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C# float3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float3的典型用法代码示例。如果您正苦于以下问题:C# float3类的具体用法?C# float3怎么用?C# float3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。



float3类属于命名空间,在下文中一共展示了float3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: Acceleration

        // Callback for acceleration 
        // (ODE solver uses x" = F/m) applied to particle i.  
        // The positions and velocities are not necessarily
        // m_akPosition and m_akVelocity since the ODE solver evaluates the
        // impulse function at intermediate positions.
        protected override float3 Acceleration(int i, Real fTime, float3[] akPosition, float3[] akVelocity)
        {
            // Compute spring forces on position X[i].  The positions are not
            // necessarily m_akPosition since the RK4 solver in ParticleSystem
            // evaluates the acceleration function at intermediate positions.  The end
            // points of the curve of masses must be handled separately since each
            // has only one spring attached to it.

            float3 kAcceleration = ExternalAcceleration(i, fTime, akPosition, akVelocity);

            float3 kDiff, kForce;
            Real fRatio;

            if (i > 0)
            {
                int iM1 = i - 1;
                kDiff = akPosition[iM1] - akPosition[i];
                fRatio = m_afLength[iM1] / kDiff.Length;
                kForce = m_afConstant[iM1] * (((Real)1.0) - fRatio) * kDiff;
                kAcceleration += MassInverse[i] * kForce;
            }

            int iP1 = i + 1;
            if (iP1 < NumParticles)
            {
                kDiff = akPosition[iP1] - akPosition[i];
                fRatio = m_afLength[i] / kDiff.Length;
                kForce = m_afConstant[i] * (((Real)1.0) - fRatio) * kDiff;
                kAcceleration += MassInverse[i] * kForce;
            }

            return kAcceleration;
        }
开发者ID:Wiladams,项目名称:NewTOAPIA,代码行数:38,代码来源:MassSpringCurve.cs


示例2: Sheep

        public Sheep(RenderContext rc, float3 position, float3 rotation, float3 scaleFactor,  SceneRenderer sc, Game game)
            : base(rc, position, rotation, scaleFactor, sc)
        {
            _distance = position.Length;
            if (_distance > 60)
            {
                _score = 120;
            }
            if (_distance > 40)
            {
                _score = 80;
            }
            else
            {
                _score = 50;
            }
            Speed = (5 / _distance) * game.Level;
            Radius = 4f;
            _game = game;
            Pos = position;
            _alpha = (float)Math.Tan(Pos.z/Pos.x);
            Tag = "Sheep";
            _level = 1;
            //zufällige Wellenbewegung

            if (position.x % 2 == 0)
            {
                TheWave = SinWave;
            }
            else
            {
                TheWave = CosWave;
            }
        }
开发者ID:GameProduction,项目名称:ScharfschiessenGame,代码行数:34,代码来源:Sheep.cs


示例3: float4x3

 public float4x3(float3x3 R, float3 t)
 {
     M11 = R.M11; M12 = R.M12; M13 = R.M13;
     M21 = R.M21; M22 = R.M22; M23 = R.M23;
     M31 = R.M31; M32 = R.M32; M33 = R.M33;
     M41 = t.x; M42 = t.y; M43 = t.z;
 }
开发者ID:Wiladams,项目名称:NewTOAPIA,代码行数:7,代码来源:float4x3.cs


示例4: float4

 public float4(float3 v, float _w)
 {
     x = v.x;
     y = v.y;
     z = v.z;
     w = _w;
 }
开发者ID:QueenStarfinder,项目名称:WhiteCore-Dev,代码行数:7,代码来源:float4.cs


示例5: EvalDistance

 /// <summary>
 /// Evaluates the distance to the closest distance field primitive in the field
 /// </summary>
 /// <param name="_Position"></param>
 /// <returns></returns>
 public float EvalDistance( float3 _Position )
 {
     float	Distance = float.MaxValue;
     foreach ( IDistanceFieldPrimitive P in m_Primitives )
         Distance = Math.Min( Distance, P.Eval( _Position ) );
     return Distance;
 }
开发者ID:Patapom,项目名称:GodComplex,代码行数:12,代码来源:AABBTree.cs


