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



SculptType类属于命名空间,在下文中一共展示了SculptType类的14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: SculptMeshFromFile

 public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
 {
     Bitmap bitmap = (Bitmap) Image.FromFile(fileName);
     SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
     bitmap.Dispose();
     return sculptMesh;
 }
开发者ID:nathanmarck,项目名称:Aurora-Sim,代码行数:7,代码来源:SculptMesh.cs


示例2: SculptMesh

        public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool mirror, bool invert)
        {
            if (mirror)
                invert = !invert;

            SculptMap smap = new SculptMap(sculptBitmap, lod);

            List<List<Coord>> rows = smap.ToRows(mirror);

            _SculptMesh(rows, sculptType, invert);
        }
开发者ID:CassieEllen,项目名称:opensim,代码行数:11,代码来源:SculptMesh.cs


示例3: _SculptMesh

        private void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror,
                                 bool invert)
        {
            coords = new List<Coord>();
            faces = new List<Face>();
            normals = new List<Coord>();
            uvs = new List<UVCoord>();

            sculptType = (SculptType) (((int) sculptType) & 0x07);

            if (mirror)
                invert = !invert;

            viewerFaces = new List<ViewerFace>();

            int width = rows[0].Count;

            int p1, p2, p3, p4;

            int imageX, imageY;

            if (sculptType != SculptType.plane)
            {
                if (rows.Count%2 == 0)
                {
                    foreach (List<Coord> t in rows)
                        t.Add(t[0]);
                }
                else
                {
                    int lastIndex = rows[0].Count - 1;

                    foreach (List<Coord> t in rows)
                        t[0] = t[lastIndex];
                }
            }

            Coord topPole = rows[0][width/2];
            Coord bottomPole = rows[rows.Count - 1][width/2];

            if (sculptType == SculptType.sphere)
            {
                if (rows.Count%2 == 0)
                {
                    int count = rows[0].Count;
                    List<Coord> topPoleRow = new List<Coord>(count);
                    List<Coord> bottomPoleRow = new List<Coord>(count);

                    for (int i = 0; i < count; i++)
                    {
                        topPoleRow.Add(topPole);
                        bottomPoleRow.Add(bottomPole);
                    }
                    rows.Insert(0, topPoleRow);
                    rows.Add(bottomPoleRow);
                }
                else
                {
                    int count = rows[0].Count;

                    List<Coord> topPoleRow = rows[0];
                    List<Coord> bottomPoleRow = rows[rows.Count - 1];

                    for (int i = 0; i < count; i++)
                    {
                        topPoleRow[i] = topPole;
                        bottomPoleRow[i] = bottomPole;
                    }
                }
            }

            if (sculptType == SculptType.torus)
                rows.Add(rows[0]);

            int coordsDown = rows.Count;
            int coordsAcross = rows[0].Count;

            float widthUnit = 1.0f/(coordsAcross - 1);
            float heightUnit = 1.0f/(coordsDown - 1);

            for (imageY = 0; imageY < coordsDown; imageY++)
            {
                int rowOffset = imageY*coordsAcross;

                for (imageX = 0; imageX < coordsAcross; imageX++)
                {
                    /*
                    *   p1-----p2
                    *   | \ f2 |
                    *   |   \  |
                    *   | f1  \|
                    *   p3-----p4
                    */

                    p4 = rowOffset + imageX;
                    p3 = p4 - 1;

                    p2 = p4 - coordsAcross;
                    p1 = p3 - coordsAcross;

//.........这里部分代码省略.........
开发者ID:nathanmarck,项目名称:Aurora-Sim,代码行数:101,代码来源:SculptMesh.cs


示例4: SculptMesh

 public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
 {
     _SculptMesh(rows, sculptType, viewerMode, mirror, invert);
 }
开发者ID:nathanmarck,项目名称:Aurora-Sim,代码行数:4,代码来源:SculptMesh.cs


