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C# Vector3.Flatten方法代码示例

本文整理汇总了C#中Vector3.Flatten方法的典型用法代码示例。如果您正苦于以下问题:C# Vector3.Flatten方法的具体用法?C# Vector3.Flatten怎么用?C# Vector3.Flatten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Vector3的用法示例。


在下文中一共展示了Vector3.Flatten方法的4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: CalculateAngles

        public static void CalculateAngles(ushort nodeId, Vector3 direction, ICollection<Measurement> measurements)
        {
            direction = direction.Flatten();

            var node = NetManager.instance.m_nodes.m_buffer[nodeId];
            var existingSegments = NetNodeUtility.GetNodeSegmentIds(node);

            if (existingSegments.Count == 0)
            {
                return;
            }

            var nearestLeftAngle = 360f;
            ushort nearestLeftSegmentId = 0;
            var nearestLeftNormal = Vector3.zero;

            var nearestRightAngle = 360f;
            ushort nearestRightSegmentId = 0;
            var nearestRightNormal = Vector3.zero;

            for (var i = 0; i < existingSegments.Count; i++)
            {
                var s = NetManager.instance.m_segments.m_buffer[existingSegments[i]];

                var d = s.m_startNode == nodeId ? s.m_startDirection : s.m_endDirection;
                d = d.Flatten();

                var angle = Vector3Extensions.GetClockwiseAngleBetween(-d, direction, Vector3.up);

                var leftAngle = 360f - angle;
                var rightAngle = angle;

                var n = Vector3.Normalize(direction + d);

                if (leftAngle < nearestLeftAngle)
                {
                    nearestLeftAngle = leftAngle;
                    nearestLeftSegmentId = existingSegments[i];
                    nearestLeftNormal = Quaternion.AngleAxis(leftAngle*0.5f, Vector3.up)*direction;
                }

                if (rightAngle < nearestRightAngle)
                {
                    nearestRightAngle = rightAngle;
                    nearestRightSegmentId = existingSegments[i];
                    nearestRightNormal = Quaternion.AngleAxis(rightAngle*-0.5f, Vector3.up)*direction;
                }
            }

            // When both angles are 180, only show the one on the right.
            if (Math.Abs(nearestLeftAngle - 180f) < 0.25f && Math.Abs(nearestRightAngle - 180f) < 0.25f)
            {
                measurements.Add(new AngleMeasurement(nearestRightAngle, node.m_position, nearestRightNormal,
                    MeasurementFlags.Primary));

                return;
            }

            var leftFlags = nearestRightSegmentId > 0
                ? (nearestLeftAngle < nearestRightAngle ? MeasurementFlags.Primary : MeasurementFlags.Secondary)
                : MeasurementFlags.Secondary;

            var rightFlags = nearestLeftSegmentId > 0
                ? (nearestRightAngle <= nearestLeftAngle ? MeasurementFlags.Primary : MeasurementFlags.Secondary)
                : MeasurementFlags.Secondary;

            if (nearestLeftSegmentId > 0)
            {
                measurements.Add(new AngleMeasurement(nearestLeftAngle, node.m_position, nearestLeftNormal, leftFlags));
            }

            if (nearestRightSegmentId > 0)
            {
                measurements.Add(new AngleMeasurement(nearestRightAngle, node.m_position, nearestRightNormal, rightFlags));
            }
        }
开发者ID:droidmonkey,项目名称:PrecisionEngineering,代码行数:76,代码来源:Node.cs

示例2: CanNodeBranchInDirection

        private static bool CanNodeBranchInDirection(ushort nodeId, Vector3 direction)
        {
            var closestSegmentId = NetNodeUtility.GetClosestSegmentId(nodeId, direction);

            var exitDirection = NetNodeUtility.GetSegmentExitDirection(nodeId, closestSegmentId);

            var exitAngle = Vector3Extensions.GetSignedAngleBetween(direction.Flatten(), exitDirection.Flatten(), Vector3.up);

            return Mathf.Abs(exitAngle) >= 45f;
        }
开发者ID:wyllman,项目名称:PrecisionEngineering,代码行数:10,代码来源:Guides.cs