示例6: PointLight

 /// <summary>
 /// Initializes a new instance of the <see cref="PointLight"/> class. Only the channel is needed. Other params
 /// will be set to default value. 
 /// </summary>
 /// <param name="channel">The memory space of the light(0 - 7).</param>
 public PointLight(int channel)
 {
     _type = LightType.Point;
     _position = new float3(0, 0, 0);
     _diffuseColor = new float4(1, 1, 1, 1);
     _channel = channel;
 }
开发者ID:GameProduction,项目名称:ScharfschiessenGame,代码行数:12,代码来源:PointLight.cs


示例7: float4x4

 public float4x4(float3x3 R, float3 t)
 {
     M11 = R.M11; M12 = R.M12; M13 = R.M13; M14 = 0;
     M21 = R.M21; M22 = R.M22; M23 = R.M23; M24 = 0;
     M31 = R.M31; M32 = R.M32; M33 = R.M33; M34 = 0;
     M41 = t.x; M42 = t.y; M43 = t.z; M44 = 1;
 }
开发者ID:Wiladams,项目名称:NewTOAPIA,代码行数:7,代码来源:float4x4.cs


示例8: axis

 public float3 axis()
 {
     float3 a = new float3(x, y, z);
     if (Math.Abs(angle()) < 0.0000001f)
         return new float3(1f, 0f, 0f);
     return a * (1 / (float)Math.Sin(angle() / 2.0f));
 }
开发者ID:BogusCurry,项目名称:halcyon,代码行数:7,代码来源:Quaternion.cs


示例9: DrawLine

        public void DrawLine(float3 start, float3 end, float width, Color startColor, Color endColor)
        {
            renderer.CurrentBatchRenderer = this;

            if (nv + 6 > renderer.TempBufferSize)
                Flush();

            var delta = (end - start) / (end - start).XY.Length;
            var corner = width / 2 * new float3(-delta.Y, delta.X, delta.Z);

            startColor = Util.PremultiplyAlpha(startColor);
            var sr = startColor.R / 255.0f;
            var sg = startColor.G / 255.0f;
            var sb = startColor.B / 255.0f;
            var sa = startColor.A / 255.0f;

            endColor = Util.PremultiplyAlpha(endColor);
            var er = endColor.R / 255.0f;
            var eg = endColor.G / 255.0f;
            var eb = endColor.B / 255.0f;
            var ea = endColor.A / 255.0f;

            vertices[nv++] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
            vertices[nv++] = new Vertex(start + corner + Offset, sr, sg, sb, sa, 0, 0);
            vertices[nv++] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
            vertices[nv++] = new Vertex(end + corner + Offset, er, eg, eb, ea, 0, 0);
            vertices[nv++] = new Vertex(end - corner + Offset, er, eg, eb, ea, 0, 0);
            vertices[nv++] = new Vertex(start - corner + Offset, sr, sg, sb, sa, 0, 0);
        }
开发者ID:pchote,项目名称:OpenRA,代码行数:29,代码来源:RgbaColorRenderer.cs


示例10: AddBoxShape

 public BoxShape AddBoxShape(float3 boxHalfExtents)
 {
     IBoxShapeImp iBoxShapeImp = _dwi.AddBoxShape(boxHalfExtents);
     var retval = new BoxShape();
     retval.BoxShapeImp = iBoxShapeImp;
     iBoxShapeImp.UserObject = retval;
     return retval;
 }
开发者ID:juradosa,项目名称:BeeTheGame,代码行数:8,代码来源:DynamicWorld.cs


示例11: Float3Lerp

 /// <summary>
 /// Lerp Function for Float3.
 /// </summary>
 public static float3 Float3Lerp(float3 val1, float3 val2, float time1, float time2)
 {
     float3 values = new float3();
     values.x = val1.x + ((val2.x - val1.x) / time1) * time2;
     values.y = val1.y + ((val2.y - val1.y) / time1) * time2;
     values.z = val1.z + ((val2.z - val1.z) / time1) * time2;
     return values;
 }
开发者ID:GameProduction,项目名称:ScharfschiessenGame,代码行数:11,代码来源:Lerp.cs


