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C# Vector3.ToList方法代码示例

本文整理汇总了C#中Vector3.ToList方法的典型用法代码示例。如果您正苦于以下问题:C# Vector3.ToList方法的具体用法?C# Vector3.ToList怎么用?C# Vector3.ToList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.ToList方法的6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: LoadPositions

        /// <summary>
        /// Loads in positions saved on file
        /// </summary>
        private static void LoadPositions()
        {
            var sandboxConfig = EloBuddy.Sandbox.SandboxConfig.DataDirectory + @"\PandaTeemoReborn\";
            var xFile = sandboxConfig + Game.MapId + @"\" + "xFile" + ".txt";
            var yFile = sandboxConfig + Game.MapId + @"\" + "yFile" + ".txt";
            var zFile = sandboxConfig + Game.MapId + @"\" + "zFile" + ".txt";

            if (!File.Exists(xFile) || !File.Exists(yFile) || !File.Exists(zFile))
            {
                SavePositions();
            }

            string[] xPositions = null;
            string[] yPositions = null;
            string[] zPositions = null;

            if (File.Exists(xFile) && File.Exists(yFile) && File.Exists(zFile))
            {
                xPositions = File.ReadAllLines(xFile);
                yPositions = File.ReadAllLines(yFile);
                zPositions = File.ReadAllLines(zFile);
            }

            if (xPositions == null)
            {
                return;
            }

            var xFloat = new float[xPositions.Length];
            var yFloat = new float[yPositions.Length];
            var zFloat = new float[zPositions.Length];

            for (var i = 0; i < xPositions.Length; i++)
            {
                var x = xPositions[i];
                float.TryParse(x, out xFloat[i]);
            }

            for (var i = 0; i < yPositions.Length; i++)
            {
                var y = yPositions[i];
                float.TryParse(y, out yFloat[i]);
            }

            for (var i = 0; i < zPositions.Length; i++)
            {
                var z = zPositions[i];
                float.TryParse(z, out zFloat[i]);
            }

            var positions = new Vector3[xFloat.Length];

            for (var i = 0; i < positions.Length; i++)
            {
                positions[i] = new Vector3(xFloat[i], yFloat[i], zFloat[i]);
            }

            AddShroomLocations(positions.ToList());
            AssignPosition();
        }
开发者ID:KarmaPanda,项目名称:EloBuddy,代码行数:63,代码来源:AutoShroom.cs

示例2: setVertices

 void setVertices(Vector3[] vertices)
 {
     TargetMesh.SetVertices(vertices.ToList());
 }
开发者ID:stlck,项目名称:FractalTest,代码行数:4,代码来源:Fractal.cs

示例3: ApplyDeform

    /// <summary>
    /// Changes terrain geometry in realtime based on new path. Path can be obtained from <see cref="GetPath()"/> method
    /// </summary>
    /// <param name="newPath">Array of new terrain path points</param>
    public void ApplyDeform(Vector3[] newPath, bool applySmoothly = false)
    {
        if (!RealtimeDeformEnabled)
            return;

        Mesh pathMesh = gameObject.GetComponent<MeshFilter>().mesh;

        if (FixSides)
        {
            newPath[0].y = LeftFixedPoint;
            newPath[newPath.Length - 1].y = RightFixedPoint;
        }

        #region Generate vertices
        Vector3[] vertices = GetVertsPos();
        Vector3[] backupVertices = null;
        if (applySmoothly)
        {
            DesiredVertices = newPath.ToList<Vector3>();
            backupVertices = vertices;
        }
        else
        {
            int pathIndex = 0;
            for (int i = 0; i < vertices.Length; i += 2)
            {
                if (newPath[pathIndex].y < 0)
                    newPath[pathIndex].y = 0;

                if (newPath[pathIndex].y > Height)
                    newPath[pathIndex].y = Height;

                vertices[i] = newPath[pathIndex];
                pathIndex++;
            }

            pathMesh.vertices = vertices;
        }
        #endregion

        if (!applySmoothly && RealtimeDeformUpdateUv)
        {
            #region Generate UV
            Vector2[] uv = new Vector2[vertices.Length];

            for (int i = 0; i < uv.Length; i += 2)
            {
                uv[i] = new Vector2((float)i / (uv.Length - 2) * MainTextureSize, (vertices[i].y / Height) * ((float)Height / Width) * MainTextureSize);
                uv[i + 1] = new Vector2((float)i / (uv.Length - 2) * MainTextureSize, (vertices[i + 1].y / Height) * ((float)Height / Width) * MainTextureSize);
            }

            pathMesh.uv = uv;
            #endregion
        }

        pathMesh.RecalculateBounds();

