Пример #1
0
 public SCNVector4(Vector4 v)
 {
     X = v.X;
     Y = v.Y;
     Z = v.Z;
     W = v.W;
 }
Пример #2
0
 // Apple deprecated initWithName:floatVector4: in macOS10.12/iOS10.0
 // and made available initWithName:vectorFloat4: so we invoke
 // the right one at runtime depending on which OS version we are running
 public SKUniform(string name, Vector4 value)
 {
     if (CheckSystemVersion())
     {
         InitializeHandle(InitWithNameVectorFloat4(name, value), "initWithName:vectorFloat4:");
     }
     else
     {
         InitializeHandle(InitWithNameFloatVector4(name, value), "initWithName:floatVector4:");
     }
 }
Пример #3
0
        public virtual Vector4 [] GetVector4Values()
        {
            var count    = TimeSampleCount;
            var timesArr = new Vector4 [(int)count];
            int typeSize = Marshal.SizeOf(typeof(Vector4));

            unsafe {
                fixed(Vector4 *arrptr = timesArr)
                MDLMemoryHelper.FetchValues(typeSize, (IntPtr)arrptr, count, _GetFloat4Array);
            }

            return(timesArr);
        }
Пример #4
0
 public NMatrix4(global::OpenTK.Vector4 row0, global::OpenTK.Vector4 row1, global::OpenTK.Vector4 row2, global::OpenTK.Vector4 row3)
 {
     M11 = row0.X;
     M21 = row1.X;
     M31 = row2.X;
     M41 = row3.X;
     M12 = row0.Y;
     M22 = row1.Y;
     M32 = row2.Y;
     M42 = row3.Y;
     M13 = row0.Z;
     M23 = row1.Z;
     M33 = row2.Z;
     M43 = row3.Z;
     M14 = row0.W;
     M24 = row1.W;
     M34 = row2.W;
     M44 = row3.W;
 }
Пример #5
0
 public MDLVoxelIndexExtent(Vector4 minimumExtent, Vector4 maximumExtent)
 {
     this.MinimumExtent = minimumExtent;
     this.MaximumExtent = maximumExtent;
 }
Пример #6
0
 public MDLVoxelIndexExtent(Vector4 minimumExtent, Vector4 maximumExtent)
 {
     this.MinimumExtent = minimumExtent;
     this.MaximumExtent = maximumExtent;
 }