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C# Vector3F类代码示例

本文整理汇总了C#中Vector3F的典型用法代码示例。如果您正苦于以下问题:C# Vector3F类的具体用法?C# Vector3F怎么用?C# Vector3F使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


Vector3F类属于命名空间,在下文中一共展示了Vector3F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: SceneWithStaticMeshLODandVisObj

        public void SceneWithStaticMeshLODandVisObj()
        {
            TestManager.Helpers.OpenSceneFromFile(TestManager.Helpers.TestDataDir + @"\VisibilityTests\VisibilityObjLinking.scene");
              TestManager.Helpers.ProcessEvents();

              // Start the simulation
              EditorManager.EditorMode = EditorManager.Mode.EM_ANIMATING; // update view
              TestManager.Helpers.ProcessEvents();

              // Let the simulation run for some seconds
              DateTime timeBefore = DateTime.Now;
              EditorManager.ActiveView.SetCameraRotation(new Vector3F(90, 0, 0));

              while (true)
              {
            TimeSpan passedTime = DateTime.Now - timeBefore;
            if (passedTime.TotalSeconds > 5)
              break;
            Vector3F pos = new Vector3F(50.0f,(float)passedTime.TotalSeconds * -150.0f-150.0f,  120.0f);
            EditorManager.ActiveView.SetCameraPosition(pos);
            TestManager.Helpers.ProcessEvents();
              }

              // Stop simulation, set back
              EditorManager.EditorMode = EditorManager.Mode.EM_NONE;

              TextToWrite = null;
              TestManager.Helpers.CloseActiveProject();
        }
开发者ID:bgarrels,项目名称:projectanarchy,代码行数:29,代码来源:VisibilityTest.cs

示例2: MatrixLookAtLH

        public static Matrix4x4F MatrixLookAtLH(Vector3F eye, Vector3F at, Vector3F up)
        {
            Vector3F right, vec;
            
            vec = at - eye;
            vec.NormalizeInPlace();
            right = Vector3F.Cross(up, vec);
            up = Vector3F.Cross(vec, right);
            right.NormalizeInPlace();
            up.NormalizeInPlace();
            return new Matrix4x4F(
                right.X,
                up.X,
                vec.X,
                0.0f,

                right.Y,
                up.Y,
                vec.Y,
                0.0f,

                right.Z,
                up.Z,
                vec.Z,
                0.0f,

                -Vector3F.Dot(right, eye),
                -Vector3F.Dot(up, eye),
                -Vector3F.Dot(vec, eye),
                1.0f
            );
        }
开发者ID:QuocHuy7a10,项目名称:Arianrhod,代码行数:32,代码来源:Camera.cs

示例3: AdditionOperator

 public void AdditionOperator()
 {
     Vector3F a = new Vector3F(1.0f, 2.0f, 3.0f);
       Vector3F b = new Vector3F(2.0f, 3.0f, 4.0f);
       Vector3F c = a + b;
       Assert.AreEqual(new Vector3F(3.0f, 5.0f, 7.0f), c);
 }
开发者ID:Zolniu,项目名称:DigitalRune,代码行数:7,代码来源:Vector3FTest.cs

示例4: Construct01

 public void Construct01()
 {
     Vector3F v = new Vector3F(new Vector2F(1.0f, 2.0f), 3.0f);
     Assert.AreEqual(1.0f, v.X);
     Assert.AreEqual(2.0f, v.Y);
     Assert.AreEqual(3.0f, v.Z);
 }
开发者ID:jpespartero,项目名称:OpenGlobe,代码行数:7,代码来源:Vector3FTests.cs

示例5: SkyboxNode

 /// <summary>
 /// Initializes a new instance of the <see cref="SkyboxNode" /> class.
 /// </summary>
 /// <param name="texture">The cube map texture (using premultiplied alpha).</param>
 public SkyboxNode(TextureCube texture)
 {
     Texture = texture;
       Color = new Vector3F(1, 1, 1);
       Alpha = 1.0f;
       Encoding = ColorEncoding.SRgb;
 }
开发者ID:Zolniu,项目名称:DigitalRune,代码行数:11,代码来源:SkyboxNode.cs

