本文整理汇总了C#中Vector4.ToVector3方法的典型用法代码示例。如果您正苦于以下问题:C# Vector4.ToVector3方法的具体用法?C# Vector4.ToVector3怎么用?C# Vector4.ToVector3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类Vector4
的用法示例。
在下文中一共展示了Vector4.ToVector3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: ComputePrincipleComponent
public static Vector3 ComputePrincipleComponent(Sym3x3 matrix)
{
Vector4 row0 = new Vector4(matrix[0], matrix[1], matrix[2], 0.0f);
Vector4 row1 = new Vector4(matrix[1], matrix[3], matrix[4], 0.0f);
Vector4 row2 = new Vector4(matrix[2], matrix[4], matrix[5], 0.0f);
Vector4 v = new Vector4(1.0f);
for (int i = 0; i < 8; ++i)
{
// matrix multiply
Vector4 w = row0 * v.SplatX();
w = Helpers.MultiplyAdd(row1, v.SplatY(), w);
w = Helpers.MultiplyAdd(row2, v.SplatZ(), w);
// get max component from xyz in all channels
Vector4 a = Vector4.Max(w.SplatX(), Vector4.Max(w.SplatY(), w.SplatZ()));
// divide through and advance
v = w * Helpers.Reciprocal(a);
}
return v.ToVector3();
}
示例2: HitTest
public override bool HitTest(Ray rayWS, ref List<HitTestResult> hits)
{
LineGeometry3D lineGeometry3D;
Viewport3DX viewport;
if (this.Visibility == Visibility.Collapsed ||
this.IsHitTestVisible == false ||
(viewport = FindVisualAncestor<Viewport3DX>(this.renderHost as DependencyObject)) == null ||
(lineGeometry3D = this.Geometry as LineGeometry3D) == null)
{
return false;
}
// revert unprojection; probably better: overloaded HitTest() for LineGeometryModel3D?
var svpm = viewport.GetScreenViewProjectionMatrix();
var smvpm = this.modelMatrix * svpm;
var clickPoint4 = new Vector4(rayWS.Position + rayWS.Direction, 1);
Vector4.Transform(ref clickPoint4, ref svpm, out clickPoint4);
var clickPoint = clickPoint4.ToVector3();
var result = new HitTestResult { IsValid = false, Distance = double.MaxValue };
var maxDist = this.HitTestThickness;
var lastDist = double.MaxValue;
var index = 0;
foreach (var line in lineGeometry3D.Lines)
{
var p0 = Vector3.TransformCoordinate(line.P0, smvpm);
var p1 = Vector3.TransformCoordinate(line.P1, smvpm);
Vector3 hitPoint;
float t;
var dist = LineBuilder.GetPointToLineDistance2D(ref clickPoint, ref p0, ref p1, out hitPoint, out t);
if (dist < lastDist && dist <= maxDist)
{
lastDist = dist;
Vector4 res;
var lp0 = line.P0;
Vector3.Transform(ref lp0, ref this.modelMatrix, out res);
lp0 = res.ToVector3();
var lp1 = line.P1;
Vector3.Transform(ref lp1, ref this.modelMatrix, out res);
lp1 = res.ToVector3();
var lv = lp1 - lp0;
var hitPointWS = lp0 + lv * t;
result.Distance = (rayWS.Position - hitPointWS).Length();
result.PointHit = hitPointWS.ToPoint3D();
result.ModelHit = this;
result.IsValid = true;
result.Tag = index; // ToDo: LineHitTag with additional info
}
index++;
}
if (result.IsValid)
{
hits.Add(result);
}
return result.IsValid;
}
示例3: HitTest
/// <summary>
/// Checks if the ray hits the geometry of the model.
/// If there a more than one hit, result returns the hit which is nearest to the ray origin.
/// </summary>
/// <param name="rayWS">Hitring ray from the camera.</param>
/// <param name="result">results of the hit.</param>
/// <returns>True if the ray hits one or more times.</returns>
public override bool HitTest(Ray rayWS, ref List<HitTestResult> hits)
{
PointGeometry3D pointGeometry3D;
Viewport3DX viewport;
if (this.Visibility == Visibility.Collapsed ||
this.IsHitTestVisible == false ||
(viewport = FindVisualAncestor<Viewport3DX>(this.renderHost as DependencyObject)) == null ||
(pointGeometry3D = this.Geometry as PointGeometry3D) == null)
{
return false;
}
var svpm = viewport.GetScreenViewProjectionMatrix();
var smvpm = this.modelMatrix * svpm;
var clickPoint4 = new Vector4(rayWS.Position + rayWS.Direction, 1);
var pos4 = new Vector4(rayWS.Position, 1);
var dir3 = new Vector3();
Vector4.Transform(ref clickPoint4, ref svpm, out clickPoint4);
Vector4.Transform(ref pos4, ref svpm, out pos4);
Vector3.TransformNormal(ref rayWS.Direction, ref svpm, out dir3);
dir3.Normalize();
var clickPoint = clickPoint4.ToVector3();
var result = new HitTestResult { IsValid = false, Distance = double.MaxValue };
var maxDist = this.HitTestThickness;
var lastDist = double.MaxValue;
var index = 0;
foreach (var point in pointGeometry3D.Points)
{
var p0 = Vector3.TransformCoordinate(point.P0, smvpm);
var pv = p0 - clickPoint;
var dist = pv.Length();
if (dist < lastDist && dist <= maxDist)
{
lastDist = dist;
Vector4 res;
var lp0 = point.P0;
Vector3.Transform(ref lp0, ref this.modelMatrix, out res);
var pvv = res.ToVector3();
var dst = DistanceRayToPoint(rayWS, pvv);
result.Distance = dst;
result.PointHit = pvv.ToPoint3D();
result.ModelHit = this;
result.IsValid = true;
result.Tag = index;
}
index++;
}
if (result.IsValid)
{
hits.Add(result);
}
return result.IsValid;
}
示例4: Compress3
//.........这里部分代码省略.........
