private void Update(EvaluationContext context) { var list = Input.GetValue(context); if (list == null || list.Length == 0) { return; } var index = Index.GetValue(context); if (index < 0) { index = -index; } SharpDX.Vector4 v = list[index % list.Length]; Value1.Value = v[0]; Value2.Value = v[1]; Value3.Value = v[2]; Value4.Value = v[3]; Value1.DirtyFlag.Clear(); Value2.DirtyFlag.Clear(); Value3.DirtyFlag.Clear(); Value4.DirtyFlag.Clear(); }
public static void UnityToDXVector4(Quaternion q, ref SharpDX.Vector4 dx) { dx.X = q.x; dx.Y = q.y; dx.Z = q.z; dx.W = q.w; }
public void SetParameterValue(string p, SharpDX.Vector4 value) { if (HasParameter(p)) { effect.Parameters[p].SetValue(value); } }
public static void DXToUnityQuaternion(SharpDX.Vector4 dx, ref Quaternion q) { q.x = dx.X; q.y = dx.Y; q.z = dx.Z; q.w = dx.W; }
public static void DXToUnityVector4(SharpDX.Vector4 dx, ref Vector4 v) { v.x = dx.X; v.y = dx.Y; v.z = dx.Z; v.w = dx.W; }
/// <summary> /// Get an array of four-component vectors that contain floating-point data. /// </summary> /// <param name="count">The number of array elements to set. </param> /// <returns>Returns an array of four-component vectors that contain floating-point data. </returns> /// <unmanaged>HRESULT ID3D11EffectVectorVariable::GetFloatVectorArray([None] float* pData,[None] int Offset,[None] int Count)</unmanaged> public SharpDX.Vector4[] GetFloatVectorArray(int count) { var temp = new SharpDX.Vector4[count]; GetFloatVectorArray(temp, 0, count); return(temp); }
public static void UnityToDXVector4(Vector4 v, ref SharpDX.Vector4 dx) { dx.X = v.x; dx.Y = v.y; dx.Z = v.z; dx.W = v.w; }
public static SharpDX.Vector4 ToDx(this Graphics.Vector4?self, SharpDX.Vector4 defaultValue) { if (self.HasValue) { return(self.Value.ToDx()); } return(defaultValue); }
private void CopyBones(List <Vector3> bones) { if (m_bones == null || m_bones.Length < bones.Count) { m_bones = new SharpDX.Vector4[bones.Count]; } for (int i = 0; i < bones.Count; i++) { m_bones[i] = new SharpDX.Vector4(bones[i].X, bones[i].Y, bones[i].Z, 0); } }
internal void UpdateVertices(Vertex[] vertices) { Matrix2x3 inverseTransform = Transform.Invert(); for (int i = 0; i < vertices.Length; i++) { SharpDX.Vector4 vertexPos = vertices[i].Position; Math.Vector2 texturePos = GetTexturePosition(new Math.Vector2(vertexPos.X, vertexPos.Y), inverseTransform); vertices[i].TexturePosition = new SharpDX.Vector2(texturePos.X, texturePos.Y); } }
private void CopyBones(List<Vector3> bones) { if (m_bones == null || m_bones.Length < bones.Count) { m_bones = new SharpDX.Vector4[bones.Count]; } for (int i = 0; i < bones.Count; i++) { m_bones[i] = new SharpDX.Vector4(bones[i].X, bones[i].Y, bones[i].Z, 0); } }
public override bool Format(string str, out object value) { value = null; var m = regex.Match(str); if (m.Success) { if (float.TryParse(m.Groups["X"].Value, NumberStyles.Float, CultureInfo.InvariantCulture, out float x) && float.TryParse(m.Groups["Y"].Value, NumberStyles.Float, CultureInfo.InvariantCulture, out float y) && float.TryParse(m.Groups["Z"].Value, NumberStyles.Float, CultureInfo.InvariantCulture, out float z) && float.TryParse(m.Groups["W"].Value, NumberStyles.Float, CultureInfo.InvariantCulture, out float w)) { value = new SharpDX.Vector4(x, y, z, w); return(true); } } return(false); }
public static Vector4 ToNumerics(this SharpDX.Vector4 source) { return(new Vector4(source.X, source.Y, source.Z, source.W)); }
public Vertex(SharpDX.Vector4 position, SharpDX.Vector4 normal) { Position = position; Normal = normal; }
public static System.Numerics.Vector4 ToNumericV4(this SharpDX.Vector4 v4) { return(new System.Numerics.Vector4(v4.X, v4.Y, v4.Z, v4.W)); }
public static SharpDX.Vector3 ToVector3(this SharpDX.Vector4 vec) { return(new SharpDX.Vector3(vec.X / vec.W, vec.Y / vec.W, vec.Z / vec.W)); }
public void SetParameterValue(DefaultMaterialParameters.Param p, SharpDX.Vector4 value) { SetParameterValue(DefaultMaterialParameters.ParamToName[p], value); }
public static MinerWarsMath.Vector4 ToXNA(SharpDX.Vector4 v4) { return(new MinerWarsMath.Vector4(v4.X, v4.Y, v4.Z, v4.W)); }
private ImVector4 ToImVector4(Vector4 vector) => new ImVector4(vector.X, vector.Y, vector.Z, vector.W);
public static VRageMath.Vector4 ToXNA(SharpDX.Vector4 v4) { return(new VRageMath.Vector4(v4.X, v4.Y, v4.Z, v4.W)); }
public Vertex(System.Numerics.Vector4 position, System.Numerics.Vector4 normal) { Position = new SharpDX.Vector4(position.X, position.Y, position.Z, position.W); Normal = new SharpDX.Vector4(normal.X, normal.Y, normal.Z, normal.W); }