100+ results for 'vector3 .cs'

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UIFilledSprite.cs (https://bitbucket.org/adiq94/villageposition.git) C# · 466 lines

188

189 #if UNITY_3_5_4

190 override public void OnFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color> cols)

191 #else

192 override public void OnFill (BetterList<Vector3> verts, BetterList<Vector2> uvs, BetterList<Color32> cols)

334 float v = Mathf.Lerp(uv[0].y, uv[2].y, ouv[b].y);

335

336 verts.Add(new Vector3(x, y, 0f));

337 uvs.Add(new Vector2(u, v));

338 cols.Add(col);

349 float v = Mathf.Lerp(uv[0].y, uv[2].y, ouv[b].y);

350

351 verts.Add(new Vector3(x, y, 0f));

352 uvs.Add(new Vector2(u, v));

353 cols.Add(col);

ArcBallCamera.cs (https://bitbucket.org/tomas_vahalik/straiki-game-engine.git) C# · 266 lines

46 }

47

48 public ArcBallCamera(GameScreen parent, Vector3 position, Vector3 target, float zoom) : base(parent, position, target)

49 {

50 Zoom = zoom;

83 }

84

85 private readonly Vector3 _destination = new Vector3(140,0,205);

86 private Vector3 _camStep;

178 var right = Vector3.Normalize(LookAt - ArcPosition); //calculate forward

179 right = Vector3.Cross(right, Vector3.Up); //calculate the real right

180 right.Y = 0;

181 right.Normalize();

190 public void MoveCameraForward(float amount)

191 {

192 Vector3 forward = Vector3.Normalize(LookAt - ArcPosition);

193 forward.Y = 0;

194 forward.Normalize();

Tutorial.cs (https://bitbucket.org/kstewart83/opentk-course.git) C# · 115 lines

83

84 GL.LoadIdentity();

85 //GL.Rotate(rotation, Vector3.UnitZ); [REMOVED]

86

87 GL.Clear(ClearBufferMask.ColorBufferBit);

SteamVR_LaserPointer.cs (https://bitbucket.org/RaptorGrease/vrprojekti.git) C# · 141 lines

34 holder = new GameObject();

35 holder.transform.parent = this.transform;

36 holder.transform.localPosition = Vector3.zero;

37 holder.transform.localRotation = Quaternion.identity;

38

39 pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);

40 pointer.transform.parent = holder.transform;

41 pointer.transform.localScale = new Vector3(thickness, thickness, 100f);

42 pointer.transform.localPosition = new Vector3(0f, 0f, 50f);

131 if (controller != null && controller.triggerPressed)

132 {

133 pointer.transform.localScale = new Vector3(thickness * 5f, thickness * 5f, dist);

134 }

135 else

136 {

137 pointer.transform.localScale = new Vector3(thickness, thickness, dist);

138 }

139 pointer.transform.localPosition = new Vector3(0f, 0f, dist/2f);

NewEasyRoads3D.cs (https://bitbucket.org/vhsousa/edj-asterix-obelix-roman-defense.git) C# · 156 lines

8 {

9 private static NewEasyRoads3D instance;

10 private Vector3 scroll;

11 public GUISkin cGS;

12 public GUISkin dGS;

99 instance.Close();

100 go.name = objectname;

101 go.transform.position = Vector3.zero;

102 RoadObjectScript script = go.GetComponent<RoadObjectScript>();

103 script.closedTrack = false;

ObjImporter.cs (https://bitbucket.org/Werring/unity-indusim.git) C# · 256 lines

16 private struct meshStruct

17 {

18 public Vector3[] vertices;

19 public Vector3[] normals;

24 public int[] faceVerts;

25 public int[] faceUVs;

26 public Vector3[] faceData;

27 public string name;

28 public string fileName;

40 populateMeshStruct(ref newMesh);

41

42 Vector3[] newVerts = new Vector3[newMesh.faceData.Length];

43 Vector2[] newUVs = new Vector2[newMesh.faceData.Length];

44 Vector3[] newNormals = new Vector3[newMesh.faceData.Length];

214 while (j < brokenString.Length && ("" + brokenString[j]).Length > 0)

215 {

216 Vector3 temp = new Vector3();

217 brokenBrokenString = brokenString[j].Split(splitIdentifier2, 3); //Separate the face into individual components (vert, uv, normal)

218 temp.x = System.Convert.ToInt32(brokenBrokenString[0]);

Map.cs (https://bitbucket.org/arcanosteam/arcanos.git) C# · 162 lines

84 }

85

86 public WorldObject Spawn(ulong guid, WorldObjectTemplate template, Vector3 pos)

87 {

88 return Spawn(guid, template, pos, Rotation.Zero);

89 }

90 public WorldObject Spawn(ulong guid, WorldObjectTemplate template, Vector3 pos, Rotation rot)

91 {

92 WorldObject wo = new WorldObject(guid, template, pos, rot);

94 return wo;

95 }

96 public Creature Spawn(ulong guid, CreatureTemplate template, Vector3 pos)

97 {

98 return Spawn(guid, template, pos, Rotation.Zero);

PanHandler.cs (https://bitbucket.org/kubrakms/thermalconductivity.git) C# · 166 lines

1 // --------------------------------------------------------------------------------------------------------------------

2 // <copyright file="PanHandler.cs" company="Helix 3D Toolkit">

3 // http://helixtoolkit.codeplex.com, license: Ms-PL

4 // </copyright>

55 }

56

57 Vector3D delta3D = this.LastPoint3D.Value - thisPoint3D.Value;

58 this.Pan(delta3D);

59

68 /// The panning vector.

69 /// </param>

70 public void Pan(Vector3D delta)

71 {

72 if (!this.Controller.IsPanEnabled)

100 }

101

102 Vector3D delta3D = this.LastPoint3D.Value - thisPoint3D.Value;

103 this.Pan(delta3D);

104

UnityBinaryReader.cs (https://bitbucket.org/rusoaica/judgement-day-map-editor.git) C# · 450 lines

180 }

181

182 public Vector3 ReadLEVector3()

183 {

184 var _x = ReadLESingle();

185 var _y = ReadLESingle();

186 var _z = ReadLESingle();

187 return new Vector3(_x, _y, _z);

188 }

189

359 }

360

361 public Vector3 ReadBEVector3()

362 {

363 var _x = ReadBESingle();

BroadphaseInterface.cs (https://bitbucket.org/cjrgaming/bullet-noxna.git) C# · 77 lines

30 {

31

32 BroadphaseProxy CreateProxy(Vector3 aabbMin, Vector3 aabbMax, BroadphaseNativeType shapeType, Object userPtr, CollisionFilterGroups collisionFilterGroup, CollisionFilterGroups collisionFilterMask, IDispatcher dispatcher, Object multiSapProxy);

33 BroadphaseProxy CreateProxy(ref Vector3 aabbMin, ref Vector3 aabbMax, BroadphaseNativeType shapeType, Object userPtr, CollisionFilterGroups collisionFilterGroup, CollisionFilterGroups collisionFilterMask, IDispatcher dispatcher, Object multiSapProxy);

34

35 void DestroyProxy(BroadphaseProxy proxy, IDispatcher dispatcher);

36 void SetAabb(BroadphaseProxy proxy, ref Vector3 aabbMin, ref Vector3 aabbMax, IDispatcher dispatcher);

