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



BEPUutilities类属于命名空间,在下文中一共展示了BEPUutilities类的7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: Convert

 //Vector2
 public static Vector2 Convert(BEPUutilities.Vector2 bepuVector)
 {
     Vector2 toReturn;
     toReturn.X = bepuVector.X;
     toReturn.Y = bepuVector.Y;
     return toReturn;
 }
开发者ID:PaTraVis,项目名称:NewHorizons,代码行数:8,代码来源:MathConverter.cs


示例2: EntityModel

        /// <summary>
        /// Creates a new EntityModel.
        /// </summary>
        /// <param name="entity">Entity to attach the graphical representation to.</param>
        /// <param name="model">Graphical representation to use for the entity.</param>
        /// <param name="transform">Base transformation to apply to the model before moving to the entity.</param>
        /// <param name="game">Game to which this component will belong.</param>
        public EntityModel(Entity entity, Model model, BEPUutilities.Matrix transform, Game game, GameManager manager)
            : base(game)
        {
            this.entity = entity;
            this.model = model;
            this.Transform = transform;
            this._manager = manager;

            //Collect any bone transformations in the model itself.
            //The default cube model doesn't have any, but this allows the EntityModel to work with more complicated shapes.
            boneTransforms = new Matrix[model.Bones.Count];
            foreach (ModelMesh mesh in model.Meshes)
            {
                foreach (BasicEffect effect in mesh.Effects)
                {
                    effect.EnableDefaultLighting();
                }
            }
        }
开发者ID:boddie,项目名称:AsteroidDestroyer,代码行数:26,代码来源:EntityModel.cs


示例3: Convert

 public static Quaternion Convert(BEPUutilities.Quaternion q)
 {
     return new Quaternion(q.X, q.Y, q.Z, q.W);
 }
开发者ID:Tengato,项目名称:Mechadrone1,代码行数:4,代码来源:BepuConverter.cs


示例4: SetOrientation

 public override void SetOrientation(BEPUutilities.Quaternion quat)
 {
     Angles = quat;
 }
开发者ID:Morphan1,项目名称:Voxalia,代码行数:4,代码来源:PrimitiveEntity.cs


示例5: HitSparks

 private void HitSparks(BEPUutilities.Vector3 position)
 {
     Actor sparks = GameResources.ActorManager.SpawnTemplate("Sparks");
     TransformComponent sparksXForm = sparks.GetComponent<TransformComponent>(ActorComponent.ComponentType.Transform);
     sparksXForm.Translation = BepuConverter.Convert(position);
     Sparks sparksBehavior = sparks.GetBehavior<Sparks>();
     sparksBehavior.Emit();
 }
开发者ID:Tengato,项目名称:Mechadrone1,代码行数:8,代码来源:MachineGunSkill.cs


示例6: GetVerticesAndIndicesFromModel

 //TODO: This section could use some improvements.  It's not very robust, especially on WP7.  Remember the VertexBuffer.GetData bug on WP7.
 /// <summary>
 /// Gets an array of vertices and indices from the provided model.
 /// </summary>
 /// <param name="collisionModel">Model to use for the collision shape.</param>
 /// <param name="vertices">Compiled set of vertices from the model.</param>
 /// <param name="indices">Compiled set of indices from the model.</param>
 public static void GetVerticesAndIndicesFromModel(Model collisionModel, out BEPUutilities.Vector3[] vertices, out int[] indices)
 {
     Vector3[] tempVertices;
     GetVerticesAndIndicesFromModel(collisionModel, out tempVertices, out indices);
     vertices = MathConverter.Convert(tempVertices);
 }
开发者ID:reubencummins,项目名称:3dgraphicsengine,代码行数:13,代码来源:ModelDataExtractor.cs


示例7: SetOrientation

 public abstract void SetOrientation(BEPUutilities.Quaternion quat);
开发者ID:Morphan1,项目名称:Voxalia,代码行数:1,代码来源:Entity.cs



注:本文中的BEPUutilities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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