public override void Reset() { multiplier = 1.0f; mapToPlane = AxisPlane.XZ; storeVector = null; storeMagnitude = null; }
public static void BuildRectangle( Action <int, Vertex> vertexReceiver, Action <int, Triangle> triangleReceiver, Vector2 size, AxisPlane plane, bool clockwise = true) { Ensure.Argument.NotNull(vertexReceiver, nameof(vertexReceiver)); Ensure.Argument.NotNull(triangleReceiver, nameof(triangleReceiver)); int normalAxis = (int)plane.GetNormalAxis(); var hs = size / 2; for (int i = 0; i < 4; ++i) { float v1 = i < 2 ? -1 : 1, v2 = Index.Loop(i + 1, 4) < 2 ? -1 : 1; var pos = new Vector3 { [normalAxis] = 0, [Index.Loop(normalAxis + 1, 3)] = v1 * hs.x, [Index.Loop(normalAxis + 2, 3)] = v2 * hs.y }; float t0 = i < 2 ? 0 : 1, t1 = Index.Loop(i + 1, 4) < 2 ? 0 : 1; var uv = new Vector2 { [0] = t0, [1] = t1 }; vertexReceiver(i, new Vertex(pos, uv)); } BuildRectangleTriangles(triangleReceiver, clockwise, 0, 1, 2, 3); }
public override void Reset() { horizontalInput = null; verticalInput = null; multiplier = 1.0f; mapToPlane = AxisPlane.XZ; storeVector = null; storeMagnitude = null; }
public override void Reset () { horizontalAxis = new ConcreteStringVar(); verticalAxis = new ConcreteStringVar(); mapToPlane = AxisPlane.XZ; relativeTo = new ConcreteGameObjectVar(this.self); multiplier = 1f; normalize = false; storeInput = new ConcreteVector3Var(); }
public override void Reset() { horizontalAxis = "Horizontal"; verticalAxis = "Vertical"; multiplier = 1.0f; mapToPlane = GetAxisVector.AxisPlane.XZ; storeVector = null; storeMagnitude = null; }
public static (Vertex[] vertices, Triangle[] triangles) BuildRectangle( Vector2 size, AxisPlane plane, bool clockwise = true) { var vertices = new Vertex[4]; var triangles = new Triangle[2]; BuildRectangle(vertices, triangles, size, plane, clockwise); return(vertices, triangles); }
public override void Reset() { deviceIndex = 0; horizontalAxis = InputControlType.LeftStickLeft; verticalAxis = InputControlType.LeftStickUp; multiplier = 1.0f; mapToPlane = AxisPlane.XZ; storeVector = null; storeMagnitude = null; }
public override void Reset() { horizontalAxis = new ConcreteStringVar(); verticalAxis = new ConcreteStringVar(); mapToPlane = AxisPlane.XZ; relativeTo = new ConcreteGameObjectVar(this.self); multiplier = 1f; normalize = false; storeInput = new ConcreteVector3Var(); }
public override void Reset() { base.Reset(); multiplier = 1.0f; mapToPlane = AxisPlane.XZ; relativeTo = null; storeMagnitude = null; storeMoveVector = null; }
public override void Reset() { horizontalAxis = "Horizontal"; verticalAxis = "Vertical"; multiplier = 1.0f; mapToPlane = AxisPlane.XZ; storeVector = null; storeMagnitude = null; storeAngle = null; checkAngleIfAxis0 = true; }
public static Axis GetNormalAxis(this AxisPlane plane) { switch (plane) { case AxisPlane.XY: return(Axis.Z); case AxisPlane.YZ: return(Axis.X); case AxisPlane.ZX: return(Axis.Y); default: throw new ArgumentOutOfRangeException(nameof(plane), plane, null); } }
public override void Reset() { horizontalAxis = new FsmFloat() { UseVariable = true }; verticalAxis = new FsmFloat() { UseVariable = true }; multiplier = 1.0f; mapToPlane = AxisPlane.XZ; storeVector = null; storeMagnitude = null; }
public static void BuildRectangle( IList <Vertex> vertices, int vertexStartIndex, IList <Triangle> triangles, int triangleStartIndex, Vector2 size, AxisPlane plane, bool clockwise = true) { Ensure.Argument.NotNull(vertices, nameof(vertices)); if (vertices.Count < vertexStartIndex + 4) { throw new ArgumentException("Insufficient size for vertices.", nameof(vertices)); } Ensure.Argument.NotNull(triangles, nameof(triangles)); if (triangles.Count < triangleStartIndex + 2) { throw new ArgumentException("Insufficient size for triangles.", nameof(vertices)); } BuildRectangle((index, vertex) => { vertices[vertexStartIndex + index] = vertex; }, (index, triangle) => { triangles[triangleStartIndex + index] = triangle; }, size, plane, clockwise); }
public static void BuildRectangle( IList <Vertex> vertices, IList <Triangle> triangles, Vector2 size, AxisPlane plane, bool clockwise = true) { BuildRectangle(vertices, 0, triangles, 0, size, plane, clockwise); }