示例12: SpotLight

 /// <summary>
 /// Initializes a new instance of the <see cref="SpotLight"/> class. Only the channel is needed.
 /// </summary>
 /// <param name="channel">The memory space of the light(0 - 7).</param>
 public SpotLight( int channel)
 {
     _type = LightType.Spot;
     _position = new float3(0,0,0);
     _direction = new float3(0,-1,0);
     _diffuseColor = new float4(1, 1, 1, 1);
     _channel = channel;
 }
开发者ID:GameProduction,项目名称:ScharfschiessenGame,代码行数:12,代码来源:SpotLight.cs


示例13: DrawTargetMarker

 public static void DrawTargetMarker(WorldRenderer wr, Color color, float3 location)
 {
     var iz = 1 / wr.Viewport.Zoom;
     var offset = new float2(iz, iz);
     var tl = location - offset;
     var br = location + offset;
     Game.Renderer.WorldRgbaColorRenderer.FillRect(tl, br, color);
 }
开发者ID:pchote,项目名称:OpenRA,代码行数:8,代码来源:TargetLineRenderable.cs


示例14: RenderAFrame

        // is called once a frame
        public override void RenderAFrame()
        {
            RC.Clear(ClearFlags.Color | ClearFlags.Depth);

            Point pt = Input.Instance.GetMousePos();
            var mousePosWorld = new float3(pt.x - Width/2, Height/2 - pt.y, 0);
            mousePosWorld = 2*CamDist/SquareScreenPxls*mousePosWorld;

            var lineWidthFactor = 1.0f;
            if (Input.Instance.IsButton(MouseButtons.Left))
            {
                lineWidthFactor = 3.0f;
                _shaderEffect.SetEffectParam("uLineColor", new float4(1, 0.2f, 0.2f, 0.9f));
            }
            else
            {
                _shaderEffect.SetEffectParam("uLineColor", new float4(0, 0, 0, 1));
            }
            _shaderEffect.SetEffectParam("uLineWidth",
                new float2(lineWidthFactor*LineWidth/_normWidth, lineWidthFactor*LineWidth/_normHeight));

            var curMaxRotChange =
                (float) (MaxRotChange*Math.Abs(Input.Instance.GetAxis(InputAxis.MouseX))*Time.Instance.DeltaTime);
            float angleHorzDelta =
                Math.Min(
                    Math.Max(RotationSpeed*-Input.Instance.GetAxis(InputAxis.MouseX) - _angleHorz, -curMaxRotChange),
                    curMaxRotChange);
            _angleHorz = (float) Math.Max(-0.5f*Math.PI, Math.Min(_angleHorz + angleHorzDelta, 0.5f*Math.PI));

            curMaxRotChange =
                (float) (MaxRotChange*Math.Abs(Input.Instance.GetAxis(InputAxis.MouseY))*Time.Instance.DeltaTime);
            float angleVertDelta =
                Math.Min(
                    Math.Max(RotationSpeed*-Input.Instance.GetAxis(InputAxis.MouseY) - _angleVert, -curMaxRotChange),
                    curMaxRotChange);
            _angleVert = (float) Math.Max(-0.7f*Math.PI, Math.Min(_angleVert + angleVertDelta, 0.2f*Math.PI));

            /* float angleVertDelta =
                Math.Min(Math.Max(_angleVert - RotationSpeed * -Input.Instance.GetAxis(InputAxis.MouseX), -_maxRotChange), _maxRotChange);
            _angleVert += angleVertDelta;*/

            var mtxRot = float4x4.CreateRotationY(_angleHorz)*float4x4.CreateRotationX(_angleVert);
            var mtxCam = float4x4.LookAt(0, 0, CamDist, 0, 0, 0, 0, 1, 0);

            var curDamp = (float) Math.Exp(-Damping*Time.Instance.DeltaTime);
            _angleHorz *= curDamp;
            _angleVert *= curDamp;

            // first mesh
            RC.ModelView = float4x4.CreateRotationX((float) (-0.3*Math.PI))*
                           new float4x4(HandScale, 0, 0, 0, 0, HandScale, 0, 0, 0, 0, HandScale, 0, 0, 0, 0, 1)*mtxRot*
                           float4x4.CreateTranslation(mousePosWorld)*mtxCam;

