本文整理汇总了C#中MinerWars.AppCode.Game.Entities.MyEntity.GetWorldRotation方法的典型用法代码示例。如果您正苦于以下问题:C# MyEntity.GetWorldRotation方法的具体用法?C# MyEntity.GetWorldRotation怎么用?C# MyEntity.GetWorldRotation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MinerWars.AppCode.Game.Entities.MyEntity
的用法示例。
在下文中一共展示了MyEntity.GetWorldRotation方法的2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: MoveAndRotateObject
/// <summary>
/// Moves and Rotates entity
/// </summary>
/// <param name="newPosition"></param>
/// <param name="newOrientation"></param>
/// <param name="entity"></param>
public static void MoveAndRotateObject(Vector3 newPosition, Matrix newOrientation, MyEntity entity)
{
BoundingSphere sphere = new BoundingSphere(newPosition + entity.LocalVolumeOffset, entity.WorldVolume.Radius);
if (MyMwcSectorConstants.SECTOR_SIZE_FOR_PHYS_OBJECTS_BOUNDING_BOX.Contains(sphere) == MinerWarsMath.ContainmentType.Contains)
{
Matrix entityBeforeMoveOrientation = entity.GetWorldRotation();
Vector3 entityBeforeMovePosition = entity.GetPosition();
if (entityBeforeMovePosition != newPosition || entityBeforeMoveOrientation != newOrientation)
{
// Move object
bool moveSuccesfull = entity.MoveAndRotate(newPosition, newOrientation);
Vector3 currentPosition = entity.GetPosition();
Matrix currentOrientation = entity.GetWorldRotation();
if (moveSuccesfull)
{
//entity.UpdateWorldMatrix();
// Play movement or rotation sounds
if (MyMinerGame.TotalGamePlayTimeInMilliseconds > m_delayMovementSoundInMillis)
{
if (entityBeforeMovePosition != currentPosition)
{
MyAudio.AddCue2D(MySoundCuesEnum.GuiEditorObjectMoveStep);
}
if (entityBeforeMoveOrientation != currentOrientation)
{
MyAudio.AddCue2D(MySoundCuesEnum.GuiEditorObjectRotateStep);
}
m_delayMovementSoundInMillis = MyMinerGame.TotalGamePlayTimeInMilliseconds + MyEditorConstants.DELAY_OBJECT_MOVEMENT_SOUND_IN_MILLIS;
}
MyEditor.Static.RecheckAllColidingEntitesAndClearNonColiding();//check all coliding entites to see if any went out of collision state
//MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("CheckAllCollidingObjectsForEntity");
// This was taking up to 170ms for 800 prefabs, so its replaced by void CheckCollisions(IEnumerable<MyEntity> entities) in HandleInput().
//MyEditor.Static.CheckAllCollidingObjectsForEntity(entity);//check all colliding state of entity after move
//MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock();
}
else
{
if (MyMinerGame.TotalGamePlayTimeInMilliseconds > m_delayMovementSoundInMillis)
{
if ((entityBeforeMovePosition != currentPosition) || (entityBeforeMoveOrientation != currentOrientation))
{
MyAudio.AddCue2D(MySoundCuesEnum.GuiEditorObjectMoveInvalid);
m_delayMovementSoundInMillis = MyMinerGame.TotalGamePlayTimeInMilliseconds + 1000;
}
}
}
}
}
}
示例2: GetRotationAndPosition
/// <summary>
/// This method calculates new object position when its being rotated - in case only one object is selected and rotated
/// only rotation is changed, but for multiple selected object, rotation is calculated based on the objects selected center
/// </summary>
static void GetRotationAndPosition(MyEntity entity, Matrix rotation, out Vector3 newPosition, out Matrix newRotation)
{
Matrix entityOrientation = entity.GetWorldRotation();
Vector3 entityPosition = entity.GetPosition();
Vector3 gizmoPosition = Position;
if (ActivePivot == PivotType.OBJECT_CENTER)
{
//gizmoPosition = entityPosition;
}
Matrix localRot = Matrix.Identity;
localRot.Forward = entityOrientation.Forward;
localRot.Up = entityOrientation.Up;
localRot.Right = entityOrientation.Right;
m_localRight = MyMwcUtils.Normalize(m_localRight);
localRot.Translation = entityPosition - gizmoPosition;
Matrix rot = localRot * rotation;
newPosition = rot.Translation + gizmoPosition;
entityOrientation.Forward = rot.Forward;
entityOrientation.Up = rot.Up;
entityOrientation.Right = rot.Right;
entityOrientation.Translation = Vector3.Zero;
newRotation = entityOrientation;
}