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C# Engine3D.Vector3d类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中Engine3D.Vector3d的典型用法代码示例。如果您正苦于以下问题:C# Vector3d类的具体用法?C# Vector3d怎么用?C# Vector3d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。



Vector3d类属于Engine3D命名空间,在下文中一共展示了Vector3d类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: ctl3DView

        public ctl3DView()
        {
            InitializeComponent();
            //Visible = false;
            //SetupSceneTree();
            m_modelAnimTmr = null;
            m_camera = new GLCamera();
            m_axisCam = new GLCamera();
            ResetCameraView();
            m_isectnormal = new Engine3D.Vector3d();

            mainViewSplitContainer.Panel1Collapsed = true;

            UVDLPApp.Instance().m_undoer.AsociateUndoButton(buttUndo);
            UVDLPApp.Instance().m_undoer.AsociateRedoButton(buttRedo);

            //glControl1. = new GraphicsMode(GraphicsMode.Default.ColorFormat, GraphicsMode.Default.Depth, 8);
            gr2d = UVDLPApp.Instance().m_2d_graphics;
            ctlBgndList = new List<ctlBgnd>();
            guiconf = UVDLPApp.Instance().m_gui_config;
            guiconf.TopLevelControl = mainViewSplitContainer.Panel2;
            UpdateButtonList();
            //guiconf.LoadConfiguration(global::UV_DLP_3D_Printer.Properties.Resources.GuiConfig);
            RearrangeGui();

            // toplevel controls must point to this

            glControl1.PaintCallback += new ctlGL.delPaint(DisplayFunc);            

            m_sliceTex = -1;
            RegisterCallbacks();

            UVDLPApp.Instance().m_slicer.Slice_Event += new Slicer.SliceEvent(SliceEv);
            UVDLPApp.Instance().AppEvent += new AppEventDelegate(AppEventDel);
        }
开发者ID:RFranta,项目名称:UVDLPSlicerController,代码行数:35,代码来源:ctl3DView.cs


示例2: Dot

 //dot product
 public double Dot(Vector3d v)
 {
     double dp = ( x * v.x ) +
                ( y * v.y ) +
      	       ( z * v.z );
     return dp;
 }
开发者ID:brots,项目名称:UVDLPSlicerController,代码行数:8,代码来源:Vector3d.cs


示例3: ctl3DView

        public ctl3DView()
        {
            InitializeComponent();
            //Visible = false;
            //SetupSceneTree();
            m_modelAnimTmr = null;
            m_camera = new GLCamera();
            m_axisCam = new GLCamera();
            ResetCameraView();
            m_isectnormal = new Engine3D.Vector3d();

            mainViewSplitContainer.Panel1Collapsed = true;

            UVDLPApp.Instance().m_undoer.AsociateUndoButton(buttUndo);
            UVDLPApp.Instance().m_undoer.AsociateRedoButton(buttRedo);

            //glControl1. = new GraphicsMode(GraphicsMode.Default.ColorFormat, GraphicsMode.Default.Depth, 8);
            gr2d = UVDLPApp.Instance().m_2d_graphics;
            ctlBgndList = new List<ctlBgnd>();
            guiconf = UVDLPApp.Instance().m_gui_config; // set from the main program GUIConfig
            guiconf.TopLevelControl = mainViewSplitContainer.Panel2;
            UpdateButtonList();
            RearrangeGui(); // once the GUIConfig is loaded from the plugins and from the main GUIConfig, the screen is re-arranged

            // toplevel controls must point to this

            glControl1.PaintCallback += new ctlGL.delPaint(DisplayFunc);

            m_sliceTex = -1;
            RegisterCallbacks();

            UVDLPApp.Instance().m_slicer.Slice_Event += new Slicer.SliceEvent(SliceEv);
            UVDLPApp.Instance().AppEvent += new AppEventDelegate(AppEventDel);
        }
开发者ID:tojoevan,项目名称:BGC-CW,代码行数:34,代码来源:ctl3DView.cs


示例4: Dot

        public double Dot(Vector3d v) //dot product 
        {
	        double dp = ( x * v.x ) +
		               ( y * v.y ) +
		     	       ( z * v.z );
	        return dp;
        }
开发者ID:Biseny,项目名称:UVDLPSlicerController,代码行数:7,代码来源:Vector3d.cs


