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C# Vector3.LengthSquared方法代码示例

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


在下文中一共展示了Vector3.LengthSquared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: MoveAndRotate

        public void MoveAndRotate(ref Vector3 moveIndicator, ref Vector2 rotationIndicator, float roll, bool canRotate)
        {
            var characterPhysics = Character.Physics;
            var characterProxy = characterPhysics.CharacterProxy;

            ThrustComp.ControlThrust = Vector3.Zero;

            const MyCharacterMovementEnum newMovementState = MyCharacterMovementEnum.Flying;

            Character.SwitchAnimation(newMovementState);

            Character.SetCurrentMovementState(newMovementState);

            bool wantsFlyDown = (Character.MovementFlags & MyCharacterMovementFlags.FlyDown) == MyCharacterMovementFlags.FlyDown;
            bool wantsFlyUp = (Character.MovementFlags & MyCharacterMovementFlags.FlyUp) == MyCharacterMovementFlags.FlyUp;

            IsFlying = moveIndicator.LengthSquared() != 0;

            var proxyState = characterProxy != null ? characterProxy.GetState() : 0;
            if ((proxyState == HkCharacterStateType.HK_CHARACTER_IN_AIR || (int)proxyState == MyCharacter.HK_CHARACTER_FLYING))
            {
                Character.PlayCharacterAnimation("Jetpack", MyBlendOption.Immediate, MyFrameOption.Loop, 0.2f);

                Character.CanJump = true;
            }

            MatrixD WorldMatrix = Character.WorldMatrix;
            float RotationSpeed = Character.RotationSpeed;
            float RotationFactor = 0.02f;

            if (canRotate)
            {
                MatrixD rotationXMatrix = MatrixD.Identity;
                MatrixD rotationYMatrix = MatrixD.Identity;
                MatrixD rotationZMatrix = MatrixD.Identity;

                if (Math.Abs(rotationIndicator.X) > float.Epsilon)
                {
                    if (Character.Definition.VerticalPositionFlyingOnly)
                    {
                        Character.SetHeadLocalXAngle(Character.HeadLocalXAngle - rotationIndicator.X * Character.RotationSpeed);
                    }
                    else
                    {
                        rotationXMatrix = MatrixD.CreateFromAxisAngle(WorldMatrix.Right, -rotationIndicator.X * RotationSpeed * RotationFactor);
                    }
                }

                if (Math.Abs(rotationIndicator.Y) > float.Epsilon)
                {
                    rotationYMatrix = MatrixD.CreateFromAxisAngle(WorldMatrix.Up, -rotationIndicator.Y * RotationSpeed * RotationFactor);
                }

                if (!Character.Definition.VerticalPositionFlyingOnly)
                {
                    if (Math.Abs(roll) > float.Epsilon)
                    {
                        rotationZMatrix = MatrixD.CreateFromAxisAngle(WorldMatrix.Forward, roll * RotationFactor);
                    }
                }

                // Rotation center is at the middle of the character, who is 2 meters high.
                float rotationHeight = Character.ModelCollision.BoundingBoxSizeHalf.Y;

                MatrixD physicsMatrix = Character.Physics.GetWorldMatrix();
                Vector3D translation = physicsMatrix.Translation + WorldMatrix.Up * rotationHeight;

                // Compute rotation
                MatrixD fullRotation = rotationXMatrix * rotationYMatrix * rotationZMatrix;
                MatrixD rotatedMatrix = WorldMatrix.GetOrientation();
                rotatedMatrix = rotatedMatrix * fullRotation;
                rotatedMatrix.Translation = translation - rotatedMatrix.Up * rotationHeight;

                // Update game character
                Character.WorldMatrix = rotatedMatrix;

                // Update physics character
                rotatedMatrix.Translation = physicsMatrix.Translation;
                Character.PositionComp.SetWorldMatrix(rotatedMatrix, Character.Physics);
                Character.ClearShapeContactPoints();
            }

            Vector3 moveDirection = moveIndicator;
            if (Character.Definition.VerticalPositionFlyingOnly)
            {
                float angleSign = Math.Sign(Character.HeadLocalXAngle);
                double headAngle = Math.Abs(MathHelper.ToRadians(Character.HeadLocalXAngle));
                double exponent = 1.95;
                double smoothedAngle = Math.Pow(headAngle, exponent);
                smoothedAngle *= headAngle / Math.Pow(MathHelper.ToRadians(MyCharacter.MAX_HEAD_LOCAL_X_ANGLE), exponent);
                MatrixD rotationMatrix = MatrixD.CreateFromAxisAngle(Vector3D.Right, angleSign * smoothedAngle);
                moveDirection = Vector3D.Transform(moveDirection, rotationMatrix);
            }

            if (!Vector3.IsZero(moveDirection))
                moveDirection.Normalize();

