本文整理汇总了C#中IMyEntity.GetWorldMatrixNormalizedInv方法的典型用法代码示例。如果您正苦于以下问题:C# IMyEntity.GetWorldMatrixNormalizedInv方法的具体用法?C# IMyEntity.GetWorldMatrixNormalizedInv怎么用?C# IMyEntity.GetWorldMatrixNormalizedInv使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IMyEntity
的用法示例。
在下文中一共展示了IMyEntity.GetWorldMatrixNormalizedInv方法的3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: GetIntersectionWithLine
// Calculates intersection of line with any triangleVertexes in this model. Closest intersection and intersected triangleVertexes will be returned.
// This method is fast, it uses octree.
public Sandbox.Common.MyIntersectionResultLineTriangleEx? GetIntersectionWithLine(IMyEntity physObject, ref LineD line, IntersectionFlags flags)
{
BoundingSphereD vol = physObject.WorldVolume;
// Check if line intersects phys object's current bounding sphere, and if not, return 'no intersection'
if (MyUtils.IsLineIntersectingBoundingSphere(ref line, ref vol) == false) return null;
// Transform line into 'model instance' local/object space. Bounding box of a line is needed!!
MatrixD worldInv = physObject.GetWorldMatrixNormalizedInv();
return GetIntersectionWithLine(physObject, ref line, ref worldInv, flags);
}
示例2: GetTrianglesIntersectingLine
public void GetTrianglesIntersectingLine(IMyEntity entity, ref LineD line, IntersectionFlags flags, List<Sandbox.Common.MyIntersectionResultLineTriangleEx> result)
{
MatrixD worldInv = entity.GetWorldMatrixNormalizedInv();
GetTrianglesIntersectingLine(entity, ref line, ref worldInv, flags, result);
}
示例3: GetIntersectionWithSphere
// Return true if object intersects specified sphere.
// This method doesn't return exact point of intersection or any additional data.
// We don't look for closest intersection - so we stop on first intersection found.
public bool GetIntersectionWithSphere(IMyEntity physObject, ref BoundingSphereD sphere)
{
// Transform sphere from world space to object space
MatrixD worldInv = physObject.GetWorldMatrixNormalizedInv();
Vector3D positionInObjectSpace = Vector3D.Transform(sphere.Center, ref worldInv);
BoundingSphereD sphereInObjectSpace = new BoundingSphereD(positionInObjectSpace, sphere.Radius);
return m_rootNode.GetIntersectionWithSphere(m_model, ref sphereInObjectSpace);
}