{
// first cluster [0,i) is at the start
Vector4 part0 = new Vector4(0.0f);
for (int i = 0; i < count; ++i)
{
// second cluster [i,j) is half along
Vector4 part1 = (i == 0) ? m_points_weights[0] : new Vector4(0.0f);
int jmin = (i == 0) ? 1 : i;
for (int j = jmin; ; )
{
// last cluster [j,count) is at the end
Vector4 part2 = m_xsum_wsum - part1 - part0;
// compute least squares terms directly
Vector4 alphax_sum = Helpers.MultiplyAdd(part1, half_half2, part0);
Vector4 alpha2_sum = alphax_sum.SplatW();
Vector4 betax_sum = Helpers.MultiplyAdd(part1, half_half2, part2);
Vector4 beta2_sum = betax_sum.SplatW();
Vector4 alphabeta_sum = (part1 * half_half2).SplatW();
// compute the least-squares optimal points
Vector4 factor = Helpers.Reciprocal(Helpers.NegativeMultiplySubtract(alphabeta_sum, alphabeta_sum, alpha2_sum * beta2_sum));
Vector4 a = Helpers.NegativeMultiplySubtract(betax_sum, alphabeta_sum, alphax_sum * beta2_sum) * factor;
Vector4 b = Helpers.NegativeMultiplySubtract(alphax_sum, alphabeta_sum, betax_sum * alpha2_sum) * factor;
// clamp to the grid
a = Vector4.Min(one, Vector4.Max(zero, a));
b = Vector4.Min(one, Vector4.Max(zero, b));
a = Helpers.Truncate(Helpers.MultiplyAdd(grid, a, half)) * gridrcp;
b = Helpers.Truncate(Helpers.MultiplyAdd(grid, b, half)) * gridrcp;
// compute the error (we skip the constant xxsum)
Vector4 e1 = Helpers.MultiplyAdd(a * a, alpha2_sum, b * b * beta2_sum);
Vector4 e2 = Helpers.NegativeMultiplySubtract(a, alphax_sum, a * b * alphabeta_sum);
Vector4 e3 = Helpers.NegativeMultiplySubtract(b, betax_sum, e2);
Vector4 e4 = Helpers.MultiplyAdd( two, e3, e1);
// apply the metric to the error term
Vector4 e5 = e4 * m_metric;
Vector4 error = e5.SplatX() + e5.SplatY() + e5.SplatZ();
// keep the solution if it wins
if (Helpers.CompareAnyLessThan(error, besterror))
{
beststart = a;
bestend = b;
besti = i;
bestj = j;
besterror = error;
bestiteration = iterationIndex;
}
// advance
if (j == count)
break;
part1 += m_points_weights[j];
++j;
}
// advance
part0 += m_points_weights[i];
}
// stop if we didn't improve in this iteration
if (bestiteration != iterationIndex)
break;
// advance if possible
++iterationIndex;
if (iterationIndex == m_iterationCount)
break;
// stop if a new iteration is an ordering that has already been tried
Vector3 axis = (bestend - beststart).ToVector3();
if (!ConstructOrdering(axis, iterationIndex))
break;
}
// save the block if necessary
if (Helpers.CompareAnyLessThan(besterror, m_besterror))
{
byte[] unordered = new byte[16];
for (int m = 0; m < besti; ++m)
unordered[m_order[(16 * bestiteration) + m]] = 0;
for (int m = besti; m < bestj; ++m)
unordered[m_order[(16 * bestiteration) + m]] = 2;
for (int m = bestj; m < count; ++m)
unordered[m_order[(16 * bestiteration) + m]] = 1;
m_colours.RemapIndices(unordered, bestindices);
// save the block
ColourBlock.WriteColourBlock3(beststart.ToVector3(), bestend.ToVector3(), bestindices, ref block, offset);
// save the error
m_besterror = besterror;
}
}