37 void GetAabb(BroadphaseProxy proxy, out Vector3 aabbMin, out Vector3 aabbMax);

39 void RayTest(ref Vector3 rayFrom, ref Vector3 rayTo, BroadphaseRayCallback rayCallback);

40 void RayTest(ref Vector3 rayFrom, ref Vector3 rayTo, BroadphaseRayCallback rayCallback, ref Vector3 aabbMin, ref Vector3 aabbMax);

41 void AabbTest(ref Vector3 aabbMin, ref Vector3 aabbMax, IBroadphaseAabbCallback callback);

48 ///getAabb returns the axis aligned bounding box in the 'global' coordinate frame

49 ///will add some transform later

50 void GetBroadphaseAabb(out Vector3 aabbMin, out Vector3 aabbMax);

51

52 ///reset broadphase internal structures, to ensure determinism/reproducability

TruncatedConeVisual3D.cs (https://bitbucket.org/kubrakms/thermalconductivity.git) C# · 236 lines

1 // --------------------------------------------------------------------------------------------------------------------

2 // <copyright file="TruncatedConeVisual3D.cs" company="Helix 3D Toolkit">

3 // http://helixtoolkit.codeplex.com, license: Ms-PL

4 // </copyright>

40 public static readonly DependencyProperty NormalProperty = DependencyProperty.Register(

41 "Normal",

42 typeof(Vector3D),

43 typeof(TruncatedConeVisual3D),

44 new PropertyMetadata(new Vector3D(0, 0, 1), GeometryChanged));

129 /// </summary>

130 /// <value>The normal.</value>

131 public Vector3D Normal

132 {

133 get

134 {

135 return (Vector3D)this.GetValue(NormalProperty);

136 }

137

WonderGiftDlg.cs (https://bitbucket.org/MyongJu/decompile.git) C# · 128 lines

88 this.m_scrollView.movement = UIScrollView.Movement.Unrestricted;

89 this.m_scrollView.ResetPosition();

90 this.m_scrollView.currentMomentum = Vector3.zero;

91 this.m_scrollView.movement = UIScrollView.Movement.Horizontal;

92 }

110 GameObject gameObject = UnityEngine.Object.Instantiate<GameObject>(this.m_template.gameObject);

111 gameObject.transform.SetParent(this.m_container.transform);

112 gameObject.transform.localScale = Vector3.one;

113 gameObject.SetActive(true);

114 WonderGiftItem component = gameObject.GetComponent<WonderGiftItem>();

DataTypes.cs (https://bitbucket.org/kbengine/kbengine.git) C# · 496 lines

273 }

274

275 public class KBEDATATYPE_VECTOR3 : KBEDATATYPE_BASE

276 {

277 public override object createFromStream(MemoryStream stream)

280 if(3 != size)

281 {

282 Dbg.ERROR_MSG(string.Format("KBEDATATYPE_VECTOR3::createFromStream: size({0}) is error!", size));

283 }

284

285 return new Vector3(stream.readFloat(), stream.readFloat(), stream.readFloat());

286 }

287

PolarFlatBrickMap.cs (https://bitbucket.org/tomtominc/rainbogeddon.git) C# · 167 lines

22 /// {

23 /// grid = FlatHexGrid&lt;TCell&gt;.HorizontallyWrappedParallelogram(width, height);

24 /// map = new PolarFlatBrickMap(Vector3.zero, 10, 110, newRectPoint(5, 10).To3DXY();

25 ///

26 /// foreach (var point in grid)

31 /// }

32 ///

33 /// public void Click(Vector3 worldPoint)

34 /// {

35 /// var gridPoint = map[worldPoint]

NewBGCViewModel.cs (https://bitbucket.org/alexshtf/sketchmodeller.git) C# · 313 lines

265 }

266

267 protected override void PerformDrag(Vector dragVector2d, Vector3D vector3D, Vector3D axisDragVector, Point3D? currDragPosition)

268 {

269 if (Keyboard.Modifiers == ModifierKeys.None)

286 {

287 axis.Normalize();

288 var radiusDelta = 0.5 * Vector3D.DotProduct(axis, vector3D);

289 viewModel.Components = viewModel.RecomputeComponents(

290 viewModel.Components,

296 {

297 var axis = viewModel.Axis.Normalized();

298 var lengthDelta = Vector3D.DotProduct(axis, vector3D) * 2;

299 viewModel.Length = Math.Max(MIN_LENGTH, viewModel.Length + lengthDelta);

300 }

RotateManipulator.cs (https://bitbucket.org/kubrakms/thermalconductivity.git) C# · 227 lines

1 // --------------------------------------------------------------------------------------------------------------------

2 // <copyright file="RotateManipulator.cs" company="Helix 3D Toolkit">

3 // http://helixtoolkit.codeplex.com, license: Ms-PL

4 // </copyright>

24 public static readonly DependencyProperty AxisProperty = DependencyProperty.Register(

25 "Axis",

26 typeof(Vector3D),

27 typeof(RotateManipulator),

28 new UIPropertyMetadata(new Vector3D(0, 0, 1), GeometryChanged));

73 /// </summary>

74 /// <value>The axis.</value>

75 public Vector3D Axis

76 {

77 get

78 {

79 return (Vector3D)this.GetValue(AxisProperty);

80 }

81

FMatrix.cs (https://bitbucket.org/ironpencil/tankfight.git) C# · 273 lines

238 }

239

240 public Vector3 GetVector3FromLocalVector2(Vector2 localVector, float z)

241 {

242 return new Vector3

248 }

249

250 public void ApplyVector3FromLocalVector2(ref Vector3 outVector, Vector2 localVector, float z)

251 {

252 outVector.x = localVector.x*a + localVector.y*c + tx;

StartEndModifier.cs (https://bitbucket.org/Werring/unity-indusim.git) C# · 171 lines

64 return;

65 } else if (p.vectorPath.Count < 2 && !addPoints) {

66 //Vector3[] arr = new Vector3[2];

67 //arr[0] = p.vectorPath[0];

68 //arr[1] = p.vectorPath[0];

112 } else {

113

114 //Vector3[] newPath = new Vector3[p.vectorPath.Length+(exactStartPoint != Exactness.SnapToNode ? 1 : 0) + (exactEndPoint != Exactness.SnapToNode ? 1 : 0)];

115

116 if (exactStartPoint != Exactness.SnapToNode) {

133 }

134

135 public Vector3 GetClampedPoint (Vector3 from, Vector3 to, Node hint) {

136

137 //float minDistance = Mathf.Infinity;

Game.cs (https://bitbucket.org/realityfoil/ld26-optimality.git) C# · 300 lines

53 public int baseHP;

54 [HideInInspector]

55 public Vector3[,] directionToMove;

56

57 private List<Spawner> spawners;

103 map = new Map(levels[level - 1]);

104

105 directionToMove = new Vector3[map.width, map.height];

106

107 BuildMap();

242 void BuildMap() {

243 numTowers = 0;

244 Vector3 position = Vector3.zero;

245 spawners = new List<Spawner>();

246 towers = new List<Tower>();

284 foreach (Vector3 direction in new Vector3[] {

285 Vector3.down, Vector3.left, Vector3.up, Vector3.right, }) {

286 Vector3 check = target + direction;

TrackVertex.cs (https://bitbucket.org/ddreaper/racing-game-kit.git) C# · 276 lines