示例3: TestLine

        private static void TestLine(NetInfo netInfo, Vector3 startPoint, Vector3 endPoint, Vector3 l1, Vector3 l2,
			IList<GuideLine> lines, ushort segmentId = 0, ushort nodeId = 0)
        {
            var p = Util.LineIntersectionPoint(startPoint.xz(), endPoint.xz(), l1.xz(), l2.xz());

            // Lines never meet, discard
            if (!p.HasValue)
                return;

            var intersect = new Vector3(p.Value.x, 0, p.Value.y);

            var intersectDistanceSqr = Vector3Extensions.DistanceSquared(intersect, endPoint.Flatten());

            // Discard if intersect is silly distance away
            if (intersectDistanceSqr > Settings.MaxGuideLineQueryDistanceSqr)
                return;

            var guideDirection = l1.Flatten().DirectionTo(l2.Flatten());
            var intersectDirection = l1.Flatten().DirectionTo(intersect);

            // Ignore guides in the wrong direction
            if (Mathf.Abs(Vector3Extensions.GetSignedAngleBetween(guideDirection, intersectDirection, Vector3.up)) > 90f)
                return;

            intersect.y = TerrainManager.instance.SampleRawHeightSmooth(intersect);

            var intersectDistance = Mathf.Sqrt(intersectDistanceSqr);

            var line = new GuideLine(l1, intersect, netInfo.m_halfWidth*2f, intersectDistance, segmentId);

            int index;

            if (IsDuplicate(lines, line, out index)) {

                var d = lines[index];

                // If a duplicate, check if it is closer than the duplicate
                if (Vector3Extensions.DistanceSquared(d.Origin, endPoint) > Vector3Extensions.DistanceSquared(l1, endPoint)) {
                    lines[index] = line;
                }

                return;

            }

            // Check for intersection with existing nodes
            var ra = Vector3.Cross(guideDirection, Vector3.up);
            var quad = new Quad3(l1 + ra, l1 - ra, intersect + ra, intersect - ra);

            if (NetManager.instance.OverlapQuad(Quad2.XZ(quad), 0, 1280f, netInfo.m_class.m_layer, nodeId, 0, segmentId)) {
                return;
            }

            lines.Add(line);
        }
开发者ID:wyllman,项目名称:PrecisionEngineering,代码行数:55,代码来源:Guides.cs

示例4: CalculateAngles

        static void CalculateAngles(Vector3 anglePosition, Vector3 guideDirection, Vector3 incomingDirection, ICollection<Measurement> measurements)
        {
            guideDirection = guideDirection.Flatten().normalized;
            incomingDirection = incomingDirection.Flatten().normalized;

            var angleSize = Vector3.Angle(guideDirection, incomingDirection);
            var angleDirection = Vector3.Normalize(guideDirection + incomingDirection);

            var otherAngleSize = 180f - angleSize;
            var otherAngleDirection = Vector3.Normalize(-guideDirection + incomingDirection);

            if (otherAngleSize < angleSize) {

                Util.Swap(ref angleSize, ref otherAngleSize);
                Util.Swap(ref angleDirection, ref otherAngleDirection);

            }

            measurements.Add(new AngleMeasurement(angleSize, anglePosition, angleDirection,
                MeasurementFlags.Primary | MeasurementFlags.Guide));

            if (Mathf.Abs(angleSize - 180f) < 0.5f || Mathf.Abs(otherAngleSize - 180f) < 0.5f)
                return;

            measurements.Add(new AngleMeasurement(otherAngleSize, anglePosition, otherAngleDirection,
                MeasurementFlags.Secondary | MeasurementFlags.Guide));
        }
开发者ID:wyllman,项目名称:PrecisionEngineering,代码行数:27,代码来源:Guides.cs


注:本文中的Vector3.Flatten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。