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C# UnityEngine.Vector4类代码示例

本文整理汇总了C#中UnityEngine.Vector4的典型用法代码示例。如果您正苦于以下问题:C# Vector4类的具体用法?C# Vector4怎么用?C# Vector4使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


Vector4类属于UnityEngine命名空间,在下文中一共展示了Vector4类的15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: Proj

        /// <summary>
        /// Returns the projection of this vector onto the given base.
        /// </summary>
        /// <param name="vector"></param>
        /// <param name="baseVector"></param>
        /// <returns></returns>
        public static Vector4 Proj(this Vector4 vector, Vector4 baseVector)
        {
            var direction = baseVector.normalized;
            var magnitude = Vector2.Dot(vector, direction);

            return direction * magnitude;
        }
开发者ID:MRGS,项目名称:ArcadeRoyale,代码行数:13,代码来源:VectorExtensions.cs

示例2: Write

 public static void Write(this BinaryWriter writer, Vector4 input)
 {
     writer.Write(input.x);
     writer.Write(input.y);
     writer.Write(input.z);
     writer.Write(input.w);
 }
开发者ID:Evellex,项目名称:Eldrinth,代码行数:7,代码来源:Vector4Ext.cs

示例3: BakeColor

 void BakeColor(PaintJob job, BakeChannel bc, Vector4 val, int i)
 {
    switch (bc)
    {
       case BakeChannel.Color:
       {
          job.stream.colors[i] = new Color(val.x, val.y, val.z, val.w); break;
       }
       case BakeChannel.UV0:
       {
          job.stream.uv0[i] = val;
          break;
       }
       case BakeChannel.UV1:
       {
          job.stream.uv1[i] = val;
          break;
       }
       case BakeChannel.UV2:
       {
          job.stream.uv2[i] = val;
          break;
       }
       case BakeChannel.UV3:
       {
          job.stream.uv3[i] = val;
          break;
       }
    }
 }
开发者ID:CarlosMeloStuff,项目名称:VertexPaint,代码行数:30,代码来源:VertexPainterWindow_BakeTexture.cs

示例4: CalcSoftOcclusion

 public static void CalcSoftOcclusion(Mesh mesh)
 {
   GameObject gameObject = new GameObject("Test");
   gameObject.layer = 29;
   gameObject.AddComponent<MeshFilter>().mesh = mesh;
   gameObject.AddComponent<MeshCollider>();
   if (TreeAO.directions == null)
     TreeAO.InitializeDirections();
   Vector4[] vector4Array1 = new Vector4[TreeAO.directions.Length];
   for (int index = 0; index < TreeAO.directions.Length; ++index)
     vector4Array1[index] = new Vector4(TreeAO.GetWeight(1, TreeAO.directions[index]), TreeAO.GetWeight(2, TreeAO.directions[index]), TreeAO.GetWeight(3, TreeAO.directions[index]), TreeAO.GetWeight(0, TreeAO.directions[index]));
   Vector3[] vertices = mesh.vertices;
   Vector4[] vector4Array2 = new Vector4[vertices.Length];
   float num1 = 0.0f;
   for (int index1 = 0; index1 < vertices.Length; ++index1)
   {
     Vector4 zero = Vector4.zero;
     Vector3 v = gameObject.transform.TransformPoint(vertices[index1]);
     for (int index2 = 0; index2 < TreeAO.directions.Length; ++index2)
     {
       float num2 = Mathf.Pow(0.5f, (float) TreeAO.CountIntersections(v, gameObject.transform.TransformDirection(TreeAO.directions[index2]), 3f));
       zero += vector4Array1[index2] * num2;
     }
     zero /= (float) TreeAO.directions.Length;
     num1 += zero.w;
     vector4Array2[index1] = zero;
   }
   float num3 = num1 / (float) vertices.Length;
   for (int index = 0; index < vertices.Length; ++index)
     vector4Array2[index].w -= num3;
   mesh.tangents = vector4Array2;
   Object.DestroyImmediate((Object) gameObject);
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:33,代码来源:TreeAO.cs

示例5: OnPreCull

        // Update is called once per frame
        private IEnumerator OnPreCull()
        {
            Shader.SetGlobalFloat("_GrassDisplacementBorderArea", borderSmoothingArea);

