コード例 #1
0
 public static bool EqualsWithTolerance(Vector3 left, Vector3 right, float tolerance = EngineMath.TOLERANCE_FLOAT_POSITIVE)
 {
     return
         (EngineMath.EqualsWithTolerance(left.X, right.X, tolerance) &&
          EngineMath.EqualsWithTolerance(left.Y, right.Y, tolerance) &&
          EngineMath.EqualsWithTolerance(left.Z, right.Z, tolerance));
 }
コード例 #2
0
 public bool EqualsWithTolerance(Color4 other)
 {
     return
         (EngineMath.EqualsWithTolerance(Red, other.Red) &&
          EngineMath.EqualsWithTolerance(Green, other.Green) &&
          EngineMath.EqualsWithTolerance(Blue, other.Blue) &&
          EngineMath.EqualsWithTolerance(Alpha, other.Alpha));
 }
コード例 #3
0
ファイル: Ray2D.cs プロジェクト: RolandKoenig/SeeingSharp2
        /// <summary>
        /// Calculates the intersection point to the intersection seen from local origin position.
        /// </summary>
        /// <param name="other">The ray to calculate intersection with</param>
        public Tuple <bool, Vector2> Intersect(Ray2D other)
        {
            //Intersection method taken from http://stackoverflow.com/questions/4543506/algorithm-for-intersection-of-2-lines

            var a1 = this.A;
            var b1 = this.B;
            var c1 = this.C;
            var a2 = other.A;
            var b2 = other.B;
            var c2 = other.C;

            var delta = a1 * b2 - a2 * b1;

            if (EngineMath.EqualsWithTolerance(delta, 0))
            {
                return(Tuple.Create(false, Vector2.Zero));
            }

            var intersectionX = (b2 * c1 - b1 * c2) / delta;
            var intersectionY = (a1 * c2 - a2 * c1) / delta;

            return(Tuple.Create(true, new Vector2(intersectionX, intersectionY)));
        }
コード例 #4
0
 /// <summary>
 /// Initializes a new instance of the <see cref="MovementSpeed"/> struct.
 /// </summary>
 /// <param name="maxSpeed">The maximum speed in m/s.</param>
 /// <param name="acceleration">The acceleration in m/s².</param>
 /// <param name="deceleration">The deceleration in m/s².</param>
 public MovementSpeed(float maxSpeed, float acceleration, float deceleration)
 {
     MaximumSpeed = EngineMath.ForcePositive(maxSpeed);
     Acceleration = EngineMath.ForcePositive(acceleration);
     Deceleration = EngineMath.ForceNegative(deceleration);
 }
コード例 #5
0
 /// <summary>
 /// Initializes a new instance of the <see cref="MovementSpeed"/> struct.
 /// </summary>
 /// <param name="maxSpeed">The maximum speed in m/s.</param>
 /// <param name="acceleration">The acceleration in m/s².</param>
 public MovementSpeed(float maxSpeed, float acceleration)
 {
     MaximumSpeed = maxSpeed;
     Acceleration = EngineMath.ForcePositive(acceleration);
     Deceleration = 0f;
 }