本文整理汇总了C#中IrrlichtNETCP.Vector3D类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IrrlichtNETCP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: Update
public override void Update(ApplicationTime time)
{
IOxRenderPluginAvatar avatar = (IOxRenderPluginAvatar)Ox.Service.Get(typeof(IOxRenderPluginAvatar));
SceneNode sn = avatar.GetAvatarScneNode(Ox.DataStore.World.Agent.ID);
if (sn == null || node == null)
return;
node.Target = sn.Position + Render.RenderData.AgentHeadPosition;
Matrix4 rot = new Matrix4();
//rot.RotationDegrees = Util.ToRotationRH(new float[] {
// 0,
// 0,
// (float)(Ox.DataStore.World.Agent.Head * NewMath.RADTODEG) + Util.ROTATION_AND_3DS_OFFSET.Z });
Quaternion q0 = new Quaternion();
Quaternion q1 = new Quaternion();
q0.fromAngleAxis(Ox.DataStore.Camera.Angle[0] + NewMath.DEGTORAD * Util.ROTATION_AND_3DS_OFFSET.Z, new Vector3D(0, 0, 1));
q1.fromAngleAxis(Ox.DataStore.Camera.Angle[1], new Vector3D(1, 0, 0));
q1 = q1 * q0;
Vector3D vec = new Vector3D(0, -Ox.DataStore.Camera.Distance, 0);
node.Position = node.Target + q1.Matrix.RotateVect(ref vec);
if (Ox.DataStore.Camera.Angle[1] < -MathHelper.PIOver2 || MathHelper.PIOver2 < Ox.DataStore.Camera.Angle[1])
node.UpVector = new Vector3D(0, 0, -1);
else
node.UpVector = new Vector3D(0, 0, 1);
base.Update(time);
}
开发者ID:yooyke,项目名称:work,代码行数:30,代码来源:Camera.cs
示例2: GetIntersectionWithLine
/// <summary>
/// Returns an intersection with a 3d line.
/// Please note that also points are returned as intersection, which
/// are on the line, but not between the start and end point of the line.
/// If you want the returned point be between start and end, please
/// use getIntersectionWithLimitedLine().
/// </summary>
/// <param name="linePoint">Vector of the line to intersect with.</param>
/// <param name="lineVect">Point of the line to intersect with.</param>
/// <param name="outIntersection">Place to store the intersection point, if there is one.</param>
/// <returns>Returns true if there was an intersection, false if there was not.</returns>
bool GetIntersectionWithLine(Vector3D linePoint, Vector3D lineVect, out Vector3D outIntersection)
{
if (GetIntersectionOfPlaneWithLine(linePoint, lineVect, out outIntersection))
return IsPointInside(outIntersection);
return false;
}
开发者ID:RealBadAngel,项目名称:irrlicht.netcp,代码行数:18,代码来源:Triangle3D.cs
示例3: Update
public void Update(ref Vector3D target, float length)
{
this.target = target;
this.length = length;
this.span = count;
this.count = 1;
}
开发者ID:yooyke,项目名称:work,代码行数:7,代码来源:AvatarMoveData.cs
示例4: Box3D
public Box3D(float xMin, float yMin, float zMin, float xMax, float yMax, float zMax)
{
MinEdge = new Vector3D();
MaxEdge = new Vector3D();
MinEdge.Set(xMin, yMin, zMin);
MaxEdge.Set(xMax, yMax, zMax);
}
开发者ID:RealBadAngel,项目名称:irrlicht.netcp,代码行数:7,代码来源:Box3D.cs
示例5: CalcTargetFromPosition
public static float CalcTargetFromPosition(ref Vector3D target, ref Vector3D position, ref Vector3D? front)
{
Vector3D f = new Vector3D(1, 0, 0);
if (front != null)
f = (Vector3D)front;
Vector3D tar = target - position;
tar.Z = 0;
if (tar.LengthSQ > 0)
tar.Normalize();
float dotAngle;
dotAngle = f.DotProduct(tar);
//Vector3D.Dot(ref front, ref tar, out dotAngle);
Vector3D cross;
cross = f.CrossProduct(tar);
//Vector3D.Cross(ref front, ref tar, out cross);
float angle = (float)Math.Acos(dotAngle);
if (cross.Z < 0)
angle = MathHelper.TwoPI - angle;
return angle;
}
开发者ID:yooyke,项目名称:work,代码行数:25,代码来源:Util.cs
示例6: GrassPatchSceneNode
public GrassPatchSceneNode(SceneNode parent, SceneManager mgr, int id, bool createIfEmpty,
Vector3D gridPos, string filepath, Texture heightMap, Texture colourMap,