            //Save original position and set camera to be pixel perfect
            Vector3 realPosition = transform.position;

            float pixelWidth = (2*cam.orthographicSize)/cam.pixelWidth;
            float pixelHeight = (2*cam.orthographicSize)/cam.pixelHeight;

            Vector3 pos = realPosition;
            pos.x -= pos.x%pixelWidth;
            pos.z -= pos.z%pixelHeight;
            transform.position = pos;

            //Update camera rotation
            transform.rotation = Quaternion.Euler(90, 0, 0);

            Vector3 bottomLeft = cam.ScreenToWorldPoint(Vector3.zero);
            float width = (2*cam.orthographicSize)*cam.aspect;
            float height = (2*cam.orthographicSize)/cam.aspect;

            Vector4 renderArea = new Vector4(bottomLeft.x, bottomLeft.z, width, height);

            Shader.SetGlobalVector("_GrassRenderTextureArea", renderArea);

            //Wait for end of frame to reset the actual position
            yield return new WaitForEndOfFrame();
            transform.position = realPosition;
        }
开发者ID:Crowstrum,项目名称:Noctus,代码行数:31,代码来源:RenderTextureDisplacement.cs

示例6: Cut

 /// <summary>
 /// cut mesh by plane
 /// </summary>
 /// <param name="mesh">mesh to cut</param>
 /// <param name="meshTransform">transformation of the mesh</param>
 /// <param name="plane">cutting plane</param>
 /// <param name="triangulateHoles">flag for triangulation of holes</param>
 /// <param name="crossSectionVertexColor">this color will be assigned to cross section, valid only for vertex color shaders</param>
 /// <param name="crossUV">uv mapping area for cross section</param>
 /// <param name="allowOpenMesh">allow cutting of open mesh</param>
 /// <returns>processing time</returns>
 public float Cut(Mesh mesh, Transform meshTransform, Math.Plane plane, bool triangulateHoles, bool allowOpenMesh, ref List<CutterMesh> meshes,
                  Color crossSectionVertexColor, Vector4 crossUV)
 {
     this.crossSectionVertexColour = crossSectionVertexColor;
     this.crossSectionUV = crossUV;
     return Cut(mesh, meshTransform, plane, triangulateHoles, allowOpenMesh, ref meshes);
 }
开发者ID:seonwifi,项目名称:bongbong,代码行数:18,代码来源:MeshCutter.cs

示例7: Write

		public void Write(Vector4 vector)
		{
			Write(vector.x);
			Write(vector.y);
			Write(vector.z);
			Write(vector.w);
		}
开发者ID:Neproify,项目名称:ivmp,代码行数:7,代码来源:PlatformUnityExtras.cs

示例8: changeWebViewSize

 public override void changeWebViewSize(string _webViewGUID, Vector4 _paddingSize)
 {
     this.simpleWebViewPlugin.CallStatic("sSimpleWebViewManager_ChangeWebViewSize"
         , _webViewGUID
         , (int)_paddingSize.w, (int)_paddingSize.x
         , (int)_paddingSize.y, (int)_paddingSize.z);
 }
开发者ID:yy-nm,项目名称:SimpleWebview,代码行数:7,代码来源:SimpleWebViewPluginAndroid.cs

示例9: FromVector4

		/*
		 * Vector4
		 */
		public static JSONObject FromVector4(Vector4 v) {
			JSONObject vdata = JSONObject.obj;
			if(v.x != 0)	vdata.AddField("x", v.x);
			if(v.y != 0)	vdata.AddField("y", v.y);
			if(v.z != 0)	vdata.AddField("z", v.z);
			if(v.w != 0)	vdata.AddField("w", v.w);
			return vdata;
		}
开发者ID:RuFengLau,项目名称:Unity3d.UI.Windows,代码行数:11,代码来源:VectorTemplates.cs

示例10: SetBounds

 private void SetBounds(float hightSize)
 {            
     _widthSize = hightSize * _windowaspect;
     float borderX = (_bounds.size.x - _widthSize * 2 ) / 2 ;
     float borderY = (_bounds.size.y - _camera.orthographicSize * 2) / 2 + _bounds.center.y;
     _currentBounds = new Vector4(_bounds.center.x - borderX, _bounds.center.y - borderY,
                                  _bounds.center.x + borderX, _bounds.center.y + borderY);
 }
开发者ID:pan4,项目名称:NewTD,代码行数:8,代码来源:MapCamera.cs