示例5: Cross

 public Vector3d Cross(Vector3d v) 
 {
     Vector3d cr = new Vector3d();
     cr.x = y * v.z - z * v.y;
     cr.y = z * v.x - x * v.z;
     cr.z = x * v.y - y * v.x;
     return cr;
 }
开发者ID:Biseny,项目名称:UVDLPSlicerController,代码行数:8,代码来源:Vector3d.cs


示例6: Polygon

        public bool m_wire; // draw wireframe

        #endregion Fields

        #region Constructors

        public Polygon()
        {
            m_normal = new Vector3d();
            m_color = Color.Gray;
            m_linecolor = Color.Blue;
            m_solid = true;
            m_wire = true;
            m_center = new Point3d();
        }
开发者ID:tojoevan,项目名称:UVDLPSlicerController,代码行数:15,代码来源:Polygon.cs


示例7: IntersectObjects

        public static List<ISectData> IntersectObjects(Vector3d direction, Point3d origin, List<Object3d> objects, bool supports)
        {
            //List<ISectData> m_isectlst = new List<ISectData>();

            try
            {
                if (!vecinit)
                {
                    Initvecs();
                }
                m_isectlst.Clear();
                direction.Normalize();
                direction.Scale(10000.0f);

                IOendp.Set(origin);
                IOendp.x += direction.x;
                IOendp.y += direction.y;
                IOendp.z += direction.z;
                lock (lck)
                {
                    foreach (Object3d obj in objects)
                    {
                        if (obj.tag == Object3d.OBJ_SUPPORT && !supports)
                            continue;
                        // try a less- costly sphere intersect here
                        if (IntersectSphere(origin, IOendp, ref IOintersect, obj.m_center, obj.m_radius))
                        {
                            foreach (Polygon p in obj.m_lstpolys)
                            {
                                //IOintersect = new Point3d();
                                // try a less- costly sphere intersect here
                                if (IntersectSphere(origin, IOendp, ref IOintersect, p.m_center, p.m_radius))
                                {
                                    // if it intersects,
                                    if (RTUtils.IntersectPoly(p, origin, IOendp, ref IOintersect))
                                    {
                                        m_isectlst.Add(new ISectData(obj, p, IOintersect, origin, direction));
                                    }
                                }
                            }
                        }
                    }
                }
                ISectData gp = ISectGroundPlane(direction, origin);
                if (gp != null)
                {
                    m_isectlst.Add(gp);
                }
                m_isectlst.Sort();
            }
            catch (Exception ex)
            {
                DebugLogger.Instance().LogError(ex.Message);
            }
            return m_isectlst;
        }
开发者ID:BenjaminRaymond,项目名称:UVDLPSlicerController,代码行数:56,代码来源:RTUtils.cs


示例8: GLCamera

 public GLCamera()
 {
     viewmat = new Matrix3D();
     deg2rad = (float)(2.0 * Math.PI / 360.0);
     m_zaxis = new Vector3d(0, 0, 1);
     m_dx = m_dy = m_dz = 0;
     m_dir = 1.0f;
     m_bvscalexy = 4.0f;
     m_bvscaleh = 1.2f;
 }
开发者ID:kampos91,项目名称:UVDLPSlicerController,代码行数:10,代码来源:GLCamera.cs


示例9: Vector3d

        static Vector3d newlen = new Vector3d(); // for calculating the radius of this poly

        #endregion Fields

        #region Constructors

        public Polygon()
        {
            m_normal = new Vector3d();
            m_radius = 0.0f;
            m_color = Color.Gray;
            m_center = new Point3d();
            m_minmax = new MinMax(); // really should be bounding box
            m_hidden = false;
            tag = TAG_REGULAR;
        }
开发者ID:kakaka2013,项目名称:UVDLPSlicerController,代码行数:16,代码来源:Polygon.cs


示例10: ctl3DView

        public ctl3DView()
        {
            InitializeComponent();

