本文整理汇总了C#中System.Random.NextQuaternionF方法的典型用法代码示例。如果您正苦于以下问题:C# Random.NextQuaternionF方法的具体用法?C# Random.NextQuaternionF怎么用?C# Random.NextQuaternionF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System.Random
的用法示例。
在下文中一共展示了Random.NextQuaternionF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: RandomizedMassSceneUpdate
public void RandomizedMassSceneUpdate()
{
const int NumberOfSceneNodes = 6;
const int NumberOfSteps = 10000;
const float Saturation = 0.7f; // Percent of scene nodes which should be in the scene.
var random = new Random(1234567);
var scene = new Scene();
int numberOfNodesInScene = 0;
var nodes = new TestSceneNode[NumberOfSceneNodes];
// Create random nodes.
for (int i = 0; i < NumberOfSceneNodes; i++)
{
var node = new TestSceneNode();
nodes[i] = node;
var position = random.NextVector3F(-1000, 1000);
var orientation = random.NextQuaternionF();
node.PoseLocal = new Pose(position, orientation);
float p = random.NextFloat(0, 1);
if (p < 0.1f)
node.Shape = Shape.Empty;
else if (p < 0.2f)
node.Shape = Shape.Infinite;
//else if (p < 0.21f)
//{
// node.Shape = new BoxShape(float.PositiveInfinity, 1, 1);
// // Remove orientation - otherwise we get infinite AABB.
// node.PoseLocal = new Pose(node.PoseLocal.Position);
// var aabb = node.Aabb;
// var isValid = node.Aabb.Extent.IsNaN;
//}
else
node.Shape = new SphereShape(random.NextFloat(0, 10));
}
for (int updateIndex = 0; updateIndex < NumberOfSteps; updateIndex++)
{
for (int i = 0; i < NumberOfSceneNodes; i++)
{
var node = nodes[i];
// Add
if (node.Parent == null)
{
if (random.NextFloat(0, 1) < 0.1f) // 10 percent change to add.
{
numberOfNodesInScene++;
scene.Children.Add(node);
}
}
// Remove
if (node.Parent != null && ((float)numberOfNodesInScene) / (float)NumberOfSceneNodes > Saturation)
{
if (random.NextFloat(0, 1) < 0.1f) // 10 percent change to remove.
{
numberOfNodesInScene--;
node.Parent.Children.Remove(node);
}
}
// Move
//if (node.IsInScene)
{
if (random.NextFloat(0, 1) < 0.5f) // 50% change to move
{
var pose = node.PoseWorld;
pose.Position += random.NextVector3F(0, 10);
node.PoseWorld = pose;
}
if (random.NextFloat(0, 1) < 0.1f) // 50% change to scale
{
node.ScaleLocal = random.NextVector3F(0.5f, 1.5f);
}
}
}
scene.Update(TimeSpan.FromSeconds(0.016666666f));
}
}
示例2: RandomizedMassSceneUpdate2
public void RandomizedMassSceneUpdate2()
{
const int NumberOfSceneNodes = 10;
const int NumberOfSteps = 10000;
const float WorldSize = 1000;
var random = new Random(123457);
var scene = new Scene();
scene.EnableMultithreading = false;
var nodes = new TestSceneNode[NumberOfSceneNodes];
// Create random nodes.
for (int i = 0; i < NumberOfSceneNodes; i++)
{
var node = new TestSceneNode();
nodes[i] = node;
var position = random.NextVector3F(0, WorldSize);
var orientation = random.NextQuaternionF();
node.PoseLocal = new Pose(position, orientation);
float p = random.NextFloat(0, 100);
if (p < 0.1f)
node.Shape = Shape.Empty;
else if (p < 0.2f)
node.Shape = Shape.Infinite;
else if (p < 0.6f)
node.Shape = new BoxShape(random.NextVector3F(0, WorldSize));
else
node.Shape = new SphereShape(random.NextFloat(0, WorldSize));
}
var projection = new PerspectiveProjection();
projection.SetFieldOfView(0.8f, 1, WorldSize / 10000, WorldSize);
var camera = new Camera(projection);
var cameraNode = new CameraNode(camera);
for (int updateIndex = 0; updateIndex < NumberOfSteps; updateIndex++)
{
int actionsPerFrame = random.NextInteger(0, 100);
for (int i = 0; i < actionsPerFrame; i++)
{
var node = nodes[random.Next(0, NumberOfSceneNodes)];
const int numberOfActions = 100;
int action = random.Next(0, numberOfActions);
//scene.Validate();
if (action == 0)
{
// Add
if (node.Parent == null)
{
scene.Children.Add(node);
//scene.Validate();
}
}
else if (action == 1)
{
// Remove
if (node.Parent != null)
{
node.Parent.Children.Remove(node);
//scene.Validate();
}
}
else if (action == 2)
{
// Move
var pose = node.PoseWorld;
pose.Position = random.NextVector3F(0, WorldSize);
node.PoseWorld = pose;
//scene.Validate();
}
else if (action == 3)
{
// Very small Move
var pose = node.PoseWorld;
const float maxDistance = WorldSize / 10000;
pose.Position += random.NextVector3F(-maxDistance, maxDistance);
node.PoseWorld = pose;
//scene.Validate();
}
else if (action == 4)
{
// Small Move
var pose = node.PoseWorld;
const float maxDistance = WorldSize / 100;
pose.Position += random.NextVector3F(-maxDistance, maxDistance);
node.PoseWorld = pose;
//scene.Validate();
}
else if (action == 5)
{
// Scale
node.ScaleLocal = random.NextVector3F(0.0f, 10f);
//scene.Validate();
}
//.........这里部分代码省略.........