusee.Math.ArrayConversion.Convert.Matrix4DToArrayDoubleC4DLayout(mg); fixed (double *pdbl_mg = adbl_mg) {
/* constMatrix&_csin_pre */
try {
C4dApiPINVOKE.BaseDrawHelp_SetMg(swigCPtr, (IntPtr) pdbl_mg /* constMatrix&_csin */);
} finally {
// NOP mg = Fusee.Math.ArrayConversion.Convert.ArrayDoubleC4DLayoutToMatrix4D(pdbl_mg);
/* constMatrix&_csin_post */
}
} } /* constMatrix&_csin_terminator */
}
示例3: GetModelingAxis
public virtual void GetModelingAxis(BaseObject op, BaseDocument doc, ref Fusee.Math.Core.Matrix4D /* Matrix*&_cstype */ axis) {
double[] adbl_axis;
unsafe {adbl_axis = Fusee.Math.ArrayConversion.Convert.Matrix4DToArrayDoubleC4DLayout(axis); fixed (double *pdbl_axis = adbl_axis) {
/* Matrix*&_csin_pre */
try {
C4dApiPINVOKE.ObjectData_GetModelingAxis(swigCPtr, BaseObject.getCPtr(op), BaseDocument.getCPtr(doc), (IntPtr) pdbl_axis /* Matrix*&_csin */);
} finally {
axis = Fusee.Math.ArrayConversion.Convert.ArrayDoubleC4DLayoutToMatrix4D(pdbl_axis);
/* Matrix*&_csin_post */
}
} } /* Matrix*&_csin_terminator */
}
示例4: Do
public virtual bool Do(SWIGTYPE_p_void data, BaseObject op, ref Fusee.Math.Core.Matrix4D /* constMatrix&_cstype */ mg, bool controlobject) {
double[] adbl_mg;
unsafe {adbl_mg = Fusee.Math.ArrayConversion.Convert.Matrix4DToArrayDoubleC4DLayout(mg); fixed (double *pdbl_mg = adbl_mg) {
/* constMatrix&_csin_pre */
try {
bool ret = C4dApiPINVOKE.Hierarchy_Do(swigCPtr, SWIGTYPE_p_void.getCPtr(data), BaseObject.getCPtr(op), (IntPtr) pdbl_mg /* constMatrix&_csin */, controlobject);
return ret;
} finally {
// NOP mg = Fusee.Math.ArrayConversion.Convert.ArrayDoubleC4DLayoutToMatrix4D(pdbl_mg);
/* constMatrix&_csin_post */
}
} } /* constMatrix&_csin_terminator */
}
示例5: TestClipping3D
public bool TestClipping3D(Fusee.Math.Core.Vector3D /* constVector&_cstype */ mp, Fusee.Math.Core.Vector3D /* constVector&_cstype */ rad, ref Fusee.Math.Core.Matrix4D /* constMatrix&_cstype */ mg, SWIGTYPE_p_Bool clip2d, SWIGTYPE_p_Bool clipz) {
double[] adbl_mg;
unsafe {adbl_mg = Fusee.Math.ArrayConversion.Convert.Matrix4DToArrayDoubleC4DLayout(mg); fixed (double *pdbl_mg = adbl_mg) {
/* constMatrix&_csin_pre */
try {
bool ret = C4dApiPINVOKE.BaseView_TestClipping3D(swigCPtr, ref mp /* constVector&_csin */, ref rad /* constVector&_csin */, (IntPtr) pdbl_mg /* constMatrix&_csin */, SWIGTYPE_p_Bool.getCPtr(clip2d), SWIGTYPE_p_Bool.getCPtr(clipz));
return ret;
} finally {
// NOP mg = Fusee.Math.ArrayConversion.Convert.ArrayDoubleC4DLayoutToMatrix4D(pdbl_mg);
/* constMatrix&_csin_post */
}
} } /* constMatrix&_csin_terminator */
}
示例6: GetBone
public void GetBone(ref Fusee.Math.Core.Matrix4D /* Matrix*&_cstype */ m, SWIGTYPE_p_Real len) {
double[] adbl_m;
unsafe {adbl_m = Fusee.Math.ArrayConversion.Convert.Matrix4DToArrayDoubleC4DLayout(m); fixed (double *pdbl_m = adbl_m) {
/* Matrix*&_csin_pre */
try {
C4dApiPINVOKE.CAJointObject_GetBone(swigCPtr, (IntPtr) pdbl_m /* Matrix*&_csin */, SWIGTYPE_p_Real.getCPtr(len));
if (C4dApiPINVOKE.SWIGPendingException.Pending) throw C4dApiPINVOKE.SWIGPendingException.Retrieve();
} finally {
m = Fusee.Math.ArrayConversion.Convert.ArrayDoubleC4DLayoutToMatrix4D(pdbl_m);
/* Matrix*&_csin_post */
}
} } /* Matrix*&_csin_terminator */
}
示例7: GetViewParameter