示例5: Deserialize

            public void Deserialize(OSDMap map)
            {
                GroupID = map["group-id"].AsUUID();
                Material = (Material)map["material"].AsInteger();
                Name = map["name"].AsString();
                Position = map["pos"].AsVector3();
                Rotation = map["rotation"].AsQuaternion();
                Scale = map["scale"].AsVector3();

                // Extra params
                OSDArray extraParams = map["extra_parameters"] as OSDArray;
                if (extraParams != null)
                {
                    ExtraParams = new ExtraParam[extraParams.Count];
                    for (int i = 0; i < extraParams.Count; i++)
                    {
                        ExtraParam extraParam = new ExtraParam();
                        extraParam.Deserialize(extraParams[i] as OSDMap);
                        ExtraParams[i] = extraParam;
                    }
                }
                else
                {
                    ExtraParams = new ExtraParam[0];
                }

                // Faces
                OSDArray faces = map["facelist"] as OSDArray;
                if (faces != null)
                {
                    Faces = new Face[faces.Count];
                    for (int i = 0; i < faces.Count; i++)
                    {
                        Face face = new Face();
                        face.Deserialize(faces[i] as OSDMap);
                        Faces[i] = face;
                    }
                }
                else
                {
                    Faces = new Face[0];
                }

                // Shape
                OSDMap shape = map["shape"] as OSDMap;
                OSDMap path = shape["path"] as OSDMap;
                PathBegin = (float)path["begin"].AsReal();
                PathCurve = path["curve"].AsInteger();
                PathEnd = (float)path["end"].AsReal();
                RadiusOffset = (float)path["radius_offset"].AsReal();
                Revolutions = (float)path["revolutions"].AsReal();
                ScaleX = (float)path["scale_x"].AsReal();
                ScaleY = (float)path["scale_y"].AsReal();
                ShearX = (float)path["shear_x"].AsReal();
                ShearY = (float)path["shear_y"].AsReal();
                Skew = (float)path["skew"].AsReal();
                TaperX = (float)path["taper_x"].AsReal();
                TaperY = (float)path["taper_y"].AsReal();
                Twist = (float)path["twist"].AsReal();
                TwistBegin = (float)path["twist_begin"].AsReal();

                OSDMap profile = shape["profile"] as OSDMap;
                ProfileBegin = (float)profile["begin"].AsReal();
                ProfileCurve = profile["curve"].AsInteger();
                ProfileEnd = (float)profile["end"].AsReal();
                ProfileHollow = (float)profile["hollow"].AsReal();

                OSDMap sculpt = shape["sculpt"] as OSDMap;
                if (sculpt != null)
                {
                    SculptID = sculpt["id"].AsUUID();
                    SculptType = (SculptType)sculpt["type"].AsInteger();
                }
                else
                {
                    SculptID = UUID.Zero;
                    SculptType = 0;
                }
            }
开发者ID:justincc,项目名称:libopenmetaverse,代码行数:79,代码来源:LindenMessages.cs


示例6: GenerateSculptMesh

        private static List<Vertex> GenerateSculptMesh(int sculptWidth, int sculptHeight, int sizeS, int sizeT, SculptType sculptType, bool invert, bool mirror, Bitmap sculptTexture)
        {
            bool reverseHorizontal = (invert) ? !mirror : mirror;

            List<Vertex> mesh = new List<Vertex>(sizeS * sizeT);

            Rectangle rect = new Rectangle(0, 0, sculptWidth, sculptHeight);
            BitmapData bmpData = sculptTexture.LockBits(rect, ImageLockMode.ReadOnly, sculptTexture.PixelFormat);
            int components = (sculptTexture.PixelFormat == (sculptTexture.PixelFormat | PixelFormat.Alpha)) ? 4 : 3;
            //int offset = bmpData.Stride - sculptWidth * components;

            for (int s = sizeS - 1; s >= 0; s--)
            {
                // Run along the profile
                for (int t = 0; t < sizeT; t++)
                {
                    int reversedT = t;
                    if (reverseHorizontal)
                        reversedT = sizeT - t - 1;

                    int x = (int)((float)reversedT / (sizeT - 1) * (float)sculptWidth);
                    int y = (int)((float)s / (sizeS - 1) * (float)sculptHeight);

                    if (y == 0) // Top row stitching
                    {
                        // Pinch?
                        if (sculptType == SculptType.Sphere)
                            x = sculptWidth / 2;
                    }

                    if (y == sculptHeight)  // Bottom row stitching
                    {
                        // Wrap?
                        if (sculptType == SculptType.Torus)
                            y = 0;
                        else
                            y = sculptHeight - 1;