            _shaderEffect.RenderMesh(_meshTea);

            // swap buffers
            Present();
        }
开发者ID:GameProduction,项目名称:ScharfschiessenGame,代码行数:59,代码来源:Main.cs


示例15: Quaternion

 public Quaternion(float3 v, float t)
 {
     v = float3.normalize(v);
     w = (float)Math.Cos(t / 2.0f);
     v = v * (float)Math.Sin(t / 2.0f);
     x = v.x;
     y = v.y;
     z = v.z;
 }
开发者ID:VirtualReality,项目名称:Universe,代码行数:9,代码来源:Quaternion.cs


示例16: RenderPointLight

 /// <summary>
 /// Initializes a new instance of the <see cref="RenderPointLight" /> class. Position, color, type and channel are needed.
 /// </summary>
 /// <param name="position">The position of the light.</param>
 /// <param name="diffuse">The diffuse light color.</param>
 /// <param name="ambient">The ambient light color.</param>
 /// <param name="specular">The specular light color.</param>
 /// <param name="type">The light type.</param>
 /// <param name="channel">The memory space of the light(0 - 7).</param>
 public RenderPointLight(float3 position, float4 diffuse, float4 ambient, float4 specular, Light.LightType type, int channel)
 {
     _position = position;
     _type = Light.LightType.Point;
     _diffuseColor = diffuse;
     _ambientColor = ambient;
     _specularColor = specular;
     _channel = channel;
 }
开发者ID:GameProduction,项目名称:ScharfschiessenGame,代码行数:18,代码来源:RenderPointLight.cs


示例17: getSidePlane

        private static PlaneTriResult getSidePlane(float3 p, float4 plane, float epsilon)
        {
            float d = DistToPt(p, plane);

            if ((d + epsilon) > 0f)
                return PlaneTriResult.PTR_FRONT; // it is 'in front' within the provided epsilon value.

            return PlaneTriResult.PTR_BACK;
        }
开发者ID:Virtual-Universe,项目名称:Virtual-Universe,代码行数:9,代码来源:PlaneTri.cs


示例18: Tomato

 public Tomato(RenderContext rc, float3 position, float3 rotation, float3 scaleFactor,SceneRenderer sc, RigidBody tomatoRigidBody, Game game, DynamicWorld world)
     : base(rc, position, rotation, scaleFactor, sc)
 {
     TomatoRb = tomatoRigidBody;
     Radius = 2f;
     Tag = "Tomato";
     timer = 2.0f;
     _game = game;
     _world = world;
 }
开发者ID:GameProduction,项目名称:ScharfschiessenGame,代码行数:10,代码来源:Tomato.cs


示例19: Transform

        public void Transform(float3 position, Quaternion orientation)
        {
            //   Transforms the plane to the space defined by the
            //   given position/orientation
            float3 newNormal = Quaternion.Inverse(orientation) * normal;
            float3 origin = Quaternion.Inverse(orientation) * (-normal * dist - position);

            normal = newNormal;
            dist = -float3.dot(newNormal, origin);
        }
开发者ID:Gitlab11,项目名称:opensim,代码行数:10,代码来源:Plane.cs


示例20: DirectionalLight

 /// <summary>
 /// Creates a directional light in the scene. Direction, color and position will get standart values.
 /// Channel is needed. It is possible to set up to 8 lights in the scene.
 /// </summary>
 /// <param name="channel">The memory space of the light(0 - 7).</param>
 public DirectionalLight( int channel)
 {
     _position = new float3(0,0,0);
     _direction = new float3(0,-1,0);
     _diffuseColor = new float4(0.6f, 0.6f, 0.6f, 1);
     _ambientColor = new float4(0.3f, 0.3f, 0.3f, 1);
     _specularColor = new float4(0.1f, 0.1f, 0.1f, 1);
     _type = LightType.Directional;
     _channel = channel;
 }
开发者ID:GameProduction,项目名称:ScharfschiessenGame,代码行数:15,代码来源:DirectionalLight.cs



注:本文中的float3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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