1 #region File Description

2 //-----------------------------------------------------------------------------

3 // TrackVertex.cs

4 //

5 // Microsoft XNA Community Game Platform

31 /// Position of this point

32 /// </summary>

33 public Vector3 pos;

34 /// <summary>

35 /// Right, up and dir vectors

36 /// </summary>

37 public Vector3 right, up, dir;

38 /// <summary>

39 /// Texture coordinates, u goes along with the road, v is left and right,

250 public TrackVertex(Vector3 setPos,

251 Vector3 setRight, Vector3 setUp, Vector3 setDir,

252 Vector2 setUv, float setRoadWidth)

253 {

ImpAI.cs (https://bitbucket.org/BitDemon/groupproject.git) C# · 129 lines

29 void FixedUpdate(){

30

31 rigidbody.AddForce(new Vector3 (0, -gravity * rigidbody.mass, 0));

32 AnimaionManager();

33

CutstageTrackingScript.cs (https://bitbucket.org/fredbuffet/fredbuffet.git) C# · 161 lines

153 GameObject spawnNeeded = Instantiate(needed);

154 spawnNeeded.transform.SetParent(NeededHolder.transform);

155 spawnNeeded.transform.localScale = Vector3.one;

156 }

157 }

MissileLauncher.cs (https://bitbucket.org/theluxx/deckdefender.git) C# · 153 lines

40

41

42 transform.LookAt(new Vector3(_target.transform.position.x, transform.position.y, _target.transform.position.z));

43 _atkTimer -= Time.deltaTime;

44

118 public void SpawnMissile()

119 {

120 Vector3 spawnPoint = new Vector3(_target.transform.position.x, _target.transform.position.y + 10.0f, transform.position.z);

121 _bullet.GetComponent<Missile>()._target = _target;

122 _bullet.GetComponent<Missile>()._launcher = this;

SampleApp_Multiple.cs (https://bitbucket.org/solaris_3diq/devweek2018_realsense.git) C# · 151 lines

102 newGuiObject._mediaPlayer = newMediaPlayer;

103 newGuiObject._scaleMode = ScaleMode.StretchToFill;

104 newGuiObject.rectTransform.localScale = Vector3.one;

105 newGuiObject.rectTransform.pivot = new Vector2( 0.0f, 1.0f );

106 m_aAddedVideos.Add( newGuiObject );

GeneticsMain.cs (https://bitbucket.org/clomax/evosim) C# · 122 lines

25 float creature_spread;

26

27 Vector3 max_root_scale;

28 Vector3 min_root_scale;

34 eth = Ether.getInstance();

35

36 max_root_scale = new Vector3();

37 max_root_scale.x = float.Parse( settings.contents["creature"]["root"]["max_root_scale"]["x"].ToString() );

38 max_root_scale.y = float.Parse( settings.contents["creature"]["root"]["max_root_scale"]["y"].ToString() );

76

77 /* Randomly select point on root's surface */

78 Vector3 tmp = new Vector3(0F,0F,0F);

79 // set all axes to random float between -.5 and .5

80 for (int k=0; k<3; k++) {

90 Vector3 point = tmp;

91 //Debug.Log(point);

92 Vector3 scale = new Vector3 (2F,2F,5F);

93 int recurrances = Random.Range(0,recursion_limit);

94 chromosome.addLimb(col, point, scale, recurrances);

BlindWomen_MixAttack.cs (https://bitbucket.org/Mugicer/san-zhuan.git) C# · 92 lines

32 }

33 //還需要設置 盲女 位置

34 animator.transform.position = po[Random.Range(0,4)].transform.position + new Vector3(Random.Range(5f, -5f), 0, Random.Range(5f,-5f));

35 //還需要設置 小女孩 位置

36 child.transform.position = mid.transform.position + new Vector3(Random.Range(35f,-35f),0,Random.Range(27.5f,-27.5f));

40 GameObject c = Instantiate(lamp);

41 animator.GetComponent<Blind_women>().Lamp[i]=c;

42 c.transform.position = mid.transform.position + new Vector3(Random.Range(35f, -35f), 0, Random.Range(27.5f, -27.5f));

43 }

44 }

46 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks

47 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {

48 animator.transform.LookAt(new Vector3(player.position.x,animator.transform.position.y, player.position.z));

49 child.transform.LookAt(new Vector3(player.position.x, animator.transform.position.y, player.position.z));

VertexChannelCollection.cs (https://bitbucket.org/refuzion/monogame.git) C# · 373 lines

142 /// Converts the channel, at the specified index, to another vector format.

143 /// </summary>

144 /// <typeparam name="TargetType">Type of the target format. Can be one of the following: Single, Vector2, Vector3, Vector4, IPackedVector</typeparam>

145 /// <param name="index">Index of the channel to be converted.</param>

146 /// <returns>New channel in the specified format.</returns>

174 /// Converts the channel, specified by name to another vector format.

175 /// </summary>

176 /// <typeparam name="TargetType">Type of the target format. Can be one of the following: Single, Vector2, Vector3, Vector4, IPackedVector</typeparam>

177 /// <param name="name">Name of the channel to be converted.</param>

178 /// <returns>New channel in the specified format.</returns>

Frustum.cs (https://bitbucket.org/FlyMan/radegast.git) C# · 232 lines

164 public class BoundingVolume

165 {

166 Vector3 Min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);

167 Vector3 Max = new Vector3(float.MinValue, float.MinValue, float.MinValue);

168 float R = 0f;

169

170 public Vector3 ScaledMin = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);

171 public Vector3 ScaledMax = new Vector3(float.MinValue, float.MinValue, float.MinValue);

176 ScaledMin = Min * scale;

177 ScaledMax = Max * scale;

178 Vector3 dist = ScaledMax - ScaledMin;

179 ScaledR = dist.Length();

180 }

221 }

222

223 //public void CreateBoundingVolume(Model mesh, Vector3 min, Vector3 max)

224 //{

225 // Min = min;

CatmullRomSpline.cs (https://bitbucket.org/agnavarroSyn88/assessment.git) C# · 421 lines

77 }

78

79 public static Vector3 ComputeBinormal(Vector3 tangent, Vector3 normal)

80 {

81 return Vector3.Cross(tangent, normal).normalized;

374 }

375

376 private static Vector3 FindSplinePoint(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)

377 {

378 Vector3 ret = new Vector3();

399 }

400

401 private static Vector3 FindSplineTangent(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)

402 {

403 Vector3 ret = new Vector3();

VBScreenHelper.cs (https://bitbucket.org/totallyevil/racing-game-kit.git) C# · 254 lines

1 #region File Description

2 //-----------------------------------------------------------------------------

3 // VBScreenHelper.cs

4 //

5 // Microsoft XNA Community Game Platform

52 {

53 new VertexPositionTexture(

54 new Vector3(-1.0f, -1.0f, 0.5f),

55 new Vector2(0, 1)),

56 new VertexPositionTexture(

57 new Vector3(-1.0f, 1.0f, 0.5f),

58 new Vector2(0, 0)),

59 new VertexPositionTexture(

ItemFactory.cs (https://bitbucket.org/TheRealAtho/mango.git) C# · 179 lines

42 DbCon.ExecuteNonQuery();

43

44 Item Item = new Item(DbCon.SelectLastId(), Data, Data.Id, Player.Id, 0, "", 0, new Vector3D(), Flags, DisplayFlags, Untradable, ExpireTimestamp, 0, 0);