            //SetupSceneTree();
            m_modelAnimTmr = null;
            m_camera = new GLCamera();
            ResetCameraView();
            m_isectnormal = new Engine3D.Vector3d();
            ctlViewOptions.TreeViewHolder = mainViewSplitContainer;
            ctlViewOptions.LayerNumberScroll = numLayer;
            ctlViewOptions.ObjectInfoPanel = objectInfoPanel;
            ctlViewOptions.SceneControl = ctlScene1;
            mainViewSplitContainer.Panel1Collapsed = true;

            UVDLPApp.Instance().m_undoer.AsociateUndoButton(buttUndo);
            UVDLPApp.Instance().m_undoer.AsociateRedoButton(buttRedo);

            //glControl1. = new GraphicsMode(GraphicsMode.Default.ColorFormat, GraphicsMode.Default.Depth, 8);
            gr2d = UVDLPApp.Instance().m_2d_graphics;
            ctlBgndList = new List<ctlBgnd>();
            guiconf = UVDLPApp.Instance().m_gui_config;
            guiconf.TopLevelControl = mainViewSplitContainer.Panel2;
            UpdateButtonList();
            guiconf.LoadConfiguration(global::UV_DLP_3D_Printer.Properties.Resources.GuiConfig);
            RearrangeGui();

            ctlObjScale.c3d = this;
            ctlObjRotate.c3d = this;
            ctlObjMove.c3d = this;
            ctlSupport.c3d = this;
            objectInfoPanel.c3d = this;
            ctlViewOptions.c3d = this;
            ctlMeshTools1.c3d = this;
            ctlScene1.c3d = this;

            /*ctlImageButton imbtn = new ctlImageButton();
            imbtn.BackColor = System.Drawing.Color.Navy;
            imbtn.CheckImage = null;
            imbtn.Image = global::UV_DLP_3D_Printer.Properties.Resources.homeButt;
            imbtn.Location = new System.Drawing.Point(200, 200);
            imbtn.Name = "buttGlHome";
            imbtn.Size = new System.Drawing.Size(48, 48);
            imbtn.TabIndex = 16;
            imbtn.Visible = true;

            mainViewSplitContainer.Panel2.Controls.Add(imbtn);
            imbtn.BringToFront();*/
            //buttGlHome.GLVisible = true;
            //buttGlHome.BackColor = Color.Transparent;
            //buttGlHome.FixStyle();
            //buttGlHome.BackColor = Color.FromArgb(60,0,0,0);

            m_sliceTex = -1;
        }
开发者ID:njh19,项目名称:UVDLPSlicerController,代码行数:55,代码来源:ctl3DView.cs


示例11: ISectData

 public ISectData(Object3d o, Polygon p, Point3d isect, Point3d orgin, Vector3d dir) 
 {
     intersect = new Point3d();
     intersect.Set(isect);
     origin = new Point3d();
     direction = new Vector3d();
     origin.Set(orgin);
     direction.Set(dir);
     obj = o;
     poly = p;
 }
开发者ID:RFranta,项目名称:UVDLPSlicerController,代码行数:11,代码来源:ISectData.cs


示例12: Polygon

 public Polygon()
 {
     m_normal = new Vector3d();
     m_radius = 0.0;
     m_color = Color.Gray;
     m_linecolor = Color.Blue;
     m_solid = true;
     m_wire = true;
     m_center = new Point3d();
     m_minmax = null;
     plane = new Plane();
 }
开发者ID:rotteman2,项目名称:UVDLPSlicerController,代码行数:12,代码来源:Polygon.cs


示例13: LookAt

 // create a look-at rotation matrix
 public void LookAt(Vector3d dir, Vector3d up)
 {
     //Vector3d dir = new Vector3d(direction.x, direction.y, direction.z);
     //dir.Normalize();
     Vector3d vx = up.Cross(dir);
     vx.Normalize();
     Vector3d vy = dir.Cross(vx);
     vy.Normalize();
     Matrix[0, 0] = vx.x;  Matrix[0, 1] = vx.y;  Matrix[0, 2] = vx.z;  Matrix[0, 3] = 0;
     Matrix[1, 0] = vy.x;  Matrix[1, 1] = vy.y;  Matrix[1, 2] = vy.z;  Matrix[1, 3] = 0;
     Matrix[2, 0] = dir.x; Matrix[2, 1] = dir.y; Matrix[2, 2] = dir.z; Matrix[2, 3] = 0;
     Matrix[3, 0] = 0;     Matrix[3, 1] = 0;     Matrix[3, 2] = 0;     Matrix[3, 3] = 1;
 }
开发者ID:gobrien4418,项目名称:UVDLPSlicerController,代码行数:14,代码来源:Matrix3D.cs


