本文整理汇总了C#中BulletXNA.LinearMath.IndexedMatrix.ToMatrix方法的典型用法代码示例。如果您正苦于以下问题:C# IndexedMatrix.ToMatrix方法的具体用法?C# IndexedMatrix.ToMatrix怎么用?C# IndexedMatrix.ToMatrix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BulletXNA.LinearMath.IndexedMatrix
的用法示例。
在下文中一共展示了IndexedMatrix.ToMatrix方法的3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: DrawPrimitives
private void DrawPrimitives(GameTime gameTime, ref IndexedMatrix view, ref IndexedMatrix projection)
{
Matrix mView = view.ToMatrix();
Matrix mProj = projection.ToMatrixProjection();
DrawPrimitives(gameTime, mView, mProj);
}
示例2: RenderDebugLines
public void RenderDebugLines(GameTime gameTime, ref IndexedMatrix view, ref IndexedMatrix projection)
{
m_debugEffect.World = Matrix.Identity;
m_debugEffect.View = view.ToMatrix();
m_debugEffect.Projection = projection.ToMatrixProjection();
if (m_lineIndex > 0)
{
foreach (EffectPass pass in m_debugEffect.CurrentTechnique.Passes)
{
pass.Apply();
m_game.GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.LineList, m_lineVertices, 0, m_lineIndex / 2);
}
}
m_lineIndex = 0;
}
示例3: UpdateCamera
//----------------------------------------------------------------------------------------------
public virtual void UpdateCamera()
{
float rele = m_pitch;
float razi = m_yaw;
Quaternion rot = Quaternion.CreateFromAxisAngle(m_cameraUp.ToVector3(), razi);
IndexedVector3 eyePos = new IndexedVector3();
eyePos[m_forwardAxis] = -m_cameraDistance;
IndexedVector3 forward = eyePos;
if (forward.LengthSquared() < MathUtil.SIMD_EPSILON)
{
forward = new IndexedVector3(0,0,-1);
}
IndexedVector3 right = IndexedVector3.Cross(m_cameraUp, IndexedVector3.Normalize(forward));
Quaternion roll = Quaternion.CreateFromAxisAngle(right.ToVector3(), -rele);
rot.Normalize();
roll.Normalize();
IndexedMatrix m1 = IndexedMatrix.CreateFromQuaternion(rot);
IndexedMatrix m2 = IndexedMatrix.CreateFromQuaternion(roll);
IndexedMatrix m3 = m1 * m2;
eyePos = new IndexedVector3(Vector3.Transform(eyePos.ToVector3(),(rot * roll)));
//m_cameraTargetPosition = m_cameraPosition + eyePos;
m_cameraPosition = eyePos;
m_cameraPosition += m_cameraTargetPosition;
if (m_glutScreenWidth == 0 && m_glutScreenHeight == 0)
return;
m_lookAt = IndexedMatrix.CreateLookAt(m_cameraPosition, m_cameraTargetPosition, m_cameraUp);
Matrix t = Matrix.CreateLookAt(m_cameraPosition.ToVector3(), m_cameraTargetPosition.ToVector3(), m_cameraUp.ToVector3());
Matrix t2 = m_lookAt.ToMatrix();
if (t != t2)
{
int ibreak2 = 0;
}
int ibreak = 0;
}