45

46 DbCon.Commit();

88 DbCon.ExecuteNonQuery();

89

90 Item Item = new Item(DbCon.SelectLastId(), Data, Data.Id, Player.Id, 0, "", 0, new Vector3D(), Flags, DisplayFlags, Untradable, ExpireTimestamp, 0, 0);

91 Items.Add(Item);

92 }

153 int Item2Id = DbCon.SelectLastId();

154

155 Item Item1 = new Item(Item1Id, Data, Data.Id, Player.Id, 0, "", 0, new Vector3D(), Item2Id.ToString(), "", Untradable, ExpireTimestamp, 0, 0);

156 Item Item2 = new Item(Item2Id, Data, Data.Id, Player.Id, 0, "", 0, new Vector3D(), Item1Id.ToString(), "", Untradable, ExpireTimestamp, 0, 0);

BitVector32.cs (https://bitbucket.org/luobailiang/mono.git) C# · 233 lines

1 //

2 // System.Collections.Specialized.BitVector32.cs

3 //

4 // Author:

35 namespace System.Collections.Specialized {

36

37 public struct BitVector32 {

38 int bits;

39

108 // Constructors

109

110 public BitVector32 (BitVector32 source)

111 {

112 bits = source.bits;

196 public override bool Equals (object o)

197 {

198 return (o is BitVector32) && bits == ((BitVector32) o).bits;

199 }

200

SpringTrap.cs (https://bitbucket.org/ragoston/fins-nightmare.git) C# · 148 lines

6 private Transform objectToMove;

7 // Use this for initialization

8 Vector3 currentVelocity;

9 private ImageSequencePlayer imagePlayer;

10 public enum TypeOfTrap

85 Destroy(GetComponent<Collider2D>());

86 //self collider eliminated.

87 Vector3 objectIdlePos = objectToMove.position;

88 while(Mathf.Abs(objectToMove.position.y - objectIdlePos.y) < springDistance)

89 {

90 objectToMove.position = Vector3.SmoothDamp(objectToMove.position,

91 objectToMove.position + Vector3.up * springDistance, ref currentVelocity, timeToFinish);

Skidmarks.cs (https://bitbucket.org/marvin0038/racer.git) C# · 154 lines

21 // Variables for each mark created. Needed to generate the correct mesh.

22 class MarkSection{

23 public Vector3 pos = Vector3.zero;

24 public Vector3 normal = Vector3.zero;

25 public Vector4 tangent = Vector4.zero;

26 public Vector3 posl = Vector3.zero;

27 public Vector3 posr = Vector3.zero;

47 // create the mesh later. Sets the intensity of the skidmark section b setting the alpha

48 // of the vertex color.

49 public int AddSkidMark(Vector3 pos, Vector3 normal, float intensity, int lastIndex)

50 {

51 if(intensity > 1)

64 Vector3 dir = (curr.pos - last.pos);

65 Vector3 xDir = Vector3.Cross(dir,normal).normalized;

66

67 curr.posl = curr.pos + xDir * markWidth * 0.5f;

PathManager.cs (https://bitbucket.org/Grimelios/starlight.git) C# · 186 lines

86 public static List<Body> EvenlyDistributeShapesAlongPath(World world, Path path, IEnumerable<Shape> shapes, BodyType type, int copies, object userData = null)

87 {

88 List<Vector3> centers = path.SubdivideEvenly(copies);

89 List<Body> bodyList = new List<Body>();

90

TestCommands~Tween.cs (https://bitbucket.org/Darcy_Rayner/commandqueue.git) C# · 778 lines

40 Vector3 vec3Offset = new Vector3(4.0f, 19.0f, 2.0f);

41 Vector3 vec3Start = new Vector3(92.0f, 0.5f, 34.0f);

42 Vector3 vec3Val = vec3Start;

43 Ref<Vector3> vec3Ref = new Ref<Vector3>(

44 () => vec3Val,

45 t => vec3Val = t

301 Vector3 vec3End = new Vector3(4.0f, 19.0f, 2.0f);

302 Vector3 vec3Start = new Vector3(92.0f, 0.5f, 34.0f);

303 Vector3 vec3Val = vec3Start;

304 Ref<Vector3> vec3Ref = new Ref<Vector3>(

305 () => vec3Val,

306 t => vec3Val = t

596 Vector3 vec3Val = vec3Start;

597 Ref<Vector3> vec3Ref = new Ref<Vector3>(

598 () => vec3Val,

599 t => vec3Val = t

ShaderEffect.cs (https://bitbucket.org/ddreaper/racing-game-kit.git) C# · 863 lines

1 #region File Description

2 //-----------------------------------------------------------------------------

3 // ShaderEffect.cs

4 //

5 // Microsoft XNA Community Game Platform

177 /// <param name="newVector">New vector</param>

178 private static void SetValue(EffectParameter param,

179 ref Vector3 lastUsedVector, Vector3 newVector)

180 {

181 if (param != null &&

331 }

332

333 protected Vector3 lastUsedLightDir = Vector3.Zero;

334 /// <summary>

335 /// Set light direction

ProjectileLauncher.cs (https://bitbucket.org/jiseongkim/3did_shared.git) C# · 116 lines

44 void SpawnProjectile(long UserId)

45 {

46 Vector3 ProjectilePosition = Camera.main.transform.position + Camera.main.transform.forward * 0.85f;

47 Vector3 ProjectileDirection = Camera.main.transform.forward;

61 /// <param name="direction">Position to shoot toward</param>

62 /// <param name="radius">Size of destruction when colliding.</param>

63 void ShootProjectile(Vector3 start, Vector3 direction, long OwningUser)

64 {

65 // Need to know the index in the PlayerAvatarStore to grab for this projectile's behavior.

107 // Parse the message

108 long userID = msg.ReadInt64();

109 Vector3 remoteProjectilePosition = CustomMessages.Instance.ReadVector3(msg);

110

111 Vector3 remoteProjectileDirection = CustomMessages.Instance.ReadVector3(msg);

MegaModifyObject.cs (https://bitbucket.org/isereda_visco/vuforiademoiosbuild.git) C# · 518 lines

134 {

135 bbox = cachedMesh.bounds;

136 sverts = new Vector3[cachedMesh.vertexCount];

137 verts = cachedMesh.vertices;

138

286

287 bbox = newmesh.bounds;

288 sverts = new Vector3[mesh.vertexCount];

289 verts = mesh.vertices;

290

322 {

323 bbox = cachedMesh.bounds;

324 sverts = new Vector3[cachedMesh.vertexCount];

325 verts = cachedMesh.vertices;

326

GvrReticlePointerImpl.cs (https://bitbucket.org/gcgmm/mm_2017-1_not_equipe-6.git) C# · 177 lines

56 public float ReticleOuterDiameter { get; private set; }

57

58 private Vector3 targetPoint = Vector3.zero;

59 public override Vector3 LineEndPoint { get { return targetPoint; } }

156 }

157

158 private bool SetPointerTarget(Vector3 target, bool interactive) {

159 if (base.PointerTransform == null) {

160 Debug.LogWarning("Cannot operate on a null pointer transform");

162 }

163 targetPoint = target;

164 Vector3 targetLocalPosition = base.PointerTransform.InverseTransformPoint(target);

165

166 ReticleDistanceInMeters =

Manipulator.cs (https://bitbucket.org/kubrakms/thermalconductivity.git) C# · 416 lines

1 // --------------------------------------------------------------------------------------------------------------------

2 // <copyright file="Manipulator.cs" company="Helix 3D Toolkit">

3 // http://helixtoolkit.codeplex.com, license: Ms-PL

4 // </copyright>

35 public static readonly DependencyProperty OffsetProperty = DependencyProperty.Register(

36 "Offset",

37 typeof(Vector3D),

38 typeof(Manipulator),

39 new FrameworkPropertyMetadata(

40 new Vector3D(0, 0, 0), FrameworkPropertyMetadataOptions.BindsTwoWayByDefault, PositionChanged));

41

42 /// <summary>

360 /// Transformed vector (world coords).

