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C# IMyEntity.GetWorldMatrixNormalizedInv方法代码示例

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);
        }
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:13,代码来源:MyModelOctree.cs

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);
 }
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:5,代码来源:MyModelOctree.cs

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);
 }
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:12,代码来源:MyModelOctree.cs


注:本文中的IMyEntity.GetWorldMatrixNormalizedInv方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。