public void ChangeBoundary(BoundaryDirection direction, float delta) { switch (direction) { case BoundaryDirection.Forward: m_forward = m_forward + delta; break; case BoundaryDirection.Backward: m_backward = m_backward + delta; break; case BoundaryDirection.Leftward: m_leftward = m_leftward + delta; break; case BoundaryDirection.Rightward: m_rightward = m_rightward + delta; break; case BoundaryDirection.Upward: m_upward = m_upward + delta; break; case BoundaryDirection.Downward: m_downward = m_downward + delta; break; } }
internal MetricBoundaryCondition(double?lowerBound, double?upperBound, BoundaryDirection direction, string companionMetricId, bool?triggerForMissing) { LowerBound = lowerBound; UpperBound = upperBound; Direction = direction; CompanionMetricId = companionMetricId; TriggerForMissing = triggerForMissing; }
internal MetricBoundaryCondition(double?lowerBound, double?upperBound, BoundaryDirection direction, ValueType?type, string companionMetricId, bool?shouldAlertIfDataPointMissing) { LowerBound = lowerBound; UpperBound = upperBound; Direction = direction; Type = type; CompanionMetricId = companionMetricId; ShouldAlertIfDataPointMissing = shouldAlertIfDataPointMissing; }
/// <summary> /// Returns the <see cref="BoundaryKind"/> of the <see cref="Boundary{T}"/> at location d of the result of intersecting another <see cref="IIntervalSet{T}"/> /// with a <see cref="Boundary{T}"/> at d with an <see cref="IIntervalSet{T}"/> with this kind of <see cref="Boundary{T}"/> at d /// </summary> /// <returns></returns> public BoundaryKind Cross(BoundaryKind other) { BoundaryDirection crossDirection = Direction & other.Direction; Inclusivity crossInclusivity = Inclusivity & other.Inclusivity; if (crossDirection == BoundaryDirection.None && crossInclusivity == Inclusivity.Exclusive) { return(null); } return(new BoundaryKind(crossDirection, crossInclusivity)); }
private BoundedUIObjectEventArgs GetEventArgsByHandles(BoundaryDirection direction) { var dic = new Dictionary <BoundaryDirection, float>(); float temp = 0f; switch (direction) { case BoundaryDirection.Forward: temp = Vector3.Dot((m_forwardHandle.Position - m_boudary.Center.position), transform.forward); dic.Add(BoundaryDirection.Forward, temp / m_boudary.Forward); break; case BoundaryDirection.Backward: temp = Vector3.Dot((m_backwardHandle.Position - m_boudary.Center.position), -transform.forward); dic.Add(BoundaryDirection.Backward, temp / m_boudary.Backward); break; case BoundaryDirection.Leftward: temp = Vector3.Dot((m_leftwardHandle.Position - m_boudary.Center.position), -transform.right); dic.Add(BoundaryDirection.Leftward, temp / m_boudary.Leftward); break; case BoundaryDirection.Rightward: temp = Vector3.Dot((m_rightwardHandle.Position - m_boudary.Center.position), transform.right); dic.Add(BoundaryDirection.Rightward, temp / m_boudary.Rightward); break; case BoundaryDirection.Upward: temp = Vector3.Dot((m_upwardHandle.Position - m_boudary.Center.position), transform.up); dic.Add(BoundaryDirection.Upward, temp / m_boudary.Upward); break; case BoundaryDirection.Downward: temp = Vector3.Dot((m_downwardHandle.Position - m_boudary.Center.position), -transform.up); dic.Add(BoundaryDirection.Downward, temp / m_boudary.Downward); break; } var args = new BoundedUIObjectEventArgs(dic); return(args); }
public HistoricalBoundaryValue(float value, BoundaryDirection direction, float weight) : base(value, weight) { this.Direction = direction; }
public MetricBoundaryCondition(BoundaryDirection direction) { Direction = direction; }
/// <summary> /// Deserializes a <see cref="BoundaryKind"/> /// </summary> /// <param name="info"></param> /// <param name="context"></param> protected BoundaryKind(SerializationInfo info, StreamingContext context) { Direction = (BoundaryDirection)info.GetValue("Direction", typeof(BoundaryDirection)); Inclusivity = (Inclusivity)info.GetValue("Inclusivity", typeof(Inclusivity)); }
/// <summary> /// Initializes a new <see cref="BoundaryKind"/> with a given <see cref="BoundaryDirection"/> and <see cref="Kind.Inclusivity"/> /// </summary> protected BoundaryKind(BoundaryDirection direction, Inclusivity inclusivity) { Direction = direction; Inclusivity = inclusivity; }