361 /// </returns>

362 protected Vector3D ToWorld(Vector3D vector)

363 {

364 var mat = Visual3DHelper.GetTransform(this);

ButtonManager.cs (https://bitbucket.org/ozgurtaskin/mobgedomain.git) C# · 239 lines

98 }

99 }

100 private Ray screenPointToRay(Vector3 pos)

101 {

102 Camera cam = Camera.mainCamera;

GameStateManager.cs (https://bitbucket.org/adam19/breakout_unity.git) C# · 336 lines

92

93 // Lerp the position

94 Vector3 CameraPosition = MainCameraRef.transform.position;

95 CameraPosition = Vector3.Lerp(_StartCameraTransform.position, _TargetCameraTransform.position, t);

DOTweenTextMeshPro.cs (https://bitbucket.org/hautecouture_matsuyama/100apps_ppg_readyset.git) C# · 239 lines

83 {

84 Transform t = target.transform;

85 Vector3 endValueV3 = new Vector3(endValue, endValue, endValue);

86 return DOTween.To(() => t.localScale, x => t.localScale = x, endValueV3, duration).SetTarget(target);

87 }

197 {

198 Transform t = target.transform;

199 Vector3 endValueV3 = new Vector3(endValue, endValue, endValue);

200 return DOTween.To(() => t.localScale, x => t.localScale = x, endValueV3, duration).SetTarget(target);

201 }

UIGeometry.cs (https://bitbucket.org/concuror/gamaton_demo.git) C# · 127 lines

24 /// </summary>

25

26 public BetterList<Vector3> verts = new BetterList<Vector3>();

27

28 /// <summary>

39

40 // Relative-to-panel vertices, normal, and tangent

41 BetterList<Vector3> mRtpVerts = new BetterList<Vector3>();

42 Vector3 mRtpNormal;

90 mRtpNormal = widgetToPanel.MultiplyVector(Vector3.back).normalized;

91 Vector3 tangent = widgetToPanel.MultiplyVector(Vector3.right).normalized;

92 mRtpTan = new Vector4(tangent.x, tangent.y, tangent.z, -1f);

93 }

99 /// </summary>

100

101 public void WriteToBuffers (BetterList<Vector3> v, BetterList<Vector2> u, BetterList<Color32> c, BetterList<Vector3> n, BetterList<Vector4> t)

102 {

103 if (mRtpVerts != null && mRtpVerts.size > 0)

Layer.cs (https://bitbucket.org/zeroeth/unitmx.git) C# · 178 lines

48 //_currentLayerID = _currentLayerID * 10;

49 float z = _currentLayerID * -10;

50 List<Vector3> vertices = new List<Vector3> ();

51 for (int i = 1; i <= _height; i++) {

52 for (int j = 1; j <= _width; j++) {

77 //_currentLayerID = _currentLayerID * 10;

78 TileSet.CollisionFormat collision = TileSet.CollisionFormat.none;

79 List<Vector3> vertices = new List<Vector3> ();

80 for (int i = 1; i <= _height; i++) {

81 for (int j = 1; j <= _width; j++) {

94 }

95 if ((collision & TileSet.CollisionFormat.bottom) != 0) {

96 vertices.AddRange (new Vector3[] {

97 new Vector3 (_tileset.width * j, _tileset.height * -i, z),

116 new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 0), z),

117 new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 0), z2),

118 new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 1), z),

UIDragObject.cs (https://bitbucket.org/golivegaming/lalkamal-neelkamal.git) C# · 232 lines

31 /// </summary>

32

33 public Vector3 scale = Vector3.one;

34

35 /// <summary>

58

59 Plane mPlane;

60 Vector3 mLastPos;

61 UIPanel mPanel;

62 bool mPressed = false;

63 Vector3 mMomentum = Vector3.zero;

64 float mScroll = 0f;

65 Bounds mBounds;

UIGeometry.cs (https://bitbucket.org/adiq94/villageposition.git) C# · 135 lines

24 /// </summary>

25

26 public BetterList<Vector3> verts = new BetterList<Vector3>();

27

28 /// <summary>

43

44 // Relative-to-panel vertices, normal, and tangent

45 BetterList<Vector3> mRtpVerts = new BetterList<Vector3>();

46 Vector3 mRtpNormal;

94 mRtpNormal = widgetToPanel.MultiplyVector(Vector3.back).normalized;

95 Vector3 tangent = widgetToPanel.MultiplyVector(Vector3.right).normalized;

96 mRtpTan = new Vector4(tangent.x, tangent.y, tangent.z, -1f);

97 }

104

105 #if UNITY_3_5_4

106 public void WriteToBuffers (BetterList<Vector3> v, BetterList<Vector2> u, BetterList<Color> c, BetterList<Vector3> n, BetterList<Vector4> t)

107 #else

108 public void WriteToBuffers (BetterList<Vector3> v, BetterList<Vector2> u, BetterList<Color32> c, BetterList<Vector3> n, BetterList<Vector4> t)

MathUtils.cs (https://bitbucket.org/yamasakai/frog-fight-club.git) C# · 279 lines

19 }

20

21 public static Vector3 ExponentialEase(float easeSpeed, Vector3 start, Vector3 end, float dt)

22 {

23 Vector3 diff = end - start;

55 }

56

57 public static Vector3 ReflectIfAgainstNormal(Vector3 vec, Vector3 normal)

58 {

59 //If the move direction is going back into the wall reflect the movement away from the wall

124 lineSegPt2.y -= lineSegmentLength * 0.5f;

125

126 Vector3 lineSegPtDiff = lineSegPt2 - lineSegPt1;

127

128 //This formula will give the projected percent along the line segment.

