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C# Vector2.Rotate方法代码示例

本文整理汇总了C#中UnityEngine.Vector2.Rotate方法的典型用法代码示例。如果您正苦于以下问题:C# Vector2.Rotate方法的具体用法?C# Vector2.Rotate怎么用?C# Vector2.Rotate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UnityEngine.Vector2的用法示例。


在下文中一共展示了Vector2.Rotate方法的4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: CalculateVelocity


//.........这里部分代码省略.........
                                    bestPos[j] = samplePos[i];
                                    break;
                                }
                            }
                        }

                        if (score < bestEverScore)
                        {
                            bestEver = samplePos[i];
                            bestEverScore = score;

                            if (score == 0)
                            {
                                sub = 100;
                                break;
                            }
                        }
                    }

                    samplePosCount = 0;

                    for (int i = 0; i < KeepCount; i++)
                    {
                        Vector2 p = bestPos[i];
                        float s = bestSizes[i];
                        bestScores[i] = float.PositiveInfinity;

                        const float Half = 0.6f;

                        float offset = s * Half * 0.5f;

                        samplePos[samplePosCount + 0] = (p + new Vector2(+offset, +offset));
                        samplePos[samplePosCount + 1] = (p + new Vector2(-offset, +offset));
                        samplePos[samplePosCount + 2] = (p + new Vector2(-offset, -offset));
                        samplePos[samplePosCount + 3] = (p + new Vector2(+offset, -offset));

                        s *= s * Half;
                        sampleSize[samplePosCount + 0] = (s);
                        sampleSize[samplePosCount + 1] = (s);
                        sampleSize[samplePosCount + 2] = (s);
                        sampleSize[samplePosCount + 3] = (s);
                        samplePosCount += 4;
                    }
                }

                result = bestEver;
            }


            if (DebugDraw) DrawCross(result + position2D);


            newVelocity = To3D(Vector2.ClampMagnitude(result, maxSpeed));
            if (newVelocity != Vector3.zero)
            {
                float angle = Vector3.Angle(DesiredVelocity, newVelocity);
                //:限制新速度方向
                //如果计算出来的新速度是与设计速度的夹角大于angleMax
                //则新速度旋转到最大夹角
                float angleMax = 45;
                if (angle > angleMax)
                {
                    Vector2 firstObject = new Vector2(DesiredVelocity.x, DesiredVelocity.z);
                    Vector2 secondObject = new Vector2(newVelocity.x, newVelocity.z);
                    float det = firstObject.x * secondObject.y - firstObject.y * secondObject.x;
                    if (det > 0)//param2 is unclockwise
                    {
                        Vector2 verticalObject = secondObject.Rotate(-(angle - angleMax));
                        newVelocity.x = verticalObject.x;
                        newVelocity.z = verticalObject.y;

                        if (newVelocity.magnitude < minSpeed)
                        {
                            newVelocity = newVelocity.normalized * minSpeed;
                        }
                    }
                    else if (det < 0)
                    {
                        Vector2 verticalObject = secondObject.Rotate((angle - angleMax));
                        newVelocity.x = verticalObject.x;
                        newVelocity.z = verticalObject.y;
                        if (newVelocity.magnitude < minSpeed)
                        {
                            newVelocity = newVelocity.normalized * minSpeed;
                        }
                    }
                    else
                    {
                        newVelocity = Vector3.zero;
                    }
                }
                if (printVelocity)
                {
                    Debug.Log("vel " + velocity + "newVelocity " + newVelocity);
                }
            }



        }
开发者ID:westernknight,项目名称:RVO,代码行数:101,代码来源:RVOAgent.cs

示例2: RelativeToWorld

 public Vector2 RelativeToWorld(Vector2 vector)
 {
     return vector.Rotate(Angle - 90);
 }
开发者ID:Magicolo,项目名称:No-Love-No-Gain,代码行数:4,代码来源:GravityBase.cs

示例3: WorldToRelative

 public Vector2 WorldToRelative(Vector2 vector)
 {
     return vector.Rotate(-Angle + 90);
 }
开发者ID:Magicolo,项目名称:No-Love-No-Gain,代码行数:4,代码来源:GravityBase.cs

示例4: CreateRotated

 int[][][] CreateRotated(int[][] pixels, ref int w, ref int h, int count)
 {
     var pw = w;
     var ph = h;
     var pcx = w / 2;
     var pcy = h / 2;
     w = Mathf.RoundToInt(w * 1.5f / 2) * 2;
     h = Mathf.RoundToInt(h * 1.5f / 2) * 2;
     var cx = w / 2;
     var cy = h / 2;
     var _w = w;
     var _h = h;
     var offset = new Vector2();
     return count.Range().Select(ai =>
     {
         var angle = (float)ai * 360 / count;
         return _h.Range().Select(y =>
         {
             return _w.Range().Select(x =>
             {
                 offset.x = x - cx;
                 offset.y = y - cy;
                 offset = offset.Rotate(angle);
                 var px = Mathf.RoundToInt(offset.x + pcx);
                 var py = Mathf.RoundToInt(offset.y + pcy);
                 if (px < 0 || px >= pw || py < 0 || py >= ph)
                 {
                     return 0;
                 }
                 return pixels[py][px];
             }).ToArray();
         }).ToArray();
     }).ToArray();
 }
开发者ID:lPinchol,项目名称:PixelEditor-master,代码行数:34,代码来源:Generator.cs


注:本文中的UnityEngine.Vector2.Rotate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。