当前位置: 首页>>代码示例>>C#>>正文


C# Vector3.Normalise方法代码示例

本文整理汇总了C#中System.Vector3.Normalise方法的典型用法代码示例。如果您正苦于以下问题:C# Vector3.Normalise方法的具体用法?C# Vector3.Normalise怎么用?C# Vector3.Normalise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System.Vector3的用法示例。


在下文中一共展示了Vector3.Normalise方法的9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: CreateScene

        public override void CreateScene()
        {
            sceneMgr.ShadowTechnique = ShadowTechnique.SHADOWTYPE_TEXTURE_MODULATIVE;
            sceneMgr.ShadowFarDistance = 1000;

            MovableObject.DefaultVisibilityFlags = 0x00000001;

            // Set ambient light
            sceneMgr.AmbientLight = new ColourValue(0.3f, 0.3f, 0.2f);

            Light l = sceneMgr.CreateLight("Light2");
            Vector3 dir = new Vector3(-1, -1, 0);
            dir.Normalise();
            l.Type = Light.LightTypes.LT_DIRECTIONAL;
            l.Direction = dir;
            l.SetDiffuseColour(1, 1, 0.8f);
            l.SetSpecularColour(1, 1, 1);

            Entity pEnt;

            // House
            pEnt = sceneMgr.CreateEntity("1", "tudorhouse.mesh");
            SceneNode n1 = sceneMgr.RootSceneNode.CreateChildSceneNode(new Vector3(350, 450, -200));
            n1.AttachObject(pEnt);

            pEnt = sceneMgr.CreateEntity("2", "tudorhouse.mesh");
            SceneNode n2 = sceneMgr.RootSceneNode.CreateChildSceneNode(new Vector3(-350, 450, -200));
            n2.AttachObject(pEnt);

            pEnt = sceneMgr.CreateEntity("3", "knot.mesh");
            mSpinny = sceneMgr.RootSceneNode.CreateChildSceneNode(new Vector3(0, 0, 300));
            mSpinny.AttachObject(pEnt);
            pEnt.SetMaterialName("Examples/MorningCubeMap");

            sceneMgr.SetSkyBox(true, "Examples/MorningSkyBox");

            Plane plane;
            plane.normal = Vector3.UNIT_Y;
            plane.d = 100;
            MeshManager.Singleton.CreatePlane("Myplane",
                ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, plane,
                1500, 1500, 10, 10, true, 1, 5, 5, Vector3.UNIT_Z);
            Entity pPlaneEnt = sceneMgr.CreateEntity("plane", "Myplane");
            pPlaneEnt.SetMaterialName("Examples/Rockwall");
            pPlaneEnt.CastShadows = false;
            sceneMgr.RootSceneNode.CreateChildSceneNode().AttachObject(pPlaneEnt);

            camera.SetPosition(-400, 50, 900);
            camera.LookAt(0, 80, 0);

            AddCompositors();
        }
开发者ID:andyhebear,项目名称:likeleon,代码行数:52,代码来源:CompositorDemo.cs

示例2: Missile2

        /// <summary>
        /// Creates instance at given position and traveling to given target (position).
        /// </summary>
        /// <param name="position">The bullet start position.</param>
        /// <param name="solSystem">The bullet SolarSystem.</param>
        /// <param name="targetPosition">The taget position.</param>
        /// <param name="rec">The bullet't hit reciever.</param>
        public Missile2(Vector3 position, SolarSystem solSystem, Vector3 targetPosition, IBulletStopReciever rec)
        {
            this.position = position;
            this.name = Game.IGameObjectCreator.GetUnusedName(typeof(Missile2).ToString());
            this.solarSystem = solSystem;
            this.reciever = rec;

            // Calucalates a distance and a direction.
            direction = targetPosition - position;
            distance = direction.Normalise();

            // Registers IBullet and SolarSystem set visibility.
            solarSystem.AddIBullet(this);