示例6: PlanarReflectionNode

 //--------------------------------------------------------------
 /// <summary>
 /// Initializes a new instance of the <see cref="PlanarReflectionNode" /> class.
 /// </summary>
 /// <param name="renderToTexture">The render texture target.</param>
 /// <exception cref="ArgumentNullException">
 /// <paramref name="renderToTexture"/> is <see langword="null"/>.
 /// </exception>
 public PlanarReflectionNode(RenderToTexture renderToTexture)
     : base(renderToTexture)
 {
     CameraNode = new CameraNode(new Camera(new PerspectiveProjection()));
       FieldOfViewScale = 1;
       _normalLocal = new Vector3F(0, 0, 1);
 }
开发者ID:Zolniu,项目名称:DigitalRune,代码行数:15,代码来源:PlanarReflectionNode.cs

示例7: Update

        public override void Update(GameTime gameTime)
        {
            float deltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;

              // ----- Move target if <NumPad4-9> are pressed.
              Vector3F translation = new Vector3F();
              if (InputService.IsDown(Keys.NumPad4))
            translation.X -= 1;
              if (InputService.IsDown(Keys.NumPad6))
            translation.X += 1;
              if (InputService.IsDown(Keys.NumPad8))
            translation.Y += 1;
              if (InputService.IsDown(Keys.NumPad5))
            translation.Y -= 1;
              if (InputService.IsDown(Keys.NumPad9))
            translation.Z += 1;
              if (InputService.IsDown(Keys.NumPad7))
            translation.Z -= 1;

              translation = translation * deltaTime;
              _targetPosition += translation;

              // Convert target world space position to model space. - The IK solvers work in model space.
              Vector3F localTargetPosition = _pose.ToLocalPosition(_targetPosition);

              // Reset the affected bones. This is optional. It removes unwanted twist from the bones.
              _skeletonPose.ResetBoneTransforms(_ikSolver.RootBoneIndex, _ikSolver.TipBoneIndex);

              // Let IK solver update the bones.
              _ikSolver.Target = localTargetPosition;
              _ikSolver.Solve(deltaTime);

              base.Update(gameTime);
        }
开发者ID:HATtrick-games,项目名称:ICT309,代码行数:34,代码来源:ClosedFormIKSample.cs

示例8: DiagonalizeInertia

        /// <summary>
        /// Diagonalizes the inertia matrix.
        /// </summary>
        /// <param name="inertia">The inertia matrix.</param>
        /// <param name="inertiaDiagonal">The inertia of the principal axes.</param>
        /// <param name="rotation">
        /// The rotation that rotates from principal axis space to parent/world space.
        /// </param>
        /// <remarks>
        /// All valid inertia matrices can be transformed into a coordinate space where all elements
        /// non-diagonal matrix elements are 0. The axis of this special space are the principal axes.
        /// </remarks>
        internal static void DiagonalizeInertia(Matrix33F inertia, out Vector3F inertiaDiagonal, out Matrix33F rotation)
        {
            // Alternatively we could use Jacobi transformation (iterative method, see Bullet/btMatrix3x3.diagonalize()
              // and Numerical Recipes book) or we could find the eigenvalues using the characteristic
              // polynomial which is a cubic polynomial and then solve for the eigenvectors (see Numeric
              // Recipes and "Mathematics for 3D Game Programming and Computer Graphics" chapter ray-tracing
              // for cubic equations and computation of bounding boxes.

              // Perform eigenvalue decomposition.
              var eigenValueDecomposition = new EigenvalueDecompositionF(inertia.ToMatrixF());
              inertiaDiagonal = eigenValueDecomposition.RealEigenvalues.ToVector3F();
              rotation = eigenValueDecomposition.V.ToMatrix33F();

              if (!rotation.IsRotation)
              {
            // V is orthogonal but not necessarily a rotation. If it is no rotation
            // we have to swap two columns.
            MathHelper.Swap(ref inertiaDiagonal.Y, ref inertiaDiagonal.Z);

            Vector3F dummy = rotation.GetColumn(1);
            rotation.SetColumn(1, rotation.GetColumn(2));
            rotation.SetColumn(2, dummy);

            Debug.Assert(rotation.IsRotation);
              }
        }
开发者ID:Zolniu,项目名称:DigitalRune,代码行数:38,代码来源:MassHelper.cs