                        // Pinch?
                        if (sculptType == SculptType.Sphere)
                            x = sculptWidth / 2;
                    }

                    if (x == sculptWidth) // Side stitching
                    {
                        // Wrap?
                        if (sculptType == SculptType.Sphere || sculptType == SculptType.Torus || sculptType == SculptType.Cylinder)
                            x = 0;
                        else
                            x = sculptWidth - 1;
                    }

                    Vector3 pos;

                    unsafe
                    {
                        byte* ptr = (byte*)bmpData.Scan0 + (y * bmpData.Stride) + (x * components);
                        pos = SculptRGBToVector(*(ptr + 2), *(ptr + 1), *(ptr + 0));
                    }

                    if (mirror)
                        pos.X *= -1f;

                    // The rest of the vertex parameters will be set later
                    mesh.Add(new Vertex { Position = pos });
                }
            }

            sculptTexture.UnlockBits(bmpData);
            return mesh;
        }
开发者ID:RavenB,项目名称:gridsearch,代码行数:71,代码来源:LindenRenderer.cs


示例7: GetSculptMesh

        public Mesh GetSculptMesh(UUID assetid, TextureExtended sculpttex, SculptType stype, Primitive prim)
        {
            Mesh result = null;

            lock (StoredMesh)
            {
                if (StoredMesh.ContainsKey(assetid.ToString()))
                {
                    result = StoredMesh[assetid.ToString()];
                    return result;
                }
            }
            if (result == null)
            {
                System.Drawing.Bitmap bm = sculpttex.DOTNETImage;
                result = PrimMesherG.SculptIrrMesh(bm, stype);
                if (!killed.Contains(sculpttex.Raw))
                {
                    try
                    {
                        killed.Add(sculpttex.Raw);
                        device.VideoDriver.RemoveTexture(sculpttex);
                    }
                    catch (AccessViolationException)
                    {
                        VUtil.LogConsole(this.ToString() + "[ACCESSVIOLATION]", "MeshFactory::GetSculptMesh");
                        System.Console.WriteLine("Unable to remove a sculpt texture from the video driver!");
                    }
                }
                bm.Dispose();
                if (result != null)
                {
                    lock (StoredMesh)
                    {
                        if (!StoredMesh.ContainsKey(assetid.ToString()))
                        {
                            StoredMesh.Add(assetid.ToString(), result);
                        }
                    }
                }
            }

            if (result != null)
            {
                return result;
            }

            return null;
        }
开发者ID:foxracle,项目名称:3di-viewer-rei,代码行数:49,代码来源:MeshFactory.cs


示例8: _SculptMesh

        void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
        {
            coords = new List<Coord>();
            faces = new List<Face>();
            normals = new List<Coord>();
            uvs = new List<UVCoord>();

            sculptType = (SculptType)(((int)sculptType) & 0x07);

            if (mirror)
                if (sculptType == SculptType.plane)
                    invert = !invert;

            float sourceScaleFactor = (float)(lod) / (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height);

            int scale = (int)(1.0f / sourceScaleFactor);
            if (scale < 1) scale = 1;

            _SculptMesh(bitmap2Coords(sculptBitmap, scale, mirror), sculptType, viewerMode, mirror, invert);
        }
开发者ID:huanvn,项目名称:PrimMesher,代码行数:20,代码来源:SculptMesh.cs