Texture grassMap, SceneNode terrain, WindGenerator wind)
: base(parent, mgr, id)
{
DrawDistance = GRASS_PATCH_SIZE * 1.5f;
MaxDensity = 800;
TerrainHeightMap = heightMap;
TerrainColourMap = colourMap;
TerrainGrassMap = grassMap;
Terrain = terrain;
WindGen = wind;
lastwindtime = 0;
lastdrawcount = 0;
redrawnextloop = true;
MaxFPS = 0;
_mgr = mgr;
WindRes = 5;
filename = string.Format("{0}/{1}.{2}.grass", filepath, gridpos.X, gridpos.Z);
gridpos = gridPos;
Position = new Vector3D(gridpos.X * GRASS_PATCH_SIZE, 0f,
gridpos.Z * GRASS_PATCH_SIZE);
ImageCount = new Dimension2D(4, 2);
if (!Load())
Create(createIfEmpty);
}
开发者ID:RealBadAngel,项目名称:irrlicht.netcp,代码行数:29,代码来源:GrassPatchSceneNode.cs
示例7: RotationAnimator
public RotationAnimator(Vector3D p_RotationStart, Vector3D p_rotationEnd, uint p_durationMs)
{
m_rotationStart = p_RotationStart;
m_rotationEnd = p_rotationEnd;
m_durationMs = p_durationMs;
}
开发者ID:RealBadAngel,项目名称:irrlicht.netcp,代码行数:7,代码来源:RotateAnimator.cs
示例8: getTargetAngle
// Thanks to whoever wrote this little function :)
Vector3D getTargetAngle(Vector3D v, Vector3D r)
{
//v -current node position
//r -target node position
Vector3D angle = new Vector3D();
float x, y, z;
x = r.X - v.X;
y = r.Y - v.Y;
z = r.Z - v.Z;
//angle in X-Z plane
angle.Y = (float)Math.Atan2(x, z);
angle.Y *= (float)(180 / NewMath.PI); //converting from rad to degrees
//just making sure angle is somewhere between 0-360 degrees
if (angle.Y < 0) angle.Y += 360;
if (angle.Y >= 360) angle.Y -= 360;
//angle in Y-Z plane while Z and X axes are already rotated around Y
float z1 = (float)Math.Sqrt(x * x + z * z);
angle.X = (float)Math.Atan2(z1, y);
angle.X *= (float)(180 / NewMath.PI); //converting from rad to degrees
angle.X -= 90;
//just making sure angle is somewhere between 0-360 degrees
if (angle.X < 0) angle.X += 360;
if (angle.X >= 360) angle.X -= 360;
return angle;
}
开发者ID:RealBadAngel,项目名称:irrlicht.netcp,代码行数:33,代码来源:BeamNode.cs
示例9: DirectionalLight
public DirectionalLight(Viewer viewer, SceneNode _parentNode, string _name)
: base(viewer, -1)
{
parentNode = _parentNode;
rotation = new Vector3D();
name = _name;
}
开发者ID:caocao,项目名称:3di-viewer-rei,代码行数:7,代码来源:DirectionalLight.cs
示例10: Collision
public override void Collision()
{
if (node == null)
return;
if (Render.Scene.ActiveCamera == null)
return;
Vector3D intersection = new Vector3D();
Triangle3D triangle = new Triangle3D();
Position2D mouse = new Position2D((int)Ox.DataStore.Input.Position[0], (int)Ox.DataStore.Input.Position[1]);
Line3D line = Render.Scene.CollisionManager.GetRayFromScreenCoordinates(mouse, Render.Scene.ActiveCamera);
bool hit = Render.Scene.CollisionManager.GetCollisionPoint(
line,
node.TriangleSelector,
out intersection,
out triangle
);
if (hit)
{
float[] point = Util.ToPositionArrayFromIrrlicht(ref intersection);
float length = (float)intersection.DistanceFrom(line.Start);
PointData.HitData data = new PointData.HitData(point[0], point[1], point[2], PointData.ObjectType.Ground, ClickActionType.None, length, string.Empty);
Ox.DataStore.World.Point.Add(ref data);
}
}
开发者ID:yooyke,项目名称:work,代码行数:29,代码来源:TilePicker.cs
示例11: GetScreenCoordinatesFrom3DPosition
public Position2D GetScreenCoordinatesFrom3DPosition(Vector3D position, CameraSceneNode camera)
{
IntPtr cam = (camera == null ? IntPtr.Zero : camera.Raw);
int[] sc = new int[2];
SceneCollisionManager_GetScreenCoordinatesFrom3DPosition(_raw, position.ToUnmanaged(), cam, sc);
return Position2D.FromUnmanaged(sc);
}
开发者ID:Paulus,项目名称:irrlichtnetcp,代码行数:7,代码来源:SceneCollisionManager.cs
示例12: Emit
//The function called each time we need to emit something.