Sprites.cs (https://bitbucket.org/copelands/csc490_final.git) C# · 181 lines

37

38 #region Public Properties

39 public Vector3[] Verticies

40 {

41 get { return verts; }

52 }

53

54 public Vector3[] Norms

55 {

56 get { return norms; }

65 public Texture2D spriteSheet;

66

67 private Vector3[] verts, norms;

68 private Vector2[] uvmap;

69 private int[] triangles;

QuadTreeTileProvider.cs (https://bitbucket.org/laurentantoine/sauron_bitbucket_repository.git) C# · 144 lines

24 _cbtpOptions.camera = Camera.main;

25 }

26 _groundPlane = new Plane(Vector3.up, 0);

27 _shouldUpdate = true;

28 }

31 {

32 //Camera Debugging

33 //Vector3[] frustumCorners = new Vector3[4];

34 //_cbtpOptions.camera.CalculateFrustumCorners(new Rect(0, 0, 1, 1), _cbtpOptions.camera.transform.position.y, Camera.MonoOrStereoscopicEye.Mono, frustumCorners);

35

76 private Vector2dBounds getcurrentViewPortWebMerc(bool useGroundPlane = true)

77 {

78 Vector3[] hitPnt = new Vector3[4];

79

80 if (useGroundPlane)

120 }

121

122 Vector3 hitPntLL = new Vector3(minX, 0, minZ);

123 Vector3 hitPntUR = new Vector3(maxX, 0, maxZ);

EffectParameter.cs (https://bitbucket.org/refuzion/monogame.git) C# · 608 lines

248 }

249

250 public Vector3 GetValueVector3 ()

251 {

252 if (ParameterClass != EffectParameterClass.Vector || ParameterType != EffectParameterType.Single)

254

255 var vecInfo = (float[])Data;

256 return new Vector3(vecInfo[0],vecInfo[1],vecInfo[2]);

257 }

258

259 public Vector3[] GetValueVector3Array ()

260 {

261 throw new NotImplementedException();

BasicEffect.cs (https://bitbucket.org/refuzion/monogame.git) C# · 545 lines

1 #region File Description

2 //-----------------------------------------------------------------------------

3 // BasicEffect.cs

4 //

5 // Microsoft XNA Community Game Platform

54 Matrix worldView;

55

56 Vector3 diffuseColor = Vector3.One;

57 Vector3 emissiveColor = Vector3.Zero;

58 Vector3 ambientLightColor = Vector3.Zero;

59

60 float alpha = 1;

132 /// Gets or sets the material diffuse color (range 0 to 1).

133 /// </summary>

134 public Vector3 DiffuseColor

135 {

136 get { return diffuseColor; }

Vector4.cs (https://bitbucket.org/refuzion/monogame.git) C# · 689 lines

117 }

118

119 public Vector4(Vector3 value, float w)

120 {

121 this.X = value.X;

546 }

547

548 public static Vector4 Transform(Vector3 position, Matrix matrix)

549 {

550 Vector4 result;

567 }

568

569 public static void Transform(ref Vector3 position, ref Matrix matrix, out Vector4 result)

570 {

571 result = new Vector4((position.X * matrix.M11) + (position.Y * matrix.M21) + (position.Z * matrix.M31) + matrix.M41,

Vector3.cs (https://bitbucket.org/refuzion/monogame.git) C# · 736 lines

190 }

191

192 public static Vector3 CatmullRom(Vector3 value1, Vector3 value2, Vector3 value3, Vector3 value4, float amount)

193 {

194 return new Vector3(

198 }

199

200 public static void CatmullRom(ref Vector3 value1, ref Vector3 value2, ref Vector3 value3, ref Vector3 value4, float amount, out Vector3 result)

201 {

202 result = new Vector3(

326 }

327

328 public static void Hermite(ref Vector3 value1, ref Vector3 tangent1, ref Vector3 value2, ref Vector3 tangent2, float amount, out Vector3 result)

329 {

330 result.X = MathHelper.Hermite(value1.X, tangent1.X, value2.X, tangent2.X, amount);

PrimitivesConverter.cs (https://bitbucket.org/alexshtf/sketchmodeller.git) C# · 93 lines

33 }

34

35 public NewPrimitive NewToNew(NewPrimitive source, Type targetType, Vector3D moveVector)

36 {

37 return newConvertersRegistry[GetKey(source, targetType)].Convert(source, moveVector);

38 }

39

40 public void ApplyMovement(NewPrimitive source, NewPrimitive target, Vector3D moveVector)

41 {

42 newConvertersRegistry[GetKey(source, target)].ApplyMovement(source, target, moveVector);

People.cs (https://bitbucket.org/FlyMan/radegast.git) C# · 183 lines

100 private double Heading(Vector3 place)

101 {

102 Vector3 v3 = Vector3.Transform(

103 Vector3.UnitX,

122

123 // Rotate the vector opposite to our body rotation.

124 Vector3 faceRelative = Vector3.Transform(

125 difference,

126 Matrix4.CreateFromQuaternion(my.Movement.BodyRotation));

132 }

133

134 internal Vector3 SameDirection(Vector3 theirpos)

135 {

136 AgentManager my = control.instance.Client.Self;

140

141 // Make a 4m vector in the same direction.

142 Vector3 pointer = Vector3.Multiply(

143 Vector3.Normalize( difference ), 4.0f );

IEffectLights.cs (https://bitbucket.org/refuzion/monogame.git) C# · 56 lines

45 public interface IEffectLights

46 {

47 Vector3 AmbientLightColor { get; set; }

48 DirectionalLight DirectionalLight0 { get; }

49 DirectionalLight DirectionalLight1 { get; }

Vector4.cs (https://bitbucket.org/cjrgaming/bullet-noxna.git) C# · 686 lines

139 }

140

141 public Vector4(Vector3 value, float w)

142 {

143 this.X = value.X;

506 }

507

508 public static Vector4 Transform(Vector3 value, Quaternion rotation)

509 {

510 throw new NotImplementedException();

575 }

576

577 public Vector3 ToVector3()

578 {

579 return new Vector3(X, Y, Z);

Quaternion.cs (https://bitbucket.org/cjrgaming/bullet-noxna.git) C# · 678 lines

52

53

54 public Quaternion(Vector3 vectorPart, float scalarPart)

55 {

56 this.X = vectorPart.X;

141 }

142

143 public static Quaternion CreateFromAxisAngle(Vector3 axis, float angle)

144 {

145 double sin_a = Math.Sin(angle / 2.0);

148

149

150 public static void CreateFromAxisAngle(ref Vector3 axis, float angle, out Quaternion result)

151 {

152 double sin_a = Math.Sin(angle / 2.0);

Ball.cs (https://bitbucket.org/MalcolmH/assignment2networking.git) C# · 145 lines

16 void Start ()

17 {

18 velocity = Vector3.Normalize(new Vector3(speed, speed, 0f)) * speed;

19 }

20 public static Vector3 StringToVector3(string sVector)

31 // store as a Vector3

32 Vector3 result = new Vector3(

33 float.Parse(sArray[0]),

34 float.Parse(sArray[1]),

119 scoreRText.text = scoreR.ToString();

120 speed = 5f;

121 velocity = Vector3.Normalize(new Vector3(speed, 0f, 0f)) * speed;

122 transform.position = new Vector3(-6.5f, GameObject.Find("PaddleL").transform.position.y, 0f);

127 scoreLText.text = scoreL.ToString();

128 speed = 5f;

129 velocity = Vector3.Normalize(new Vector3(-speed, 0f, 0f)) * speed;

130 transform.position = new Vector3(6.5f, GameObject.Find("PaddleR").transform.position.y, 0f);

SunLight.cs (https://bitbucket.org/kubrakms/thermalconductivity.git) C# · 151 lines

1 // --------------------------------------------------------------------------------------------------------------------

2 // <copyright file="SunLight.cs" company="Helix 3D Toolkit">

3 // http://helixtoolkit.codeplex.com, license: Ms-PL

4 // </copyright>

45 /// The altitude axis.

46 /// </summary>

47 private readonly Vector3D AltitudeAxis = new Vector3D(0, 1, 0);

48

49 /// <summary>

50 /// The azimuth axis.

