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C# Vector3I.IsInsideInclusive方法代码示例

本文整理汇总了C#中Vector3I.IsInsideInclusive方法的典型用法代码示例。如果您正苦于以下问题:C# Vector3I.IsInsideInclusive方法的具体用法?C# Vector3I.IsInsideInclusive怎么用?C# Vector3I.IsInsideInclusive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Vector3I的用法示例。


在下文中一共展示了Vector3I.IsInsideInclusive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: AssertRangeIsInside

 private void AssertRangeIsInside(int lodIndex, ref Vector3I globalMin, ref Vector3I globalMax)
 {
     var leafMinInLod = m_leafMin >> lodIndex;
     var leafMaxInLod = m_leafMax >> lodIndex;
     Debug.Assert(globalMin.IsInsideInclusive(ref leafMinInLod, ref leafMaxInLod));
     Debug.Assert(globalMax.IsInsideInclusive(ref leafMinInLod, ref leafMaxInLod));
 }
开发者ID:leandro1129,项目名称:SpaceEngineers,代码行数:7,代码来源:MyProviderLeaf.cs

示例2: AssertRangeIsInside

 private void AssertRangeIsInside(int lodIndex, ref Vector3I globalMin, ref Vector3I globalMax)
 {
     Debug.Assert(m_cell.Lod >= lodIndex);
     var lodShift = m_cell.Lod - lodIndex;
     var lodSize = 1 << lodShift;
     var leafMinInLod = m_cell.CoordInLod << lodShift;
     var leafMaxInLod = leafMinInLod + (lodSize - 1);
     Debug.Assert(globalMin.IsInsideInclusive(ref leafMinInLod, ref leafMaxInLod));
     Debug.Assert(globalMax.IsInsideInclusive(ref leafMinInLod, ref leafMaxInLod));
 }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:10,代码来源:MyProviderLeaf.cs

示例3: OnStorageChanged

        public void OnStorageChanged(Vector3I minChanged, Vector3I maxChanged, MyStorageDataTypeFlags dataChanged)
        {
            ProfilerShort.Begin("MyVoxelMap::storage_RangeChanged");

            minChanged = Vector3I.Clamp(minChanged, m_storageMin, m_storageMax);
            maxChanged = Vector3I.Clamp(maxChanged, m_storageMin, m_storageMax);
            Debug.Assert(minChanged.IsInsideInclusive(ref m_storageMin, ref m_storageMax) &&
                maxChanged.IsInsideInclusive(ref m_storageMin, ref m_storageMax));

            // Physics doesn't care about materials, just shape of things.
            if ((dataChanged & MyStorageDataTypeFlags.Content) != 0 &&
                Physics != null)
            {
                Physics.InvalidateRange(minChanged, maxChanged);
            }

            ProfilerShort.End();
        }
开发者ID:austusross,项目名称:SpaceEngineers,代码行数:18,代码来源:MyVoxelPhysics.cs

示例4: ReadLod

            public void ReadLod(MyStorageData target, MyStorageDataTypeFlags dataTypes, ref Vector3I targetOffset, int lodIndex, ref Vector3I min, ref Vector3I max)
            {
                Debug.Assert(min.IsInsideInclusive(Vector3I.Zero, MaxVector >> lodIndex)
                    && max.IsInsideInclusive(Vector3I.Zero, MaxVector >> lodIndex));

                //using (Lock.AcquireSharedUsing())
                {
                    if (lodIndex > MaxLod)
                        UpdateLodData(lodIndex);

                    if (dataTypes.Requests(MyStorageDataTypeEnum.Content))
                    {
                        ReadLod(target, MyStorageDataTypeEnum.Content, Content, targetOffset, lodIndex, min, max);
                    }

                    if (dataTypes.Requests(MyStorageDataTypeEnum.Material))
                    {
                        ReadLod(target, MyStorageDataTypeEnum.Material, Material, targetOffset, lodIndex, min, max);
                    }
                }

                HitCount++;
            }
开发者ID:2asoft,项目名称:SpaceEngineers,代码行数:23,代码来源:MyStorageBase.Cache.cs

示例5: GetDivideIndex

            private int GetDivideIndex(ref Vector3I renderCellCoord)
            {
                // TODO: Optimize
                int divideIndex = 0;
                if (m_lodDivisions > 1)
                {
                    BoundingBoxD lodAabb = m_boundingBoxes.GetAabb(m_boundingBoxes.GetRoot());
                    Vector3I test = Vector3I.Round(lodAabb.Size / (double)MyVoxelCoordSystems.RenderCellSizeInMeters(m_lod));
                    //Vector3I lodSizeMinusOne = m_parentClipmap.LodSizeMinusOne(m_lod);
                    //Vector3I lodSize = lodSizeMinusOne + Vector3I.One;
                    Vector3I lodSize = test;
                    Vector3I lodSizeMinusOne = test - 1;
                    Vector3I lodDivision = Vector3I.One * (m_lodDivisions - 1);

                    var cellIterator = new Vector3I.RangeIterator(ref Vector3I.Zero, ref lodDivision);
                    for (; cellIterator.IsValid(); cellIterator.MoveNext())
                    {
                        Vector3I currentDivision = cellIterator.Current;
                        Vector3I min = currentDivision * lodSize / m_lodDivisions;
                        Vector3I max = (currentDivision + Vector3I.One) * lodSize / m_lodDivisions;
                        if (renderCellCoord.IsInsideInclusive(ref min, ref max))
                            break;
                    }
                    Debug.Assert(cellIterator.IsValid(), "Valid division index not found!");
                    Vector3I foundCell = cellIterator.Current;
                    divideIndex = GetDivideIndexFromMergeCell(ref foundCell);
                }
                return divideIndex;
            }
开发者ID:stanhebben,项目名称:SpaceEngineers,代码行数:29,代码来源:MyLodMeshMergeHandler.cs

示例6: storage_RangeChanged

        /// <summary>
        /// Invalidates voxel cache
        /// </summary>
        /// <param name="minChanged">Inclusive min</param>
        /// <param name="maxChanged">Inclusive max</param>
        private void storage_RangeChanged(Vector3I minChanged, Vector3I maxChanged, MyStorageDataTypeFlags dataChanged)
        {
            ProfilerShort.Begin("MyVoxelMap::storage_RangeChanged");

            Debug.Assert(minChanged.IsInsideInclusive(ref m_storageMin, ref m_storageMax) &&
                maxChanged.IsInsideInclusive(ref m_storageMin, ref m_storageMax));

            // Physics doesn't care about materials, just shape of things.
            if ((dataChanged & MyStorageDataTypeFlags.Content) != 0 &&
                Physics != null)
            {
                Physics.InvalidateRange(minChanged, maxChanged);
            }

            if (Render is MyRenderComponentVoxelMap)
            {
                (Render as MyRenderComponentVoxelMap).InvalidateRange(minChanged, maxChanged);
            }

            ContentChanged = true;
            ProfilerShort.End();

        }
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:28,代码来源:MyVoxelMap.cs


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