            // Caluculate constants for hidden collision.
            a = -(targetPosition.z - position.z);
            b = (targetPosition.x - position.x);
            c = -a * targetPosition.x - b * targetPosition.z;
            destinationDevider = (float)System.Math.Sqrt(a * a + b * b);
        }
开发者ID:vavrekmichal,项目名称:Strategy,代码行数:27,代码来源:Missile2.cs

示例3: process

        //    *
        //	Run image manipulation
        //	\return Pointer to image buffer which has been set in the constructor.
        //	
        public override TextureBuffer process() {
            int w = (int)mBuffer.getWidth();
            int h = (int)mBuffer.getHeight();

            if (mParam != null && (mParam.getWidth() < w || mParam.getHeight() < h))
                return mBuffer;

            for (int y = 0; y < h; y++) {
                for (int x = 0; x < w; x++) {
                    if (mParam != null) {
                        if (mColourMask) {
                            ColourValue pixelA = mBuffer.getPixel(x, y);
                            ColourValue pixelB = mParam.getPixel(x, y);
                            Vector3 c1 = new Vector3(pixelA.r * 255.0f, pixelA.g * 255.0f, pixelA.b * 255.0f);
                            Vector3 c2 = new Vector3(pixelB.r * 255.0f, pixelB.g * 255.0f, pixelB.b * 255.0f);

                            float c1norm = c1.Normalise();
                            float c2norm = c2.Normalise();

                            float correctness = 0;

                            if (c1norm > 0.0f && c2norm > 0.0f)
                                correctness = c1.x * c2.x + c1.y * c2.y + c1.z * c2.z;

                            mBuffer.setAlpha(x, y, (byte)(pixelA.a * correctness));
                        }
                        else {
                            ColourValue pixel = mParam.getPixel(x, y);
                            float alpha = (pixel.r + pixel.g + pixel.b) / 3.0f;
                            mBuffer.setAlpha(x, y, mBuffer.getPixelAlphaReal(x, y) * alpha);
                        }
                    }
                    else {
                        byte a = mBuffer.getPixelAlphaByte(x, y);
                        mBuffer.setPixel(x, y, a, a, a, 255);
                    }
                }
            }

            Utils.log("Modify texture with alphamask filter");
            return mBuffer;
        }
开发者ID:andyhebear,项目名称:mogre-procedural,代码行数:46,代码来源:ProceduralTextureModifiers.cs

示例4: button1_Click_1

        private void button1_Click_1(object sender, EventArgs e)
        {
            ParticleEmitter pe = App.Singleton.xGetCurrentEmitter();
            if (pe == null) return;

            const float EPS = 1e-3f;

            // update values based on settings
            try
            {
                Vector3 pos = new Vector3(float.Parse(posx.Text),
                    float.Parse(posy.Text), float.Parse(posz.Text));

                Vector3 dir = new Vector3(float.Parse(dirx.Text),
                    float.Parse(diry.Text), float.Parse(dirz.Text));
                if (dir.Length <= EPS) throw new Exception("Direction length is zero");
                dir.Normalise();

                ColourValue colorStart = new ColourValue(
                    color0.BackColor.R/255.0f,
                    color0.BackColor.G/255.0f,
                    color0.BackColor.B/255.0f,
                    (float)color0a.Value/255.0f);

                ColourValue colorEnd = new ColourValue(
                    color1.BackColor.R / 255.0f,
                    color1.BackColor.G / 255.0f,
                    color1.BackColor.B / 255.0f,
                    (float)color1a.Value / 255.0f);

                uint emission = uint.Parse(emissBox.Text);
                if (emission == 0) throw new Exception("Emission cannot be 0");

                float angle = float.Parse(angleBox.Text);
                if (angle < -EPS) throw new Exception("Angle cannot be negative");

                Vector2 vel = new Vector2(float.Parse(velMin.Text), float.Parse(velMax.Text));
                if (vel.x > vel.y + EPS) throw new Exception("Invalid velocity range");

                Vector2 life = new Vector2(float.Parse(lifetimeMin.Text), float.Parse(lifetimeMax.Text));
                if (life.x > life.y + EPS) throw new Exception("Invalid lifetime range");