        UpdateCap(false);
        if (RealtimeDeformUpdateColliders)
        {
            UpdateCollider2D();
            UpdateCollider3D(false);
        }

        if (applySmoothly && backupVertices != null)
        {
            pathMesh.vertices = vertices;

            pathMesh.RecalculateBounds();

            UpdateCap(false);
        }
    }
开发者ID:DarkGizmo,项目名称:DryadConfiture,代码行数:77,代码来源:TerrainEditor2D.cs

示例4: GenerateSquareVBO

 void GenerateSquareVBO()
 {
     Vector3[] vecs = new Vector3[6];
     uint[] inds = new uint[6];
     Vector3[] norms = new Vector3[6];
     Vector3[] texs = new Vector3[6];
     Vector4[] cols = new Vector4[6];
     Vector4[] BoneIDs = new Vector4[6];
     Vector4[] BoneWeights = new Vector4[6];
     Vector4[] BoneIDs2 = new Vector4[6];
     Vector4[] BoneWeights2 = new Vector4[6];
     for (uint n = 0; n < 6; n++)
     {
         inds[n] = n;
         norms[n] = new Vector3(0, 0, 1);
         cols[n] = new Vector4(1, 1, 1, 1);
         BoneIDs[n] = new Vector4(0, 0, 0, 0);
         BoneWeights[n] = new Vector4(0, 0, 0, 0);
         BoneIDs2[n] = new Vector4(0, 0, 0, 0);
         BoneWeights2[n] = new Vector4(0, 0, 0, 0);
     }
     vecs[0] = new Vector3(1, 0, 0);
     texs[0] = new Vector3(1, 0, 0);
     vecs[1] = new Vector3(1, 1, 0);
     texs[1] = new Vector3(1, 1, 0);
     vecs[2] = new Vector3(0, 1, 0);
     texs[2] = new Vector3(0, 1, 0);
     vecs[3] = new Vector3(1, 0, 0);
     texs[3] = new Vector3(1, 0, 0);
     vecs[4] = new Vector3(0, 1, 0);
     texs[4] = new Vector3(0, 1, 0);
     vecs[5] = new Vector3(0, 0, 0);
     texs[5] = new Vector3(0, 0, 0);
     Square = new VBO();
     Square.Vertices = vecs.ToList();
     Square.Indices = inds.ToList();
     Square.Normals = norms.ToList();
     Square.TexCoords = texs.ToList();
     Square.Colors = cols.ToList();
     Square.BoneIDs = BoneIDs.ToList();
     Square.BoneWeights = BoneWeights.ToList();
     Square.BoneIDs2 = BoneIDs2.ToList();
     Square.BoneWeights2 = BoneWeights2.ToList();
     Square.GenerateVBO();
 }
开发者ID:Morphan1,项目名称:Voxalia,代码行数:45,代码来源:Renderer.cs

示例5: GenerateLineVBO

 void GenerateLineVBO()
 {
     Vector3[] vecs = new Vector3[2];
     uint[] inds = new uint[2];
     Vector3[] norms = new Vector3[2];
     Vector3[] texs = new Vector3[2];
     Vector4[] cols = new Vector4[2];
     for (uint u = 0; u < 2; u++)
     {
         inds[u] = u;
     }
     for (int n = 0; n < 2; n++)
     {
         norms[n] = new Vector3(0, 0, 1);
     }
     for (int c = 0; c < 2; c++)
     {
         cols[c] = new Vector4(1, 1, 1, 1);
     }
     Vector4[] BoneIDs = new Vector4[2];
     Vector4[] BoneWeights = new Vector4[2];
     Vector4[] BoneIDs2 = new Vector4[2];
     Vector4[] BoneWeights2 = new Vector4[2];
     for (int n = 0; n < 2; n++)
     {
         BoneIDs[n] = new Vector4(0, 0, 0, 0);
         BoneWeights[n] = new Vector4(0, 0, 0, 0);
         BoneIDs2[n] = new Vector4(0, 0, 0, 0);
         BoneWeights2[n] = new Vector4(0, 0, 0, 0);
     }
     vecs[0] = new Vector3(0, 0, 0);
     texs[0] = new Vector3(0, 0, 0);
     vecs[1] = new Vector3(1, 0, 0);
     texs[1] = new Vector3(1, 0, 0);
     Line = new VBO();
     Line.Vertices = vecs.ToList();
     Line.Indices = inds.ToList();
     Line.Normals = norms.ToList();
     Line.TexCoords = texs.ToList();
     Line.Colors = cols.ToList();
     Line.BoneIDs = BoneIDs.ToList();
     Line.BoneWeights = BoneWeights.ToList();
     Line.BoneIDs2 = BoneIDs2.ToList();
     Line.BoneWeights2 = BoneWeights2.ToList();
     Line.GenerateVBO();
 }
开发者ID:Morphan1,项目名称:Voxalia,代码行数:46,代码来源:Renderer.cs