51 /// </summary>

52 private readonly Vector3D AzimuthAxis = new Vector3D(0, 0, 1);

53

54 #endregion

138 var t1 = new RotateTransform3D(new AxisAngleRotation3D(this.AzimuthAxis, this.Azimuth));

139 var t2 = new RotateTransform3D(new AxisAngleRotation3D(this.AltitudeAxis, this.Altitude));

140 var dir = t1.Transform(t2.Transform(new Vector3D(1, 0, 0)));

141

142 var i = (byte)(255 * this.Brightness);

OlsenSphere.cs (https://bitbucket.org/VirtualReality/async-sim-testing-depracated.git) C# · 242 lines

183 for (y = yFrom; y < yTo; y++)

184 {

185 if (!map.Scene.Permissions.CanTerraformLand(userID, new Vector3(x, y, 0)))

186 continue;

187

Teapot.cs (https://bitbucket.org/kubrakms/thermalconductivity.git) C# · 164 lines

1 // --------------------------------------------------------------------------------------------------------------------

2 // <copyright file="Teapot.cs" company="Helix 3D Toolkit">

3 // http://helixtoolkit.codeplex.com, license: Ms-PL

4 // </copyright>

29 public static readonly DependencyProperty SpoutDirectionProperty = DependencyProperty.Register(

30 "SpoutDirection",

31 typeof(Vector3D),

32 typeof(Teapot),

33 new UIPropertyMetadata(new Vector3D(1, 0, 0), TransformChanged));

38 public static readonly DependencyProperty UpDirectionProperty = DependencyProperty.Register(

39 "UpDirection",

40 typeof(Vector3D),

41 typeof(Teapot),

42 new UIPropertyMetadata(new Vector3D(0, 0, 1), TransformChanged));

137 Vector3D right = this.SpoutDirection;

138 Vector3D back = Vector3D.CrossProduct(this.UpDirection, right);

139 Vector3D up = this.UpDirection;

BlobMove.cs (https://bitbucket.org/Danvil/ld26_minimal.git) C# · 182 lines

51 }

52

53 Vector3 computePlayerFollow() {

54 const float cMinRadius = 1.0f;

55 Vector3 d = Globals.Player.transform.position - transform.position;

102 Vector3 computeAvoidOther() {

103 Vector3 force = Vector3.zero;

104 foreach(BlobMove x in Globals.BlobManager.GetMoveBehaviours()) { // TODO reduce range

105 Vector3 delta = x.transform.position - transform.position;

113 Vector3 computeAvoidBombs() {

114 Vector3 force = Vector3.zero;

115 foreach(Bomb x in Globals.BombManager.GetBombs()) { // TODO reduce range

116 Vector3 delta = x.transform.position - transform.position;

124 Vector3 computeAvoidLevel() {

125 Vector3 force = Vector3.zero;

126 Vector3 pos = this.transform.position.WithChangedZ(0.0f);

Viewport.cs (https://bitbucket.org/greenboxdevelopment/greenbox3d.git) C# · 176 lines

124 #region Public Methods and Operators

125

126 public Vector3 Project(Vector3 source, Matrix4 projection, Matrix4 view, Matrix4 world)

127 {

128 Matrix4 matrix = Matrix4.Mult(Matrix4.Mult(world, view), projection);

129 Vector3 vector = Vector3.Transform(source, matrix);

130 float a = (((source.X * matrix.M14) + (source.Y * matrix.M24)) + (source.Z * matrix.M34)) + matrix.M44;

131

145 }

146

147 public Vector3 Unproject(Vector3 source, Matrix4 projection, Matrix4 view, Matrix4 world)

148 {

149 Matrix4 matrix = Matrix4.Invert(Matrix4.Mult(Matrix4.Mult(world, view), projection));

Anchor.cs (https://bitbucket.org/jonathondhartunisa/firstpersonsquared.git) C# · 238 lines

179 drawWireSphereGizmo(Vector3.zero, radius);

180

181 drawSphereCirclesGizmo(5, Vector3.zero, radius, Vector3.forward);

182

183 Gizmos.matrix = origMatrix;

184 }

185

186 private static Vector3[] worldDirs = new Vector3[] { Vector3.right, Vector3.up, Vector3.forward };

187

188 private void drawWireSphereGizmo(Vector3 pos, float radius) {

193 }

194

195 private void drawSphereCirclesGizmo(int numCircles, Vector3 pos, float radius, Vector3 poleDir) {

196 float dTheta = 180F / numCircles;

197 float halfTheta = dTheta / 2F;

PlayerCamera.cs (https://bitbucket.org/katas94/frustum-tessitura.git) C# · 157 lines

64 {

65 // calculamos la rotacion que aplicaremos a la camara segun el movimiento del aton

66 Vector3 deltaRotation = new Vector3(-Input.GetAxis("Mouse Y"), Input.GetAxis("Mouse X")) * sensitivity;

67

68 if (!catched)

69 {

70 deltaRotation = Vector3.zero;

71 }

72

116 private IEnumerator C_FollowTarget ()

117 {

118 Vector3 currentVelocity = Vector3.zero;

119

120 Vector3 lookAtVelocity = Vector3.zero;

121 Vector3 upVelocity = Vector3.zero;

122 Vector3 currentForward = transform.forward;

EquipmentForgeContent.cs (https://bitbucket.org/MyongJu/decompile.git) C# · 139 lines

113 if (!((UnityEngine.Object) this.scrollView != (UnityEngine.Object) null) || !((UnityEngine.Object) this.scrollView.panel != (UnityEngine.Object) null))

114 return;

115 Vector3[] worldCorners = this.scrollView.panel.worldCorners;

116 Vector3 panelBottom = (worldCorners[1] + worldCorners[2]) * 0.5f;

118 }

119

120 private void CenterOn(Transform target, Vector3 panelBottom)

121 {

122 if (!((UnityEngine.Object) target != (UnityEngine.Object) null) || !((UnityEngine.Object) this.scrollView != (UnityEngine.Object) null) || (!((UnityEngine.Object) this.scrollView.panel != (UnityEngine.Object) null) || !(this.scrollView.currentMomentum == Vector3.zero)))

123 return;

124 Transform cachedTransform = this.scrollView.panel.cachedTransform;

125 Vector3 vector3 = cachedTransform.InverseTransformPoint(target.position) - cachedTransform.InverseTransformPoint(panelBottom);

126 if (!this.scrollView.canMoveHorizontally)

127 vector3.x = 0.0f;

128 if (!this.scrollView.canMoveVertically)

129 vector3.y = 0.0f;

130 vector3.z = 0.0f;

ConstructionRequirementBtn.cs (https://bitbucket.org/MyongJu/decompile.git) C# · 166 lines

39 GameObject gameObject = UnityEngine.Object.Instantiate<GameObject>(AssetManager.Instance.HandyLoad(iconName, (System.Type) null) as GameObject);

40 gameObject.transform.parent = this.mIcon.transform;

41 gameObject.transform.localPosition = Vector3.zero;

42 int width = gameObject.GetComponent<UIWidget>().width;

43 int height = gameObject.GetComponent<UIWidget>().height;

44 float num = width < height ? 150f / (float) height : 150f / (float) width;

45 gameObject.transform.localScale = new Vector3(num, num, 1f);

46 }

47 else

89 GameObject gameObject = UnityEngine.Object.Instantiate<GameObject>(AssetManager.Instance.HandyLoad(iconName, (System.Type) null) as GameObject);