示例9: PoseTest

        public void PoseTest()
        {
            CameraInstance cameraInstance = new CameraInstance(new Camera(new PerspectiveProjection()));
              Assert.IsNotNull(cameraInstance.PoseWorld);
              Assert.AreEqual(Vector3F.Zero, cameraInstance.PoseWorld.Position);
              Assert.AreEqual(Matrix33F.Identity, cameraInstance.PoseWorld.Orientation);

              // Set new Pose
              Vector3F position = new Vector3F(1, 2, 3);
              QuaternionF orientation = QuaternionF.CreateRotation(new Vector3F(3, 4, 5), 0.123f);
              cameraInstance.PoseWorld = new Pose(position, orientation);
              Assert.AreEqual(position, cameraInstance.PoseWorld.Position);
              Assert.AreEqual(orientation.ToRotationMatrix33(), cameraInstance.PoseWorld.Orientation);
              Assert.IsTrue(Matrix44F.AreNumericallyEqual(cameraInstance.PoseWorld.ToMatrix44F(), cameraInstance.ViewInverse));
              Assert.IsTrue(Matrix44F.AreNumericallyEqual(cameraInstance.PoseWorld.Inverse.ToMatrix44F(), cameraInstance.View));

              // Set Position and Orientation
              position = new Vector3F(5, 6, 7);
              orientation = QuaternionF.CreateRotation(new Vector3F(1, -1, 6), -0.123f);
              cameraInstance.PoseWorld = new Pose(position, orientation);
              Assert.AreEqual(position, cameraInstance.PoseWorld.Position);
              Assert.AreEqual(orientation.ToRotationMatrix33(), cameraInstance.PoseWorld.Orientation);
              Assert.IsTrue(Matrix44F.AreNumericallyEqual(cameraInstance.PoseWorld.Inverse.ToMatrix44F(), cameraInstance.View));
              Assert.IsTrue(Matrix44F.AreNumericallyEqual(cameraInstance.PoseWorld.ToMatrix44F(), cameraInstance.ViewInverse));
        }
开发者ID:Zolniu,项目名称:DigitalRune,代码行数:25,代码来源:CameraInstanceTest.cs

示例10: KinectWrapper

 //--------------------------------------------------------------
 public KinectWrapper(Game game)
     : base(game)
 {
     Offset = new Vector3F(0, 0, 0);
       Scale = new Vector3F(1, 1, 1);
       InitializeSkeletonPoses();
 }
开发者ID:HATtrick-games,项目名称:ICT309,代码行数:8,代码来源:KinectWrapper.cs

示例11: RedSquareObject

        public RedSquareObject(Vector3F position)
        {
            _position = position;
            _color = new Vector4(1.0f, 0.0f, 0.0f, 1.0f);

            var graphicsService = ServiceLocator.Current.GetInstance<IGraphicsService>();
            var screen = ((GameScreen)graphicsService.Screens["Default"]);
            var contentManager = ServiceLocator.Current.GetInstance<ContentManager>();

            _model = contentManager.Load<ModelNode>("redSquare").Clone();

            screen.Scene.Children.Add(_model);

            _model.PoseWorld = new Pose(_position);

            foreach (var meshNode in _model.GetSubtree().OfType<MeshNode>())
            {
                Mesh mesh = meshNode.Mesh;
                foreach (var material in mesh.Materials)
                {
                    var effectBinding = material["Default"];
                    effectBinding.Set("DiffuseColor", _color);
                    ((BasicEffectBinding)effectBinding).LightingEnabled = false;
                }
            }

            InUse = true;
        }
开发者ID:HATtrick-games,项目名称:ICT309,代码行数:28,代码来源:RedSquareObject.cs

示例12: GetClosestPointCandidates

        public void GetClosestPointCandidates(Vector3F scale, Pose pose, ISpatialPartition<int> otherPartition, Vector3F otherScale, Pose otherPose, Func<int, int, float> callback)
        {
            if (otherPartition == null)
            throw new ArgumentNullException("otherPartition");

              if (callback == null)
            throw new ArgumentNullException("callback");

              // Make sure we are up-to-date.
              var otherBasePartition = otherPartition as BasePartition<int>;
              if (otherBasePartition != null)
            otherBasePartition.UpdateInternal();
              else
            otherPartition.Update(false);