                Vector2 dur = new Vector2(float.Parse(durMin.Text), float.Parse(durMax.Text));
                if (dur.x > dur.y + EPS) throw new Exception("Invalid duration range");

                Vector2 delay = new Vector2(float.Parse(delayMin.Text), float.Parse(delayMax.Text));
                if (delay.x > delay.y + EPS) throw new Exception("Invalid delay range");

                pe.SetColour(colorStart, colorEnd);
                pe.SetDuration(dur.x, dur.y);
                pe.SetParticleVelocity(vel.x, vel.y);
                pe.SetRepeatDelay(delay.x, delay.y);
                pe.SetTimeToLive(life.x, life.y);
                pe.Angle = (new Degree(angle)).ValueRadians;
                pe.EmissionRate = emission;
                pe.Direction = dir;
                pe.Position = pos;

                App.Singleton.xUpdateEmitter(pe);
            }
            catch (Exception err)
            {
                MessageBox.Show("Error: " + err);
            }

            UpdateEmitterValues(pe);
        }
开发者ID:RainsSoft,项目名称:ogreflow,代码行数:67,代码来源:Toolbox.cs

示例5: SetupTrailLights

        void SetupTrailLights()
        {
            sceneMgr.AmbientLight = new ColourValue(0.5f, 0.5f, 0.5f);
            Vector3 dir = new Vector3(-1, -1, 0.5f);
            dir.Normalise();
            Light l = sceneMgr.CreateLight("light1");
            l.Type = Light.LightTypes.LT_DIRECTIONAL;
            l.Direction = dir;

            NameValuePairList pairList = new NameValuePairList();
            pairList["numberOfChains"] = "2";
            pairList["maxElements"] = "80";
            RibbonTrail trail = (RibbonTrail)(
                sceneMgr.CreateMovableObject("1", "RibbonTrail", pairList));
            trail.MaterialName = "Examples/LightRibbonTrail";
            trail.TrailLength = 400;

            sceneMgr.RootSceneNode.CreateChildSceneNode().AttachObject(trail);

            // Create 3 nodes for trail to follow
            SceneNode animNode = sceneMgr.RootSceneNode.CreateChildSceneNode();
            animNode.Position = new Vector3(50,30,0);
            Animation anim = sceneMgr.CreateAnimation("an1", 14);
            anim.SetInterpolationMode(Animation.InterpolationMode.IM_SPLINE);
            NodeAnimationTrack track = anim.CreateNodeTrack(1, animNode);
            TransformKeyFrame kf = track.CreateNodeKeyFrame(0);
            kf.Translate = new Vector3(50,30,0);
            kf = track.CreateNodeKeyFrame(2);
            kf.Translate = new Vector3(100, -30, 0);
            kf = track.CreateNodeKeyFrame(4);
            kf.Translate = new Vector3(120, -100, 150);
            kf = track.CreateNodeKeyFrame(6);
            kf.Translate = new Vector3(30, -100, 50);
            kf = track.CreateNodeKeyFrame(8);
            kf.Translate = new Vector3(-50, 30, -50);
            kf = track.CreateNodeKeyFrame(10);
            kf.Translate = new Vector3(-150, -20, -100);
            kf = track.CreateNodeKeyFrame(12);
            kf.Translate = new Vector3(-50, -30, 0);
            kf = track.CreateNodeKeyFrame(14);
            kf.Translate = new Vector3(50,30,0);

            AnimationState animState = sceneMgr.CreateAnimationState("an1");
            animState.Enabled = true;
            mAnimStateList.Add(animState);

            trail.SetInitialColour(0, 1.0f, 0.8f, 0);
            trail.SetColourChange(0, 0.5f, 0.5f, 0.5f, 0.5f);
            trail.SetInitialWidth(0, 5);
            trail.AddNode(animNode);

            // Add light
            Light l2 = sceneMgr.CreateLight("l2");
            l2.DiffuseColour = (trail.GetInitialColour(0));
            animNode.AttachObject(l2);