示例9: _SculptMesh

        void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
        {
            coords = new List<Coord>();
            faces = new List<Face>();
            normals = new List<Coord>();
            uvs = new List<UVCoord>();

            sculptType = (SculptType)(((int)sculptType) & 0x07);

            if (mirror)
                if (sculptType == SculptType.plane)
                    invert = !invert;

            float sourceScaleFactor = (float)(lod) / (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height);

            int scale = (int)(1.0f / sourceScaleFactor);
            if (scale < 1) scale = 1;

            List<List<Coord>> rows = bitmap2Coords(sculptBitmap, scale, mirror);

            viewerFaces = new List<ViewerFace>();

            int width = sculptBitmap.Width / scale;
            // int height = sculptBitmap.Height / scale;

            int p1, p2, p3, p4;

            int imageX, imageY;

            if (sculptType != SculptType.plane)
            {
                for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
                    rows[rowNdx].Add(rows[rowNdx][0]);
                }

            Coord topPole = rows[0][width / 2];
            Coord bottomPole = rows[rows.Count - 1][width / 2];

            if (sculptType == SculptType.sphere)
            {
                int count = rows[0].Count;
                List<Coord> topPoleRow = new List<Coord>(count);
                List<Coord> bottomPoleRow = new List<Coord>(count);

                for (int i = 0; i < count; i++)
                {
                    topPoleRow.Add(topPole);
                    bottomPoleRow.Add(bottomPole);
                }
                rows.Insert(0, topPoleRow);
                rows.Add(bottomPoleRow);
            }
            else if (sculptType == SculptType.torus)
                rows.Add(rows[0]);

            int coordsDown = rows.Count;
            int coordsAcross = rows[0].Count;

            float widthUnit = 1.0f / (coordsAcross - 1);
            float heightUnit = 1.0f / (coordsDown - 1);

            for (imageY = 0; imageY < coordsDown; imageY++)
            {
                int rowOffset = imageY * coordsAcross;

                for (imageX = 0; imageX < coordsAcross; imageX++)
                {
                    /*
                    *   p1-----p2
                    *   | \ f2 |
                    *   |   \  |
                    *   | f1  \|
                    *   p3-----p4
                    */

                        p4 = rowOffset + imageX;
                        p3 = p4 - 1;

                    p2 = p4 - coordsAcross;
                    p1 = p3 - coordsAcross;

                    this.coords.Add(rows[imageY][imageX]);
                    if (viewerMode)
                    {
                        this.normals.Add(new Coord());
                        this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
                    }

                    if (imageY > 0 && imageX > 0)
                    {
                        Face f1, f2;

                        if (viewerMode)
                        {
                            if (invert)
                            {
                                f1 = new Face(p1, p4, p3, p1, p4, p3);
                                f1.uv1 = p1;
                                f1.uv2 = p4;
                                f1.uv3 = p3;
//.........这里部分代码省略.........
开发者ID:drzo,项目名称:opensim4opencog,代码行数:101,代码来源:SculptMesh.cs


示例10: calcVertexNormals

        void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
        {  // compute vertex normals by summing all the surface normals of all the triangles sharing
            // each vertex and then normalizing
            int numFaces = faces.Count;
            for (int i = 0; i < numFaces; i++)
            {
                Face face = faces[i];
                Coord surfaceNormal = face.SurfaceNormal(this.coords);
                normals[face.n1] += surfaceNormal;
                normals[face.n2] += surfaceNormal;
                normals[face.n3] += surfaceNormal;
            }

            int numNormals = normals.Count;
            for (int i = 0; i < numNormals; i++)
                normals[i] = normals[i].Normalize();

            if (sculptType != SculptType.plane)
            { // blend the vertex normals at the cylinder seam
                for (int y = 0; y < ySize; y++)
                {
                    int rowOffset = y * xSize;

                    normals[rowOffset] = normals[rowOffset + xSize - 1] = (normals[rowOffset] + normals[rowOffset + xSize - 1]).Normalize();
                }
            }

