public static CreateRotationZ ( float radians ) : Matrix | ||
radians | float | |
리턴 | Matrix |
public BasicEntity(ModelDefinition modelbb, MaterialEffect material, Vector3 position, double angleZ, double angleX, double angleY, Vector3 scale, MeshMaterialLibrary library = null, Entity physicsObject = null) { Id = IdGenerator.GetNewId(); Name = GetType().Name + " " + Id; WorldTransform = new TransformMatrix(Matrix.Identity, Id); ModelDefinition = modelbb; Model = modelbb.Model; BoundingBox = modelbb.BoundingBox; BoundingBoxOffset = modelbb.BoundingBoxOffset; SignedDistanceField = modelbb.SDF; Material = material; Position = position; Scale = scale; RotationMatrix = Matrix.CreateRotationX((float)angleX) * Matrix.CreateRotationY((float)angleY) * Matrix.CreateRotationZ((float)angleZ); if (library != null) { RegisterInLibrary(library); } if (physicsObject != null) { RegisterPhysics(physicsObject); } WorldTransform.World = Matrix.CreateScale(Scale) * RotationMatrix * Matrix.CreateTranslation(Position); WorldTransform.Scale = Scale; WorldTransform.InverseWorld = Matrix.Invert(Matrix.CreateTranslation(BoundingBoxOffset * Scale) * RotationMatrix * Matrix.CreateTranslation(Position)); }
private void _motion_CurrentValueChanged(object sender, SensorReadingEventArgs <MotionReading> e) { double motionDelta = 0.01; if (!_motion.IsDataValid) { return; } if (Math.Abs(e.SensorReading.Attitude.Yaw - _yaw) > motionDelta) { _yaw = e.SensorReading.Attitude.Yaw; } if (Math.Abs(e.SensorReading.Attitude.Roll - _roll) > motionDelta) { _roll = e.SensorReading.Attitude.Roll; } if (Math.Abs(e.SensorReading.Attitude.Pitch - _pitch) > motionDelta) { _pitch = e.SensorReading.Attitude.Pitch; } Dispatcher.BeginInvoke(delegate() { if (myVM.ClickedNearbyLocation != null) { myVM.ClickedNearbyLocation.CalculateHeadingAngle(MathHelper.ToDegrees(_yaw)); } }); if (_onDragEndAnimation) { return; } if (_gestureState == GestureStateEnum.OnFreeDrag) { _cameraMatrixBehindDrag = Matrix.CreateLookAt(new Vector3(0, 0, 0), new Vector3(0, 0, -1), Vector3.Up); _cameraMatrixBehindDrag *= Matrix.CreateRotationY(-_yaw); _cameraMatrixBehindDrag *= Matrix.CreateRotationZ(_roll); _cameraMatrixBehindDrag *= Matrix.CreateRotationX(-_pitch + MathHelper.PiOver2); } else { _cameraMatrix = Matrix.CreateLookAt(new Vector3(0, 0, 0), new Vector3(0, 0, -1), Vector3.Up); _cameraMatrix *= Matrix.CreateRotationY(-_yaw); _cameraMatrix *= Matrix.CreateRotationZ(_roll); _cameraMatrix *= Matrix.CreateRotationX(-_pitch + MathHelper.PiOver2); //rotate radar Dispatcher.BeginInvoke(delegate() { (radarCanvas.RenderTransform as System.Windows.Media.RotateTransform).Angle = MathHelper.ToDegrees((_yaw)); }); } }
private AiControllerInputBuilder LookInDirection(float angleFromAhead) { var directionToLook = Vector2.Transform(car.DirectionVector, Matrix.CreateRotationZ(MathHelper.ToRadians(angleFromAhead))); var currentPosition = car.Position + directionToLook; var distance = 1; while (trackManager.IsOnTrack(currentPosition)) { currentPosition += directionToLook; distance++; } inputs.Add(distance); return(this); }
protected override void WhenUpdatedByUi() { _transform = Matrix.CreateTranslation(new Vector3(-_properties.Origin.X, -_properties.Origin.Y, 0.0f)) * Matrix.CreateScale(Scale.X, Scale.Y, 1) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateTranslation(new Vector3(_properties.Position, 0.0f)); Vector2 leftTop = Vector2.Zero; var leftBottom = new Vector2(0, _texture.Height); var rightTop = new Vector2(_texture.Width, 0); var rightBottom = new Vector2(_texture.Width, _texture.Height); // Transform all four corners into work space Vector2.Transform(ref leftTop, ref _transform, out leftTop); Vector2.Transform(ref rightTop, ref _transform, out rightTop); Vector2.Transform(ref leftBottom, ref _transform, out leftBottom); Vector2.Transform(ref rightBottom, ref _transform, out rightBottom); _polygon[0] = leftTop; _polygon[1] = rightTop; _polygon[3] = leftBottom; _polygon[2] = rightBottom; // Find the minimum and maximum extents of the rectangle in world space Vector2 min = Vector2.Min( Vector2.Min(leftTop, rightTop), Vector2.Min(leftBottom, rightBottom)); Vector2 max = Vector2.Max( Vector2.Max(leftTop, rightTop), Vector2.Max(leftBottom, rightBottom)); // Return as a rectangle _boundingRectangle = new Rectangle( (int)min.X, (int)min.Y, (int)(max.X - min.X), (int)(max.Y - min.Y)); }
protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.CornflowerBlue); float amount = 0.5f + (float)Math.Sin((double)gameTime.TotalGameTime.TotalSeconds / 4.0) / 2f; effect.World = Matrix.CreateRotationX(MathHelper.Lerp(-(float)Math.PI, (float)Math.PI, amount)) * Matrix.CreateRotationY(MathHelper.Lerp(-(float)Math.PI, (float)Math.PI, amount)) * Matrix.CreateRotationZ(MathHelper.Lerp(-(float)Math.PI, (float)Math.PI, amount)); effect.View = camera.view; effect.Projection = camera.projection; // Begin effect and draw for each pass foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); for (int i = 0; i < quad.Length; i++) { GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalTexture>(PrimitiveType.TriangleList, quad[i].Vertices, 0, 4, quad[i].Indexes, 0, 2); } } base.Draw(gameTime); }
public static V2 sovev_vector(F zavit) { MX cli_sivoov = MX.CreateRotationZ(zavit); return(V2.Transform(-V2.UnitY, cli_sivoov)); }