            // Add billboard
            BillboardSet bbs = sceneMgr.CreateBillboardSet("bb", 1);
            bbs.CreateBillboard(Vector3.ZERO, trail.GetInitialColour(0));
            bbs.MaterialName = "Examples/Flare";
            animNode.AttachObject(bbs);

            animNode = sceneMgr.RootSceneNode.CreateChildSceneNode();
            animNode.Position = new Vector3(-50,100,0);
            anim = sceneMgr.CreateAnimation("an2", 10);
            anim.SetInterpolationMode(Animation.InterpolationMode.IM_SPLINE);
            track = anim.CreateNodeTrack(1, animNode);
            kf = track.CreateNodeKeyFrame(0);
            kf.Translate = new Vector3(-50,100,0);
            kf = track.CreateNodeKeyFrame(2);
            kf.Translate = new Vector3(-100, 150, -30);
            kf = track.CreateNodeKeyFrame(4);
            kf.Translate = new Vector3(-200, 0, 40);
            kf = track.CreateNodeKeyFrame(6);
            kf.Translate = new Vector3(0, -150, 70);
            kf = track.CreateNodeKeyFrame(8);
            kf.Translate = new Vector3(50, 0, 30);
            kf = track.CreateNodeKeyFrame(10);
            kf.Translate = new Vector3(-50,100,0);

            animState = sceneMgr.CreateAnimationState("an2");
            animState.Enabled = true;
            mAnimStateList.Add(animState);

            trail.SetInitialColour(1, 0.0f, 1.0f, 0.4f);
            trail.SetColourChange(1, 0.5f, 0.5f, 0.5f, 0.5f);
            trail.SetInitialWidth(1, 5);
            trail.AddNode(animNode);

            // Add light
            l2 = sceneMgr.CreateLight("l3");
            l2.DiffuseColour = trail.GetInitialColour(1);
            animNode.AttachObject(l2);

            // Add billboard
            bbs = sceneMgr.CreateBillboardSet("bb2", 1);
            bbs.CreateBillboard(Vector3.ZERO, trail.GetInitialColour(1));
            bbs.MaterialName = "Examples/Flare";
            animNode.AttachObject(bbs);
        }
开发者ID:andyhebear,项目名称:mogresdk,代码行数:100,代码来源:LightingApplication.cs

示例6: CreateScene

        // Just override the mandatory create scene method
        public override void CreateScene()
        {
            // Set ambient light
            sceneMgr.AmbientLight = new ColourValue(0.2f, 0.2f, 0.2f);
            // Skybox
            sceneMgr.SetSkyBox(true, "Examples/MorningSkyBox");

            // Create a light
            Light l = sceneMgr.CreateLight("MainLight");
            l.Type = Light.LightTypes.LT_DIRECTIONAL;
            Vector3 dir = new Vector3(0.5f, -1, 0);
            dir.Normalise();
            l.Direction = dir;
            l.DiffuseColour = new ColourValue(1.0f, 1.0f, 0.8f);
            l.SpecularColour= new ColourValue(1.0f, 1.0f, 1.0f);

            // Create a prefab plane
            mPlane = new MovablePlane(Vector3.UNIT_Y, 0);

            MeshManager.Singleton.CreatePlane("ReflectionPlane",
                                              ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME,
                                              mPlane._getDerivedPlane(), 2000, 2000,
                                              1, 1, true, 1, 1, 1, Vector3.UNIT_Z);
            mPlaneEnt = sceneMgr.CreateEntity( "Plane", "ReflectionPlane" );

            // Create an entity from a model (will be loaded automatically)
            Entity knotEnt = sceneMgr.CreateEntity("Knot", "knot.mesh");

            // Create an entity from a model (will be loaded automatically)
            Entity ogreHead = sceneMgr.CreateEntity("Head", "ogrehead.mesh");

            knotEnt.SetMaterialName("Examples/TextureEffect2");

            // Attach the rtt entity to the root of the scene
            SceneNode rootNode = sceneMgr.RootSceneNode;
            mPlaneNode = rootNode.CreateChildSceneNode();

