本文整理汇总了C#中System.Vector3.Mul方法的典型用法代码示例。如果您正苦于以下问题:C# Vector3.Mul方法的具体用法?C# Vector3.Mul怎么用?C# Vector3.Mul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.Vector3
的用法示例。
在下文中一共展示了Vector3.Mul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: Execute
public override void Execute(ref WooState state)
{
if (state._Objects > 0)
{
state._Objects--;
Vector3 val = new Vector3(0.0, 0.5, 0.0);
val.y *= state._Scale.y;
val.Mul(state._Rotation);
Cylinder newCylinder = new Cylinder(new Vector3(state._Position.x + val.x, state._Position.y + val.y, state._Position.z + val.z), state._Scale * 0.5, state._Rotation);
newCylinder._Material = GenerateMaterial(state);
newCylinder.CreateElement(state._Preview, state._Parent);
}
}
示例2: Execute
public override void Execute(ref WooState state)
{
if (state._Objects > 0)
{
state._Objects--;
Vector3 val = new Vector3(0.0, 0.5, 0.0);
val.y *= state._Scale.y;
val.Mul(state._Rotation);
Vector3 pos = new Vector3(state._Position.x + val.x, state._Position.y + val.y, state._Position.z + val.z);
SphereLight newLight = new SphereLight(state._Diff,
pos,
(float)(state._Scale.y * 0.5),
2);
newLight.CreateElement(state._Parent, pos);
}
}
示例3: Execute
public override void Execute(ref WooState state)
{
if (state._Objects > 0)
{
state._Objects--;
Vector3 val = new Vector3(0.0, 0.5, 0.0);
val.y *= state._Scale.y;
val.Mul(state._Rotation);
SVO newSVO = new SVO(new Vector3(state._Position.x + val.x, state._Position.y + val.y, state._Position.z + val.z),
state._Scale,
state._Rotation,
state._DistanceFunction,
state._DistanceMinimum,
state._DistanceScale,
state._DistanceOffset,
state._StepSize,
state._Depth);
newSVO._Material = GenerateMaterial(state);
newSVO.CreateElement(state._Preview, state._Parent);
}
}
示例4: SetValue3arg
private void SetValue3arg(string target, Vector3 arg, bool overrideState)
{
string varname = target;
int dotindex = target.IndexOf('.');
if (dotindex >= 0)
{
// target is a vector
varname = target.Substring(0, dotindex);
string selector = target.Substring(dotindex + 1);
}
if (varname.Equals("pos", StringComparison.Ordinal))
{
if (overrideState)
{
_Position = arg;
}
else
{
Vector3 newval = arg;
Vector3 vec = new Vector3();
vec.x = newval.x - _Position.x;
vec.y = newval.y - _Position.y;
vec.z = newval.z - _Position.z;
vec.x = vec.x * _Scale.x;
vec.y = vec.y * _Scale.y;
vec.z = vec.z * _Scale.z;
vec.Mul(_Rotation);
_Position.x += vec.x;
_Position.y += vec.y;
_Position.z += vec.z;
}
}
if (varname.Equals("scale", StringComparison.Ordinal))
{
_Scale.x = arg.x;
_Scale.y = arg.y;
_Scale.z = arg.z;
}
if (varname.Equals("diff", StringComparison.Ordinal))
{
_Diff._Red = arg.x;
_Diff._Green = arg.y;
_Diff._Blue = arg.z;
}
if (varname.Equals("refl", StringComparison.Ordinal))
{
_Refl._Red = arg.x;
_Refl._Green = arg.y;
_Refl._Blue = arg.z;
}
if (varname.Equals("emi", StringComparison.Ordinal))
{
_Emi._Red = arg.x;
_Emi._Green = arg.y;
_Emi._Blue = arg.z;
}
if (varname.Equals("spec", StringComparison.Ordinal))
{
_Spec._Red = arg.x;
_Spec._Green = arg.y;
_Spec._Blue = arg.z;
}
if (varname.Equals("abs", StringComparison.Ordinal))
{
_Abs._Red = arg.x;
_Abs._Green = arg.y;
_Abs._Blue = arg.z;
}
if (varname.Equals("v0", StringComparison.Ordinal))
{
_v0.x = arg.x;
_v0.y = arg.y;
_v0.z = arg.z;
}
if (varname.Equals("v1", StringComparison.Ordinal))
{
_v1.x = arg.x;
_v1.y = arg.y;
_v1.z = arg.z;
}
if (varname.Equals("v2", StringComparison.Ordinal))
{
_v2.x = arg.x;
_v2.y = arg.y;
_v2.z = arg.z;
}
if (varname.Equals("v3", StringComparison.Ordinal))
{
_v3.x = arg.x;
_v3.y = arg.y;
_v3.z = arg.z;
}
if (varname.Equals("distanceoffset", StringComparison.Ordinal))
{
//.........这里部分代码省略.........
示例5: Execute
public override void Execute(ref WooState state)
{
if (state._Objects > 0)
{
state._Objects--;
Vector3 val = new Vector3(0.0, 0.5, 0.0);
val.y *= state._Scale.y;
val.Mul(state._Rotation);
Fractal newFractal = new Fractal(new Vector3(state._Position.x + val.x, state._Position.y + val.y, state._Position.z + val.z),
state._Scale * 0.5,
state._Rotation,
state._DistanceMinimum,
state._DistanceScale,
state._DistanceOffset,
state._DistanceIterations,
state._DistanceExtents,
state._StepSize,
state._FractalIterations,
state._FractalIterationCount,
state._ColourIterationCount,
state._DEMode);
newFractal._Material = GenerateMaterial(state);
newFractal.CreateElement(state._Preview, state._Parent);
}
}