示例6: GenerateBoxVBO

 void GenerateBoxVBO()
 {
     // TODO: Optimize?
     Vector3[] vecs = new Vector3[24];
     uint[] inds = new uint[24];
     Vector3[] norms = new Vector3[24];
     Vector3[] texs = new Vector3[24];
     Vector4[] cols = new Vector4[24];
     for (uint u = 0; u < 24; u++)
     {
         inds[u] = u;
     }
     for (int t = 0; t < 24; t++)
     {
         texs[t] = new Vector3(0, 0, 0);
     }
     for (int n = 0; n < 24; n++)
     {
         norms[n] = new Vector3(0, 0, 1); // TODO: Accurate normals somehow? Do lines even have normals?
     }
     for (int c = 0; c < 24; c++)
     {
         cols[c] = new Vector4(1, 1, 1, 1);
     }
     Vector4[] BoneIDs = new Vector4[24];
     Vector4[] BoneWeights = new Vector4[24];
     Vector4[] BoneIDs2 = new Vector4[24];
     Vector4[] BoneWeights2 = new Vector4[24];
     for (int n = 0; n < 24; n++)
     {
         BoneIDs[n] = new Vector4(0, 0, 0, 0);
         BoneWeights[n] = new Vector4(0, 0, 0, 0);
         BoneIDs2[n] = new Vector4(0, 0, 0, 0);
         BoneWeights2[n] = new Vector4(0, 0, 0, 0);
     }
     int i = 0;
     int zero = -1; // Ssh.
     vecs[i] = new Vector3(zero, zero, zero); i++;
     vecs[i] = new Vector3(1, zero, zero); i++;
     vecs[i] = new Vector3(1, zero, zero); i++;
     vecs[i] = new Vector3(1, 1, zero); i++;
     vecs[i] = new Vector3(1, 1, zero); i++;
     vecs[i] = new Vector3(zero, 1, zero); i++;
     vecs[i] = new Vector3(zero, 1, zero); i++;
     vecs[i] = new Vector3(zero, zero, zero); i++;
     vecs[i] = new Vector3(zero, zero, 1); i++;
     vecs[i] = new Vector3(1, zero, 1); i++;
     vecs[i] = new Vector3(1, zero, 1); i++;
     vecs[i] = new Vector3(1, 1, 1); i++;
     vecs[i] = new Vector3(1, 1, 1); i++;
     vecs[i] = new Vector3(zero, 1, 1); i++;
     vecs[i] = new Vector3(zero, 1, 1); i++;
     vecs[i] = new Vector3(zero, zero, 1); i++;
     vecs[i] = new Vector3(zero, zero, zero); i++;
     vecs[i] = new Vector3(zero, zero, 1); i++;
     vecs[i] = new Vector3(1, zero, zero); i++;
     vecs[i] = new Vector3(1, zero, 1); i++;
     vecs[i] = new Vector3(1, 1, zero); i++;
     vecs[i] = new Vector3(1, 1, 1); i++;
     vecs[i] = new Vector3(zero, 1, zero); i++;
     vecs[i] = new Vector3(zero, 1, 1); i++;
     Box = new VBO();
     Box.Vertices = vecs.ToList();
     Box.Indices = inds.ToList();
     Box.Normals = norms.ToList();
     Box.TexCoords = texs.ToList();
     Box.Colors = cols.ToList();
     Box.BoneIDs = BoneIDs.ToList();
     Box.BoneWeights = BoneWeights.ToList();
     Box.BoneIDs2 = BoneIDs2.ToList();
     Box.BoneWeights2 = BoneWeights2.ToList();
     Box.GenerateVBO();
 }
开发者ID:Morphan1,项目名称:Voxalia,代码行数:73,代码来源:Renderer.cs


注:本文中的Vector3.ToList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。