            // Attach both the plane entity, and the plane definition
            mPlaneNode.AttachObject(mPlaneEnt);
            mPlaneNode.AttachObject(mPlane);
            mPlaneNode.Translate(0, -10, 0);
            // Tilt it a little to make it interesting
            mPlaneNode.Roll(new Degree(5));

            rootNode.CreateChildSceneNode( "Head" ).AttachObject( ogreHead );

            TexturePtr texture = TextureManager.Singleton.CreateManual( "RttTex",
                                                                       ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME,
                                                                       TextureType.TEX_TYPE_2D,
                                                                       512, 512, 0,
                                                                       PixelFormat.PF_R8G8B8,
                                                                       (int) TextureUsage.TU_RENDERTARGET );
            RenderTarget rttTex = texture.GetBuffer().GetRenderTarget();

                mReflectCam = sceneMgr.CreateCamera("ReflectCam");
                mReflectCam.NearClipDistance = camera.NearClipDistance;
                mReflectCam.FarClipDistance = camera.FarClipDistance;
                mReflectCam.AspectRatio =
                    (float)window.GetViewport(0).ActualWidth /
                    (float)window.GetViewport(0).ActualHeight;
                mReflectCam.FOVy = camera.FOVy;

                Viewport v = rttTex.AddViewport( mReflectCam );
                v.SetClearEveryFrame(true);
                v.BackgroundColour = ColourValue.Black;

                MaterialPtr mat = MaterialManager.Singleton.Create("RttMat",
                                                                   ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME);
                TextureUnitState t = mat.GetTechnique(0).GetPass(0).CreateTextureUnitState("RustedMetal.jpg");
                t = mat.GetTechnique(0).GetPass(0).CreateTextureUnitState("RttTex");
                // Blend with base texture
                t.SetColourOperationEx(LayerBlendOperationEx.LBX_BLEND_MANUAL,
                                       LayerBlendSource.LBS_TEXTURE,
                                       LayerBlendSource.LBS_CURRENT,
                                       ColourValue.White,
                                       ColourValue.White, 0.25f);
                t.SetTextureAddressingMode(TextureUnitState.TextureAddressingMode.TAM_CLAMP);
                t.SetProjectiveTexturing(true, mReflectCam);
                rttTex.PostRenderTargetUpdate += postRenderTargetUpdate;
                rttTex.PreRenderTargetUpdate += preRenderTargetUpdate;

                // set up linked reflection
                mReflectCam.EnableReflection(mPlane);
                // Also clip
                mReflectCam.EnableCustomNearClipPlane(mPlane);

            // Give the plane a texture
            mPlaneEnt.SetMaterialName("RttMat");

            // Add a whole bunch of extra transparent entities
            Entity cloneEnt;
            for (int n = 0; n < 10; ++n)
            {
                // Create a new node under the root
                SceneNode node = sceneMgr.CreateSceneNode();
                // Random translate
                Vector3 nodePos;
                nodePos.x = Mogre.Math.SymmetricRandom() * 750.0f;
                nodePos.y = Mogre.Math.SymmetricRandom() * 100.0f + 25;
//.........这里部分代码省略.........
开发者ID:andyhebear,项目名称:mogresdk,代码行数:101,代码来源:RenderToTextureApplication.cs

示例7: Vector3IsNormaliseTest

        public void Vector3IsNormaliseTest()
        {
            var a = new Vector3(3.0f, 4.0f, 1.0f);
            var expectedResult = true;

            a.Normalise();

            var r = a.IsNormalised;

            Assert.Equal<bool>(expectedResult, r);
        }
开发者ID:richardhallett,项目名称:nml,代码行数:11,代码来源:Vector3Tests.cs

示例8: Vector3NormaliseTest

        public void Vector3NormaliseTest()
        {
            var a = new Vector3(3.0f, 4.0f, 1.0f);
            var expectedResult = new Vector3(0.5883484f, 0.784464538f, 0.196116135f);

            a.Normalise();

            Assert.True(a.Equals(expectedResult, 1e-3f));
        }
开发者ID:richardhallett,项目名称:nml,代码行数:9,代码来源:Vector3Tests.cs