public void GetViewParameter(ref Fusee.Math.Core.Vector3D /* Vector*&_cstype */ offset, ref Fusee.Math.Core.Vector3D /* Vector*&_cstype */ scale, ref Fusee.Math.Core.Vector3D /* Vector*&_cstype */ scale_z) {
C4dApiPINVOKE.BaseView_GetViewParameter(swigCPtr, ref offset /* Vector*&_csin */, ref scale /* Vector*&_csin */, ref scale_z /* Vector*&_csin */);
}
示例8: ProjectPointOnLine
public Fusee.Math.Core.Vector3D /* Vector_cstype_out */ ProjectPointOnLine(Fusee.Math.Core.Vector3D /* constVector&_cstype */ p, Fusee.Math.Core.Vector3D /* constVector&_cstype */ v, double mouse_x, double mouse_y, SWIGTYPE_p_Real offset, SWIGTYPE_p_LONG err) { /* <Vector_csout> */
Fusee.Math.Core.Vector3D ret = C4dApiPINVOKE.BaseView_ProjectPointOnLine__SWIG_0(swigCPtr, ref p /* constVector&_csin */, ref v /* constVector&_csin */, mouse_x, mouse_y, SWIGTYPE_p_Real.getCPtr(offset), SWIGTYPE_p_LONG.getCPtr(err));
return ret;
} /* <Vector_csout> */
示例9: BackfaceCulling
} /* <Vector_csout> */
public bool BackfaceCulling(Fusee.Math.Core.Vector3D /* constVector&_cstype */ n, Fusee.Math.Core.Vector3D /* constVector&_cstype */ p) {
bool ret = C4dApiPINVOKE.BaseView_BackfaceCulling(swigCPtr, ref n /* constVector&_csin */, ref p /* constVector&_csin */);
return ret;
}
示例10: CS
} /* <Vector_csout> */
public Fusee.Math.Core.Vector3D /* Vector_cstype_out */ CS(Fusee.Math.Core.Vector3D /* constVector&_cstype */ p, bool z_inverse) { /* <Vector_csout> */
Fusee.Math.Core.Vector3D ret = C4dApiPINVOKE.BaseView_CS(swigCPtr, ref p /* constVector&_csin */, z_inverse);
return ret;
} /* <Vector_csout> */
示例11: OnPlayButtonDown
private void OnPlayButtonDown(GUIButton sender, Fusee.Engine.MouseEventArgs mea)
{
//entfernen nicht benoetigter GUI Elemente
_guiHandler.Remove(_guiButtonPlay);
_guiHandler.Remove(_guiImageHelpButton);
_guiHandler.Remove(_guiButtonHelp);
_guiHandler.Remove(_guiImageStartBack);
_guiHandler.Remove(_guiImageStartBee);
_guiHandler.Remove(_guiImageStartPlay);
_guiHandler.Remove(_guiImageGameHelp);
_guiHandler.Remove(_guiImageHelpOne);
_guiHandler.Remove(_guiImageHelpTwo);
//Starten des Spiels
_game._gameState = GameState.InGame;
}
示例12: OnHelpButtonDown
private void OnHelpButtonDown(GUIButton sender, Fusee.Engine.MouseEventArgs mea)
{
_guiButtonPlay.OnGUIButtonDown += OnPlayButtonDown;
_guiButtonPlay.OnGUIButtonDown += OnPlayButtonDown;
//entfernen nicht benoetigter GUI Elemente
_guiHandler.Remove(_guiImageStartBack);
_guiHandler.Remove(_guiImageStartBee);
_guiHandler.Remove(_guiButtonHelp);
_guiHandler.Remove(_guiTextScore);
_guiHandler.Remove(_guiImageHelpButton);
//hinzufuegen der benoetigten GUI Elemente fuer Help Screen
_guiHandler.Add(_guiImageGameHelp);
_guiHandler.Add(_guiImageHelpOne);
_guiHandler.Add(_guiImageHelpTwo);
_game._gameState = GameState.GameHelp;
}
示例13: SetAbsRot
} /* <Vector_csout> */
public void SetAbsRot(Fusee.Math.Core.Vector3D /* constVector&_cstype */ v) {
C4dApiPINVOKE.BaseObject_SetAbsRot(swigCPtr, ref v /* constVector&_csin */);
}
示例14: SetR
public void SetR(Fusee.Math.Core.Vector3D /* constVector&_cstype */ r) {
C4dApiPINVOKE.CAMorphNode_SetR(swigCPtr, ref r /* constVector&_csin */);
}
示例15: SetTangent
} /* <Vector_csout> */
public void SetTangent(int index, Fusee.Math.Core.Vector3D /* constVector&_cstype */ v) {
C4dApiPINVOKE.CAMorphNode_SetTangent(swigCPtr, index, ref v /* constVector&_csin */);
}