示例14: FindIntersection

        /*
        public class Config
        {
            int xres, yres;
           // double
        }
         * */
        public static bool FindIntersection(Vector3d direction, Point3d origin, ref Point3d intersect)
        {
            UVDLPApp.Instance().CalcScene();
            //bool intersected = false;

              //  Point3d bpoint, tpoint;
              //  Point3d lowest = new Point3d(); // the lowest point of intersection on the z axis
            direction.Normalize();
            direction.Scale(100.0);
            Point3d endp = new Point3d();
            endp.Set(origin);
            endp.x += direction.x;
            endp.y += direction.y;
            endp.z += direction.z;
            /*
            intersect = new Point3d();
            intersect.x = 0.0d;
            intersect.y = 0.0d;
            intersect.z = 0.0d;
            */
            //intersect the scene with a ray

               // intersected = false;
            foreach (Polygon p in UVDLPApp.Instance().Scene.m_lstpolys)
            {
                intersect = new Point3d();
                // try a less- costly sphere intersect here
                if (RTUtils.IntersectSphere(origin, endp, ref intersect, p.m_center, p.m_radius))
                {
                    // if it intersects,
                    if (RTUtils.IntersectPoly(p, origin, endp, ref intersect))
                    {
                        return true;
                        /*
                        // and it's the lowest one
                        if (intersect.z <= lowest.z)
                        {
                            //save this point
                            intersected = true;
                            lowest.Set(intersect);
                        }
                         * */
                    }
                }
            }

            return false;
        }
开发者ID:Elph,项目名称:UVDLPSlicerController,代码行数:55,代码来源:SupportGenerator.cs


示例15: MoveForward

        public void MoveForward(float dist)
        {
            float factor = Vector3d.length(m_eye - m_lookat) / 200.0f;
            if (factor < 0.3)
                factor = 0.3f;
            dist = dist * factor;

            Vector3d diff = (m_eye - m_lookat);
            float len = Vector3d.length(diff) - dist;
            if ((len <= 0) || (len >= 1000))
                return;
            diff.Normalize();
            diff = diff * (float)dist;
            m_eye = m_eye - diff;
            UpdateView();
        }
开发者ID:kakaka2013,项目名称:UVDLPSlicerController,代码行数:16,代码来源:GLCamera.cs


示例16: Initvecs

 static void Initvecs() 
 {
     vecinit = true;
     u = new Vector3d();
     v = new Vector3d();
     n = new Vector3d();
     dir = new Vector3d();
     w0 = new Vector3d();
     w = new Vector3d();
     V = new Vector3d();
     temp = new Vector3d();
     IOendp = new Point3d();
     IOintersect = new Point3d();
     GPendp = new Point3d();
     GPintersect = new Point3d();
     m_isectlst = new List<ISectData>();
 }
开发者ID:Biseny,项目名称:UVDLPSlicerController,代码行数:17,代码来源:RTUtils.cs


示例17: UpdateDirection

 // set rotation direction based on mouse location projected to 3D space
 public void UpdateDirection(float ix, float iy)
 {
     Vector3d mouse = new Vector3d(ix, iy, 0);
     Vector3d horizon = new Vector3d(m_right.x, m_right.y, 0);
     Vector3d perp = Vector3d.cross(mouse, horizon);
     m_dir = Math.Sign(perp.z);
 }
开发者ID:kampos91,项目名称:UVDLPSlicerController,代码行数:8,代码来源:GLCamera.cs