              Update(false);

              if (_numberOfItems == 0)
            return;

              if (otherPartition is ISupportClosestPointQueries<int>)
              {
            // ----- CompressedAabbTree vs. ISupportClosestPointQueries<int>
            GetClosestPointCandidatesImpl(scale, pose, (ISupportClosestPointQueries<int>)otherPartition, otherScale, otherPose, callback);
              }
              else
              {
            // ----- CompressedAabbTree vs. *
            GetClosestPointCandidatesImpl(otherPartition, callback);
              }
        }
开发者ID:Zolniu,项目名称:DigitalRune,代码行数:31,代码来源:CompressedAabbTree_TreeVsTree.cs

示例13: Addition

 public void Addition()
 {
     Vector3F a = new Vector3F(1.0f, 2.0f, 3.0f);
       Vector3F b = new Vector3F(2.0f, 3.0f, 4.0f);
       Vector3F c = Vector3F.Add(a, b);
       Assert.AreEqual(new Vector3F(3.0f, 5.0f, 7.0f), c);
 }
开发者ID:Zolniu,项目名称:DigitalRune,代码行数:7,代码来源:Vector3FTest.cs

示例14: Normalize

        public void Normalize()
        {
            Vector3F v, n1, n2;
            float magnitude;

            v = new Vector3F(3.0f, 4.0f, 0.0f);
            n1 = v.Normalize();
            n2 = v.Normalize(out magnitude);
            Assert.AreEqual(1.0f, n1.Magnitude, 1e-7);
            Assert.AreEqual(1.0f, n2.Magnitude, 1e-7);
            Assert.AreEqual(5.0f, magnitude, 1e-7);

            v = new Vector3F(3.0f, 0.0f, 4.0f);
            n1 = v.Normalize();
            n2 = v.Normalize(out magnitude);
            Assert.AreEqual(1.0f, n1.Magnitude, 1e-7);
            Assert.AreEqual(1.0f, n2.Magnitude, 1e-7);
            Assert.AreEqual(5.0f, magnitude, 1e-7);

            v = new Vector3F(0.0f, 3.0f, 4.0f);
            n1 = v.Normalize();
            n2 = v.Normalize(out magnitude);
            Assert.AreEqual(1.0f, n1.Magnitude, 1e-7);
            Assert.AreEqual(1.0f, n2.Magnitude, 1e-7);
            Assert.AreEqual(5.0f, magnitude, 1e-7);
        }
开发者ID:jpespartero,项目名称:OpenGlobe,代码行数:26,代码来源:Vector3FTests.cs

示例15: GodRayFilter

        //--------------------------------------------------------------
        /// <summary>
        /// Initializes a new instance of the <see cref="GodRayFilter"/> class.
        /// </summary>
        /// <param name="graphicsService">The graphics service.</param>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="graphicsService"/> is <see langword="null"/>.
        /// </exception>
        public GodRayFilter(IGraphicsService graphicsService)
            : base(graphicsService)
        {
            Effect effect = GraphicsService.Content.Load<Effect>("DigitalRune/PostProcessing/GodRayFilter");
              _viewportSizeParameter = effect.Parameters["ViewportSize"];
              _parameters0Parameter = effect.Parameters["Parameters0"];
              _parameters1Parameter = effect.Parameters["Parameters1"];
              _intensityParameter = effect.Parameters["Intensity"];
              _numberOfSamplesParameter = effect.Parameters["NumberOfSamples"];
              _sourceTextureParameter = effect.Parameters["SourceTexture"];
              _gBuffer0Parameter = effect.Parameters["GBuffer0"];
              _rayTextureParameter = effect.Parameters["RayTexture"];
              _createMaskPass = effect.CurrentTechnique.Passes["CreateMask"];
              _blurPass = effect.CurrentTechnique.Passes["Blur"];
              _combinePass = effect.CurrentTechnique.Passes["Combine"];

              _downsampleFilter = graphicsService.GetDownsampleFilter();

              Scale = 1;
              LightDirection = new Vector3F(0, -1, 0);
              LightRadius = 0.2f;
              Intensity = new Vector3F(1, 1, 1);
              DownsampleFactor = 4;
              NumberOfSamples = 8;
              NumberOfPasses = 2;
              Softness = 1;
        }
开发者ID:Zolniu,项目名称:DigitalRune,代码行数:35,代码来源:GodRayFilter.cs


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