            foreach (Face face in faces)
            {
                ViewerFace vf = new ViewerFace(0);
                vf.v1 = coords[face.v1];
                vf.v2 = coords[face.v2];
                vf.v3 = coords[face.v3];

                vf.coordIndex1 = face.v1;
                vf.coordIndex2 = face.v2;
                vf.coordIndex3 = face.v3;

                vf.n1 = normals[face.n1];
                vf.n2 = normals[face.n2];
                vf.n3 = normals[face.n3];

                vf.uv1 = uvs[face.uv1];
                vf.uv2 = uvs[face.uv2];
                vf.uv3 = uvs[face.uv3];

                viewerFaces.Add(vf);
            }
        }
开发者ID:VirtualReality,项目名称:Libs,代码行数:49,代码来源:SculptMesh.cs


示例11: _SculptMesh

        private void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool invert)
        {
            coords = new List<Coord>();
            faces = new List<Face>();

            sculptType = (SculptType)(((int)sculptType) & 0x07);

            int width = rows[0].Count;

            int p1, p2, p3, p4;

            int imageX, imageY;

            if (sculptType != SculptType.plane)
            {
                if (rows.Count % 2 == 0)
                {
                    for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
                        rows[rowNdx].Add(rows[rowNdx][0]);
                }
                else
                {
                    int lastIndex = rows[0].Count - 1;

                    for (int i = 0; i < rows.Count; i++)
                        rows[i][0] = rows[i][lastIndex];
                }
            }

            Coord topPole = rows[0][width / 2];
            Coord bottomPole = rows[rows.Count - 1][width / 2];

            if (sculptType == SculptType.sphere)
            {
                if (rows.Count % 2 == 0)
                {
                    int count = rows[0].Count;
                    List<Coord> topPoleRow = new List<Coord>(count);
                    List<Coord> bottomPoleRow = new List<Coord>(count);

                    for (int i = 0; i < count; i++)
                    {
                        topPoleRow.Add(topPole);
                        bottomPoleRow.Add(bottomPole);
                    }
                    rows.Insert(0, topPoleRow);
                    rows.Add(bottomPoleRow);
                }
                else
                {
                    int count = rows[0].Count;

                    List<Coord> topPoleRow = rows[0];
                    List<Coord> bottomPoleRow = rows[rows.Count - 1];

                    for (int i = 0; i < count; i++)
                    {
                        topPoleRow[i] = topPole;
                        bottomPoleRow[i] = bottomPole;
                    }
                }
            }

            if (sculptType == SculptType.torus)
                rows.Add(rows[0]);

            int coordsDown = rows.Count;
            int coordsAcross = rows[0].Count;

            float widthUnit = 1.0f / (coordsAcross - 1);
            float heightUnit = 1.0f / (coordsDown - 1);

            for (imageY = 0; imageY < coordsDown; imageY++)
            {
                int rowOffset = imageY * coordsAcross;

                for (imageX = 0; imageX < coordsAcross; imageX++)
                {
                    /*
                    *   p1-----p2
                    *   | \ f2 |
                    *   |   \  |
                    *   | f1  \|
                    *   p3-----p4
                    */

                    p4 = rowOffset + imageX;
                    p3 = p4 - 1;

                    p2 = p4 - coordsAcross;
                    p1 = p3 - coordsAcross;

                    this.coords.Add(rows[imageY][imageX]);

                    if (imageY > 0 && imageX > 0)
                    {
                        Face f1, f2;

                            if (invert)
                            {
//.........这里部分代码省略.........
开发者ID:CassieEllen,项目名称:opensim,代码行数:101,代码来源:SculptMesh.cs