//It takes as argument "now" which represent the actual time,
//"timeSinceLastCall" which represent... you know what
//And an "out" argument (which means that IT MUST BE INITIALIZED INTO THIS FUNCTION),
//"Particles" which represents every newly created particle.
public void Emit(uint now, uint timeSinceLastCall, out Particle[] Particles)
{
//YOU ALWAYS MUST INITIALIZE Particles
Particles = new Particle[0];
if (now - lastParticleCreation < 100)
return;
Particles = new Particle[36];
lastParticleCreation = now;
//A little offset for the particles to go up and down.
Vector3D offset = new Vector3D(0, NewMath.FCos(now) / 10f, 0);
//For every particle in our array
for (int i = 0; i < 36; i++)
{
double angle = (Math.PI * 10 * i) / 180.0;
//We create the particle
Particles[i] = new Particle();
//We set the postion as null...
Particles[i].Position = new Vector3D(0, 0, 0);
//Particle.Vector represents the direction and speed of the particle.
//As you may have seen, I love cosines and sinus and here again I used
//it to create a "circle" effect
Particles[i].Vector = new Vector3D((float)Math.Cos(angle) / 5f, 0, NewMath.FSin(angle) / 5f) + offset;
//Start Vector is the same as the vector... It is useless here but serves for the affector.
Particles[i].StartVector = Particles[0].Vector;
//Start Time is now and End Time is now + 10 seconds
Particles[i].StartTime = now;
Particles[i].EndTime = now + 10000;
//Color is White and again Start Color is the same... For the same reason as Start Vector !
Particles[i].Color = Color.From(0, _rand.Next(255), _rand.Next(255), _rand.Next(255)); ;
Particles[i].StartColor = Particles[0].Color;
}
}
开发者ID:Paulus,项目名称:irrlichtnetcp,代码行数:37,代码来源:Program.cs
示例13: Vertex3D
public Vertex3D(Vector3D position, Vector3D normal, Color color, Vector2D tcoord)
: this()
{
Position = position;
Normal = normal;
Color = color;
TCoords = tcoord;
}
开发者ID:Paulus,项目名称:irrlichtnetcp,代码行数:8,代码来源:Vertices.cs
示例14: Wind
public Vector2D Wind(Vector3D position, uint timeMs)
{
float seed = (timeMs + position.X*7*fcos(timeMs/120000.0f) + position.Z*7*fsin(timeMs/120000.0f))/ 1000.0f;
float dir = 2*NewMath.PI*noise( seed / Regularity );
float amp = Strength*fsin( seed );
return new Vector2D( amp*fcos(dir), amp*fsin(dir) );
}
开发者ID:Paulus,项目名称:irrlichtnetcp,代码行数:8,代码来源:WindGenerator.cs
示例15: Collision
public override void Collision()
{
if (Render.Scene.ActiveCamera == null)
return;
Position2D mouse = new Position2D((int)Ox.DataStore.Input.Position[0], (int)Ox.DataStore.Input.Position[1]);
Line3D line = Render.Scene.CollisionManager.GetRayFromScreenCoordinates(mouse, Render.Scene.ActiveCamera);
foreach (string key in list.Keys)
{
if (list[key].Node == null)
continue;
AnimatedMeshSceneNode node = list[key].Node;
Box3D box;
Util.CreateBox3DFromNode(node, out box);
// Check inside bounding box
if (box.IntersectsWithLimitedLine(line))
{
Vector3D intersection = new Vector3D();
Triangle3D triangle = new Triangle3D();
Mesh mesh = node.AnimatedMesh.GetMesh(node.CurrentFrame);
TriangleSelector ts = Render.Scene.CreateTriangleSelector(mesh, node);
bool hit = Render.Scene.CollisionManager.GetCollisionPoint(
line,
ts,
out intersection,
out triangle
);
if (!hit)
continue;
ObjectData data;