            ThrustComp.ControlThrust += moveDirection * ForceMagnitude;
        }
开发者ID:rem02,项目名称:SpaceEngineers,代码行数:99,代码来源:MyCharacterJetpackComponent.cs

示例2: MoveAndRotate

		public void MoveAndRotate(ref Vector3 moveIndicator, ref Vector2 rotationIndicator, bool canRotate)
		{
			var characterPhysics = Character.Physics;
			var characterProxy = characterPhysics.CharacterProxy;

			ThrustComp.ControlThrust = Vector3.Zero;

			const MyCharacterMovementEnum newMovementState = MyCharacterMovementEnum.Flying;

			Character.SwitchAnimation(newMovementState);

			Character.SetCurrentMovementState(newMovementState);

			bool wantsFlyDown = (Character.MovementFlags & MyCharacterMovementFlags.FlyDown) == MyCharacterMovementFlags.FlyDown;
			bool wantsFlyUp = (Character.MovementFlags & MyCharacterMovementFlags.FlyUp) == MyCharacterMovementFlags.FlyUp;

			IsFlying = moveIndicator.LengthSquared() != 0;

			var proxyState = characterProxy != null ? characterProxy.GetState() : 0;
			if ((proxyState == HkCharacterStateType.HK_CHARACTER_IN_AIR || (int)proxyState == 5))
			{
				Character.PlayCharacterAnimation("Jetpack", MyBlendOption.Immediate, MyFrameOption.Loop, 0.2f);

				Character.CanJump = true;
			}

			if (canRotate && rotationIndicator.X != 0)
			{
				MatrixD rotationMatrix = Character.WorldMatrix.GetOrientation();
				Vector3D translation = Character.WorldMatrix.Translation + Character.WorldMatrix.Up;

				if (Character.Definition.VerticalPositionFlyingOnly)
				{
					Character.SetHeadLocalXAngle(MathHelper.Clamp(Character.HeadLocalXAngle - rotationIndicator.X*MyCharacter.CHARACTER_X_ROTATION_SPEED, MyCharacter.MIN_HEAD_LOCAL_X_ANGLE, MyCharacter.MAX_HEAD_LOCAL_X_ANGLE));
				}
				else
				{
					rotationMatrix = rotationMatrix * MatrixD.CreateFromAxisAngle(Character.WorldMatrix.Right, rotationIndicator.X * -0.002f);
				}

				rotationMatrix.Translation = translation - rotationMatrix.Up;

				//Enable if we want limit character rotation in collisions
				//if (m_shapeContactPoints.Count < 2)
				{
					Character.WorldMatrix = rotationMatrix;
					Character.ClearShapeContactPoints();
				}
			}

            Vector3 moveDirection = moveIndicator;
            if (Character.Definition.VerticalPositionFlyingOnly)
            {
                float angleSign = Math.Sign(Character.HeadLocalXAngle);
                double headAngle = Math.Abs(MathHelper.ToRadians(Character.HeadLocalXAngle));
                double exponent = 1.95;
                double smoothedAngle = Math.Pow(headAngle, exponent);
                smoothedAngle *= headAngle / Math.Pow(MathHelper.ToRadians(MyCharacter.MAX_HEAD_LOCAL_X_ANGLE), exponent);
                MatrixD rotationMatrix = MatrixD.CreateFromAxisAngle(Vector3D.Right, angleSign * smoothedAngle);
                moveDirection = Vector3D.Transform(moveDirection, rotationMatrix);
            }

			if (wantsFlyUp || wantsFlyDown)
				moveDirection += (wantsFlyUp ? 1 : -1) * Vector3.Up;

			if(!Vector3.IsZero(moveDirection))
				moveDirection.Normalize();

			ThrustComp.ControlThrust = moveDirection * ForceMagnitude;
		}
开发者ID:fluxit,项目名称:SpaceEngineers,代码行数:70,代码来源:MyCharacterJetpackComponent.cs


注:本文中的VRageMath.Vector3.LengthSquared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。