示例9: CreateScene

        protected static void CreateScene()
        {
            sceneMgr = _root.CreateSceneManager(SceneType.ST_EXTERIOR_CLOSE);

            //Image combined = new Image();

            //combined.LoadTwoImagesAsRGBA("terra_DIFFUSE.png", "terra_SPECULAR.png", "General", PixelFormat.PF_BYTE_RGBA);
            //combined.Save("terra_diffusespecular.png");

            //combined.LoadTwoImagesAsRGBA("terra_NORMAL.png", "terra_DISP.png", "General", PixelFormat.PF_BYTE_RGBA);
            //combined.Save("terra_normalheight.png");

            _cam = sceneMgr.CreateCamera("Camera");
            _cam.Pitch(-0.78f);
            _cam.NearClipDistance = 5f;
            _cam.FarClipDistance = 99999 * 6;
            _cam.Move(new Vector3(1084, 346, 1317));

            viewport = _window.AddViewport(_cam);
            _cam.AspectRatio = (float)viewport.ActualWidth / (float)viewport.ActualHeight;

            sceneMgr.ShadowTechnique = ShadowTechnique.SHADOWTYPE_TEXTURE_MODULATIVE;
            sceneMgr.ShadowTextureCount = 8;
            sceneMgr.SetShadowTextureSize(8192);

            CreateNewDude("1");
            CreateNewDude("2");

            Vector3 lightDir = new Vector3(0.55f, -0.3f, 0.75f);
            lightDir.Normalise();

            Light light = sceneMgr.CreateLight("tstLight");
            light.Type = Light.LightTypes.LT_DIRECTIONAL;
            light.Direction = lightDir;
            light.DiffuseColour = ColourValue.White;
            light.SpecularColour = ColourValue.White;
            light.CastShadows = false;
            light.Visible = true;

            sceneMgr.AmbientLight = ColourValue.White;

            tgo = new TerrainGlobalOptions();
            tg = new TerrainGroup(sceneMgr, Terrain.Alignment.ALIGN_X_Z, 513, 12000.0f);
            tg.SetFilenameConvention("Asd", "dat");
            tg.Origin = new Vector3(0, -250, 0);

            ConfigureTerrainDefaults(light);

            for (int x = 0; x <= 0; ++x)
            {
                for (int y = 0; y <= 0; ++y)
                {
                    DefineTerrain(x, y);
                }
            }

            tg.LoadAllTerrains(true);

            if (mTerrainImported)
            {
                foreach (TerrainGroup.TerrainSlot t in tg.GetTerrainIterator())
                {

                    InitBlendMaps(t.instance);
                }
            }

            tg.FreeTemporaryResources();
            //  tg.SaveAllTerrains(true);

            hydrax = new MHydrax.MHydrax(sceneMgr, _cam, viewport);

            hydrax.Components = MHydraxComponent.HYDRAX_COMPONENTS_ALL;

            Plane p = new Plane(new Vector3(0, 1, 0), new Vector3(0, 0, 0));

            MHydrax.MProjectedGrid m = new MProjectedGrid(hydrax,
                            new MPerlin(new MPerlin.MOptions(8, 0.085f, 0.49f, 1.4f, 1.27f, 2, new Vector3(0.5f, 50, 150000))),
                            p,
                            MMaterialManager.MNormalMode.NM_VERTEX,
                            new MHydrax.MProjectedGrid.MOptions(56, 35, 50, false, false, false, 3.75f));

            hydrax.SetModule(m);
            hydrax.CfgFileManager.Load("TestiPeli.hdx");

            hydrax.Create();

            //  sceneMgr.SetSkyDome(true, "Examples/CloudySky", 5, 8);

            mRect = new SelectionRectangle("Selection SelectionRectangle");

            sceneMgr.RootSceneNode.CreateChildSceneNode("debug_object").AttachObject(mRect);
            mRect._camera = _cam;

            ct = new CollisionTools(sceneMgr);
            SetupCaelum(viewport, _window);
        }
开发者ID:aRkker,项目名称:Survival,代码行数:97,代码来源:Program.cs


注:本文中的System.Vector3.Normalise方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。