if (!Ox.DataStore.World.SimCollection.TryGetObject(key, out data))
continue;
if (!(data is AvatarData))
continue;
AvatarData avatarData = data as AvatarData;
float[] point = Util.ToPositionArrayFromIrrlicht(ref intersection);
float length = (float)intersection.DistanceFrom(line.Start);
PointData.HitData hitData = new PointData.HitData(
point[0], point[1], point[2],
(avatarData.Myself ? PointData.ObjectType.AvatarSelf : PointData.ObjectType.Avatar),
ClickActionType.None,
length,
key
);
Ox.DataStore.World.Point.Add(ref hitData);
}
}
}
开发者ID:yooyke,项目名称:work,代码行数:58,代码来源:Avatar.cs
示例16: GetCollisionPoint
public bool GetCollisionPoint(Line3D ray, TriangleSelector selector, out Vector3D collisionPoint, out Triangle3D collisionTriangle)
{
float[] colp = new float[3];
float[] coltri = new float[9];
bool toR = SceneCollisionManager_GetCollisionPoint(_raw, ray.ToUnmanaged(), selector.Raw, colp, coltri);
collisionPoint = Vector3D.FromUnmanaged(colp);
collisionTriangle = Triangle3D.FromUnmanaged(coltri);
return toR;
}
开发者ID:Paulus,项目名称:irrlichtnetcp,代码行数:9,代码来源:SceneCollisionManager.cs
示例17: GetCollisionResultPoint
public Vector3D GetCollisionResultPoint(TriangleSelector selector, Vector3D ellipsoidPosition, Vector3D ellipsoidRadius, Vector3D ellipsoidDirectionAndSpeed, out Triangle3D outTriangle, out bool outFalling, float slidingSpeed, Vector3D gravityDirectionAndSpeed)
{
float[] outtri = new float[9];
float[] outpos = new float[3];
outFalling = false;
SceneCollisionManager_GetCollisionResultPoint(_raw, selector.Raw, ellipsoidPosition.ToUnmanaged(), ellipsoidRadius.ToUnmanaged(), ellipsoidDirectionAndSpeed.ToUnmanaged(), outtri, ref outFalling, slidingSpeed, gravityDirectionAndSpeed.ToUnmanaged(), outpos);
outTriangle = Triangle3D.FromUnmanaged(outtri);
return Vector3D.FromUnmanaged(outpos);
}
开发者ID:Paulus,项目名称:irrlichtnetcp,代码行数:9,代码来源:SceneCollisionManager.cs
示例18: GetIntersectionWithLine
public bool GetIntersectionWithLine(Vector3D linePoint, Vector3D lineVector, out Vector3D outIntersection)
{
outIntersection = new Vector3D();
float t2 = Normal.DotProduct(lineVector);
if (t2 == 0)
return (false);
float t = -(Normal.DotProduct(linePoint) + D) / t2;
outIntersection = linePoint + (lineVector * t);
return (true);
}
开发者ID:RealBadAngel,项目名称:irrlicht.netcp,代码行数:13,代码来源:Plane3D.cs
示例19: GetClosestPoint
public Vector3D GetClosestPoint(Vector3D point)
{
Vector3D c = point - Start;
Vector3D v = End - Start;
float d = v.Length;
v = v / d;
float t = v.DotProduct(c);
if (t < 0.0f) return Start;
if (t > d) return End;
v = v * t;
return Start + v;
}
开发者ID:RealBadAngel,项目名称:irrlicht.netcp,代码行数:14,代码来源:Line3D.cs
示例20: GetIntersectionWithSphere
public bool GetIntersectionWithSphere(Vector3D sorigin, float sradius, out double outdistance)
{
outdistance = 0.0;
Vector3D q = sorigin - Start;
double c = q.Length;
Vector3D vv = Vector;
vv.Normalize();
double v = q.DotProduct(vv);
double d = sradius * sradius - (c * c - v * v);
if (d < 0.0)
return false;
outdistance = v - Math.Sqrt(d);
return true;
}
开发者ID:RealBadAngel,项目名称:irrlicht.netcp,代码行数:16,代码来源:Line3D.cs
注:本文中的IrrlichtNETCP.Vector3D类示例由纯净天空整理自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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