本文整理汇总了C#中BulletXNA.LinearMath.IndexedVector3.ToVector3方法的典型用法代码示例。如果您正苦于以下问题:C# IndexedVector3.ToVector3方法的具体用法?C# IndexedVector3.ToVector3怎么用?C# IndexedVector3.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BulletXNA.LinearMath.IndexedVector3
的用法示例。
在下文中一共展示了IndexedVector3.ToVector3方法的5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: DrawLine
public override void DrawLine(ref IndexedVector3 from, ref IndexedVector3 to, ref IndexedVector3 fromColor, ref IndexedVector3 toColor)
{
if (m_lineIndex < m_lineVertexMaxSize - 2)
{
m_lineVertices[m_lineIndex].Position = from.ToVector3();
m_lineVertices[m_lineIndex++].Color = new Color(fromColor.ToVector3());
m_lineVertices[m_lineIndex].Position = to.ToVector3();
m_lineVertices[m_lineIndex++].Color = new Color(toColor.ToVector3());
}
}
示例2: DrawText
public void DrawText(String text, ref IndexedVector3 position, ref IndexedVector3 color)
{
TextPositionColor tpc = new TextPositionColor();
tpc.m_text = text;
tpc.m_position = new Vector2(position.X, position.Y);
tpc.m_color = new Color(color.ToVector3());
m_textPositionColours.Add(tpc);
}
示例3: GetTexture
private Texture2D GetTexture(ref IndexedVector3 color)
{
if(!m_colorMap.ContainsKey(color))
{
Texture2D newTexture = new Texture2D(m_game.GraphicsDevice,1,1);
Color[] colorData = new Color[1];
newTexture.GetData<Color>(colorData);
colorData[0] = new Color(color.ToVector3());
newTexture.SetData(colorData);
m_colorMap[color] = newTexture;
}
return m_colorMap[color];
}
示例4: AddVertex
private void AddVertex(ref IndexedVector3 vec, ref IndexedVector3 normal, ref Vector2 tex)
{
if(m_texturedVertexCount < m_textureVertexMaxSize-1)
{
m_texturedVertices[m_texturedVertexCount++] = new VertexPositionNormalTexture(vec.ToVector3(), normal.ToVector3(),tex);
}
}
示例5: 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;
}