示例11: OnUpdateGUI

		protected override void OnUpdateGUI()
		{
			vector = GetValue<Vector4>();
			input_x.text = vector.x.ToString();
			input_y.text = vector.y.ToString();
			input_z.text = vector.z.ToString();
			input_w.text = vector.w.ToString();
		}
开发者ID:procore3d,项目名称:giles,代码行数:8,代码来源:pb_Vector4Inspector.cs

示例12: CritDampTweenQuaternion

 public CritDampTweenQuaternion(Quaternion rotation, float omega, float maxSpeed)
 {
     _rotation.v = Vector4.zero; // needed for suppressing warnings
     _rotation.q = rotation;
     velocity = Vector4.zero;
     this.omega = omega;
     this.maxSpeed = maxSpeed;
 }
开发者ID:ralphlizard,项目名称:HotPatata,代码行数:8,代码来源:CritDampTweenQuaternion.cs

示例13: PeformFFT

        public int PeformFFT(int startIdx, Vector2[,] data0, Vector4[,] data1, Vector4[,] data2)
        {
            int x; int y; int i;
            int idx = 0; int idx1; int bftIdx;
            int X; int Y;
            Vector2 w;

            int j = startIdx;

            for (i = 0; i < m_passes; i++, j++)
            {
                idx = j % 2;
                idx1 = (j + 1) % 2;

                for (x = 0; x < m_size; x++)
                {
                    for (y = 0; y < m_size; y++)
                    {
                        bftIdx = 4 * (x + i * m_size);

                        X = (int)m_butterflyLookupTable[bftIdx + 0];
                        Y = (int)m_butterflyLookupTable[bftIdx + 1];
                        w.x = m_butterflyLookupTable[bftIdx + 2];
                        w.y = m_butterflyLookupTable[bftIdx + 3];

                        data0[idx, x + y * m_size] = FFT(w, data0[idx1, X + y * m_size], data0[idx1, Y + y * m_size]);
                        data1[idx, x + y * m_size] = FFT(w, data1[idx1, X + y * m_size], data1[idx1, Y + y * m_size]);
                        data2[idx, x + y * m_size] = FFT(w, data2[idx1, X + y * m_size], data2[idx1, Y + y * m_size]);
                    }
                }
            }

            for (i = 0; i < m_passes; i++, j++)
            {
                idx = j % 2;
                idx1 = (j + 1) % 2;

                for (x = 0; x < m_size; x++)
                {
                    for (y = 0; y < m_size; y++)
                    {
                        bftIdx = 4 * (y + i * m_size);

                        X = (int)m_butterflyLookupTable[bftIdx + 0];
                        Y = (int)m_butterflyLookupTable[bftIdx + 1];
                        w.x = m_butterflyLookupTable[bftIdx + 2];
                        w.y = m_butterflyLookupTable[bftIdx + 3];

                        data0[idx, x + y * m_size] = FFT(w, data0[idx1, x + X * m_size], data0[idx1, x + Y * m_size]);
                        data1[idx, x + y * m_size] = FFT(w, data1[idx1, x + X * m_size], data1[idx1, x + Y * m_size]);
                        data2[idx, x + y * m_size] = FFT(w, data2[idx1, x + X * m_size], data2[idx1, x + Y * m_size]);
                    }
                }
            }

            return idx;
        }
开发者ID:kurix2,项目名称:FishFishRevolution-PC,代码行数:57,代码来源:FourierCPU.cs

示例14: Hull

		public Hull(Vector4 color, int mass, int armor, int maxHealth, int cost) : base(color){
			
			this.Mass = mass;
			this.Armor = armor;
			this.MaxHealth = maxHealth;
			
			this.Cost = cost;
			
		}
开发者ID:mengtest,项目名称:pew,代码行数:9,代码来源:Items.cs

示例15: Div

        public static Vector4 Div(this Vector4 vector, Vector4 otherVector, Axes axis)
        {
            vector.x = axis.Contains(Axes.X) ? vector.x / otherVector.x : vector.x;
            vector.y = axis.Contains(Axes.Y) ? vector.y / otherVector.y : vector.y;
            vector.z = axis.Contains(Axes.Z) ? vector.z / otherVector.z : vector.z;
            vector.w = axis.Contains(Axes.W) ? vector.w / otherVector.w : vector.w;

            return vector;
        }
开发者ID:Dracir,项目名称:Final-bablititi,代码行数:9,代码来源:Vector4Extensions.cs


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