示例18: RotateRightFlat

 public void RotateRightFlat(float deg, float dir)
 {
     Matrix3D rotMat = Rotate(m_zaxis, deg * dir);
     m_target = rotMat.Transform(m_target);
     m_right = rotMat.Transform(m_right);
     m_up = rotMat.Transform(m_up);
     /*m_target = m_lookat - m_eye;    // The "look-at" unit vector.
     m_target.Normalize();
     m_right = Vector3d.cross(m_target, m_up);*/
     UpdateView();
 }
开发者ID:kampos91,项目名称:UVDLPSlicerController,代码行数:11,代码来源:GLCamera.cs


示例19: ISectGroundPlane

        private static ISectData ISectGroundPlane(Vector3d direction, Point3d origin)
        {
            ISectData isect = null;
            direction.Normalize();
            direction.Scale(10000.0f);

            GPendp.Set(origin);
            GPendp.x += direction.x;
            GPendp.y += direction.y;
            GPendp.z += direction.z;
            // intersect with the imaginary groundplane object;
            if (m_gp == null) 
            {
                CreateGroundPlane();
            }
            if (IntersectSphere(origin, GPendp, ref GPintersect, m_gp.m_center, m_gp.m_radius))
            {
                foreach (Polygon p in m_gp.m_lstpolys)
                {
                    //GPintersect = new Point3d();
                    // try a less- costly sphere intersect here   
                    if (IntersectSphere(origin, GPendp, ref GPintersect, p.m_center, p.m_radius))
                    {
                        // if it intersects,
                        if (RTUtils.IntersectPoly(p, origin, GPendp, ref GPintersect))
                        {
                           isect = new ISectData(m_gp, p, GPintersect, origin, direction);
                        }
                    }
                }
            }
            return isect;
        }
开发者ID:Biseny,项目名称:UVDLPSlicerController,代码行数:33,代码来源:RTUtils.cs


示例20: GenerateFromBitmap

        public bool GenerateFromBitmap(string file, Vector3d f) 
        {
            try
            {
                m_name = Path.GetFileName(file);
                Bitmap bm = new Bitmap(file);
                // add 3d points
                for (int y = 0; y < bm.Height; y++) 
                {
                    for (int x = 0; x < bm.Width; x++) 
                    {
                        Color clr = bm.GetPixel(x, y);
                        Point3d pnt = new Point3d();
                        pnt.x = f.x * ((float)x);
                        pnt.y = f.y * ((float)y);
                        pnt.z = f.z * ((float)clr.R);
                        m_lstpoints.Add(pnt);
                    }
                }
                // now generate polys
                for (int y = 0; y < bm.Height  ; y++)
                {
                    for (int x = 0; x < bm.Width ; x++)
                    {
                        if (y == (bm.Height - 1)) continue;
                        if (x == (bm.Width - 1)) continue;
                        Polygon ply = new Polygon();
                        ply.m_points = new Point3d[3];
                        int idx1 = (y * bm.Width) + x;
                        int idx2 = (y * bm.Width) + x + 1;
                        int idx3 = (y * bm.Width) + x + bm.Width ;
                        ply.m_points[0] = (Point3d)m_lstpoints[idx1];
                        ply.m_points[1] = (Point3d)m_lstpoints[idx2];
                        ply.m_points[2] = (Point3d)m_lstpoints[idx3];
                        ply.CalcCenter();
                        ply.CalcNormal();
                        m_lstpolys.Add(ply);
                        
                       
                        Polygon ply2 = new Polygon();
                        ply2.m_points = new Point3d[3];
                        idx1 = (y * bm.Width) + x + 1;
                        idx2 = (y * bm.Width) + x + bm.Width + 1;
                        idx3 = (y * bm.Width) + x + bm.Width;
                        ply2.m_points[0] = (Point3d)m_lstpoints[idx1];
                        ply2.m_points[1] = (Point3d)m_lstpoints[idx2];
                        ply2.m_points[2] = (Point3d)m_lstpoints[idx3];

                        ply2.CalcCenter();
                        ply2.CalcNormal();
                        m_lstpolys.Add(ply2);
                         
                    }
                }
                Update();
                return true;
            }
            catch (Exception) 
            {
                return false;
            }
        }
开发者ID:nick570775,项目名称:UVDLPSlicerController,代码行数:62,代码来源:Object3d.cs



注:本文中的Engine3D.Vector3d类示例整理自Github/MSDocs等源码及文档管理平台,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。


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