示例12: calcVertexNormals

        private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
        {
            // compute vertex normals by summing all the surface normals of all the triangles sharing
            // each vertex and then normalizing
            int numFaces = this.faces.Count;
            for (int i = 0; i < numFaces; i++)
            {
                Face face = this.faces[i];
                Coord surfaceNormal = face.SurfaceNormal(this.coords);
                this.normals[face.n1] += surfaceNormal;
                this.normals[face.n2] += surfaceNormal;
                this.normals[face.n3] += surfaceNormal;
            }

            int numNormals = this.normals.Count;
            for (int i = 0; i < numNormals; i++)
                this.normals[i] = this.normals[i].Normalize();

            if (sculptType != SculptType.plane)
            {
                // blend the vertex normals at the cylinder seam
                for (int y = 0; y < ySize; y++)
                {
                    int rowOffset = y*xSize;

                    this.normals[rowOffset] =
                        this.normals[rowOffset + xSize - 1] =
                        (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
                }
            }
            
#if (!ISWIN)
            foreach(Face face in this.faces)
            {
                ViewerFace vf = new ViewerFace(0)
                                                                    {
                                                                        v1 = this.coords[face.v1],
                                                                        v2 = this.coords[face.v2],
                                                                        v3 = this.coords[face.v3],
                                                                        coordIndex1 = face.v1,
                                                                        coordIndex2 = face.v2,
                                                                        coordIndex3 = face.v3,
                                                                        n1 = this.normals[face.n1],
                                                                        n2 = this.normals[face.n2],
                                                                        n3 = this.normals[face.n3],
                                                                        uv1 = this.uvs[face.uv1],
                                                                        uv2 = this.uvs[face.uv2],
                                                                        uv3 = this.uvs[face.uv3]
                                                                    };
                this.viewerFaces.Add(vf);

            }
#else
            foreach (ViewerFace vf in this.faces.Select(face => new ViewerFace(0)
                                                                    {
                                                                        v1 = this.coords[face.v1],
                                                                        v2 = this.coords[face.v2],
                                                                        v3 = this.coords[face.v3],
                                                                        coordIndex1 = face.v1,
                                                                        coordIndex2 = face.v2,
                                                                        coordIndex3 = face.v3,
                                                                        n1 = this.normals[face.n1],
                                                                        n2 = this.normals[face.n2],
                                                                        n3 = this.normals[face.n3],
                                                                        uv1 = this.uvs[face.uv1],
                                                                        uv2 = this.uvs[face.uv2],
                                                                        uv3 = this.uvs[face.uv3]
                                                                    }))
            {
                this.viewerFaces.Add(vf);
            }
#endif
        }
开发者ID:nathanmarck,项目名称:Aurora-Sim,代码行数:73,代码来源:SculptMesh.cs


示例13: SculptData

 public SculptData(byte[] data, int pos)
 {
     if (data.Length >= 17)
     {
         SculptTexture = new LLUUID(data, pos);
         Type = (SculptType)data[pos + 16];
     }
     else
     {
         SculptTexture = LLUUID.Zero;
         Type = SculptType.None;
     }
 }
开发者ID:RavenB,项目名称:gridsearch,代码行数:13,代码来源:Prims.cs


示例14: _SculptMesh

        void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
        {
            coords = new List<Coord>();
            faces = new List<Face>();
            normals = new List<Coord>();
            uvs = new List<UVCoord>();

            sculptType = (SculptType)(((int)sculptType) & 0x07);

            if (mirror)
                if (sculptType == SculptType.plane)
                    invert = !invert;

            float sculptBitmapLod = (float)Math.Sqrt(sculptBitmap.Width * sculptBitmap.Height);

            float sourceScaleFactor = (float)(lod) / sculptBitmapLod;

            float fScale = 1.0f / sourceScaleFactor;

            int iScale = (int)fScale;
            if (iScale < 1) iScale = 1;
            if (iScale > 2 && iScale % 2 == 0)
                _SculptMesh(bitmap2Coords(ScaleImage(sculptBitmap, 64.0f / sculptBitmapLod, true), 64 / lod, mirror), sculptType, viewerMode, mirror, invert);
            else
                _SculptMesh(bitmap2Coords(sculptBitmap, iScale, mirror), sculptType, viewerMode, mirror, invert);
        }
开发者ID:gumho,项目名称:diva-distribution,代码行数:26,代码来源:SculptMesh.cs



注:本文中的SculptType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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