90 gameObject.transform.parent = this.mIcon.transform;

91 gameObject.transform.localPosition = Vector3.zero;

92 int width = gameObject.GetComponent<UIWidget>().width;

93 int height = gameObject.GetComponent<UIWidget>().height;

FRadialWipeSprite.cs (https://bitbucket.org/ironpencil/tankfight.git) C# · 338 lines

231 //now do the actual population

232

233 Vector3[] vertices = _renderLayer.vertices;

234 Vector2[] uvs = _renderLayer.uvs;

235 Color[] colors = _renderLayer.colors;

267

268 //set the mesh

269 _concatenatedMatrix.ApplyVector3FromLocalVector2(ref vertices[vertexIndex0], _meshVertices[6],0);

270 _concatenatedMatrix.ApplyVector3FromLocalVector2(ref vertices[vertexIndex0 + 1], _meshVertices[0],0);

271 _concatenatedMatrix.ApplyVector3FromLocalVector2(ref vertices[vertexIndex0 + 2], _meshVertices[1],0);

272

273 _concatenatedMatrix.ApplyVector3FromLocalVector2(ref vertices[vertexIndex0 + 3], _meshVertices[6],0);

274 _concatenatedMatrix.ApplyVector3FromLocalVector2(ref vertices[vertexIndex0 + 4], _meshVertices[1],0);

275 _concatenatedMatrix.ApplyVector3FromLocalVector2(ref vertices[vertexIndex0 + 5], _meshVertices[2],0);

CFX_Demo_New.cs (https://bitbucket.org/hautecouture_matsuyama/100apps_ppg_readyset.git) C# · 209 lines

21 private int exampleIndex;

22 private bool slowMo;

23 private Vector3 defaultCamPosition;

24 private Quaternion defaultCamRotation;

25

76 if(scroll != 0f)

77 {

78 Camera.main.transform.Translate(Vector3.forward * (scroll < 0f ? -1f : 1f), Space.Self);

79 }

80

131 {

132 GameObject particles = (GameObject)Instantiate(ParticleExamples[exampleIndex]);

133 particles.transform.position = new Vector3(0,particles.transform.position.y,0);

134 #if UNITY_3_5

135 particles.SetActiveRecursively(true);

Triangle3D.cs (https://bitbucket.org/Jackie0100/abovequantum.git) C# · 349 lines

34 }

35

36 public Triangle3D(Vector3 point0, Vector3 point1, Vector3 point2)

37 {

38 _points = new Vector3[3];

92 // with the triangle esges.

93 // Test a00 = <1, 0, 0> X e0 = <0, -e0.z, e0.y>

94 Vector3 axis = new Vector3(0.0f, -e0.z, e0.y);

95 float v0Prj = Vector3.Dot(v0, axis);

330 Vector3 edge1 = Point2 - Point0;

331 Vector3 normal = Vector3.Cross(edge0, edge1);

332

333 if(normal.magnitude < 1e-5f)

334 {

335 _area = 0.0f;

336 _plane = new Plane(Vector3.zero, Vector3.zero);

337 }

338 else

BoxCollisionShapeTests.cs (https://bitbucket.org/spanky/valor3d) C# · 210 lines

24 BoxCollisionShape box = new BoxCollisionShape(new BoxCollisionShape.RetrieveLocalBoundsHandler(GetUnitCube));

25

26 IntersectionResult result = box.Intersect(null, new Mogre.Vector3(1.0f, 0.0f, 0.0f), new Mogre.Vector3(-1.0f, 0.0f, 0.0f), false);

27 Assert.IsTrue(result.IsValid, "The intersection result was not valid");

28 Assert.AreEqual(0.5f, result.Distance, "The intersection location was not at the correct location");

35 BoxCollisionShape box = new BoxCollisionShape(new BoxCollisionShape.RetrieveLocalBoundsHandler(GetUnitCube));

36

37 IntersectionResult result = box.Intersect(null, new Mogre.Vector3(0.0f, 1.0f, 0.0f), new Mogre.Vector3(0.0f, -1.0f, 0.0f), false);

38 Assert.IsTrue(result.IsValid, "The intersection result was not valid");

39 Assert.AreEqual(0.5f, result.Distance, "The intersection location was not at the correct location");

46 BoxCollisionShape box = new BoxCollisionShape(new BoxCollisionShape.RetrieveLocalBoundsHandler(GetUnitCube));

47

48 IntersectionResult result = box.Intersect(null, new Mogre.Vector3(0.0f, 0.0f, 1.0f), new Mogre.Vector3(0.0f, 0.0f, -1.0f), false);

49 Assert.IsTrue(result.IsValid, "The intersection result was not valid");

50 Assert.AreEqual(0.5f, result.Distance, "The intersection location was not at the correct location");

Actor.cs (https://bitbucket.org/stefan-g-i/likegta.sgi.git) C# · 335 lines

36 /// Top position when the actor is standing.

37 /// </summary>

38 public Vector3 RelativeStandingTopPosition

39 {

40 get

41 {

42 if (_hasStandingHeight)

43 return Vector3.up * _standingHeight;

44 else

45 return Vector3.up * _height;

50 /// Current top position.

51 /// </summary>

52 public Vector3 RelativeTopPosition

53 {

54 get { return Vector3.up * _height; }

Player.cs (https://bitbucket.org/Danvil/ld26_minimal.git) C# · 193 lines

56 int i = inventory.Count - 1;

57 float phi = ((float)i) * 40.0f;

58 go.transform.localPosition = new Vector3(s*Mathf.Cos(phi), s*Mathf.Sin(phi), -0.4f);

59 }

60

74 {

75 // move with keyboard

76 Vector3 movedir = Vector3.zero;

77 if(Input.GetKey(KeyCode.A)) {

78 movedir += new Vector3(-1,0,0);

82 }

83 if(Input.GetKey(KeyCode.W)) {

84 movedir += new Vector3(0,+1,0);

85 }

86 if(Input.GetKey(KeyCode.S)) {

121 Vector3 target = ray.GetPoint(- ray.origin.z / ray.direction.z);

122 Vector3 start = this.transform.position + new Vector3(0,0,-0.5f*this.transform.localScale.x -.3f);

123 bool usemega = fire2 && Globals.NumMegaBombs > 0;

124 Globals.BombManager.ThrowBomb(start, target, true, usemega);

vLookTarget.cs (https://bitbucket.org/zornco/mech-runners.git) C# · 254 lines

8 public Transform lookPointTarget;

9 [Header("Area to check if is visible")]

10 public Vector3 centerArea = Vector3.zero;

11 public Vector3 sizeArea = Vector3.one;

60 var centerY = transform.lossyScale.y * centerArea.y;

61 var centerZ = transform.lossyScale.z * centerArea.z;

62 Matrix4x4 rotationMatrix = Matrix4x4.TRS(transform.position + new Vector3(centerX, centerY, centerZ), transform.rotation, new Vector3(sizeX, sizeY, sizeZ) * 2f);

63 Gizmos.matrix = rotationMatrix;

64 Gizmos.color = new Color(0, 1, 0, 0.2f);

65 Gizmos.DrawCube(Vector3.zero, Vector3.one);

66 Gizmos.color = new Color(0, 1, 0, 1f);

67 Gizmos.DrawWireCube(Vector3.zero, Vector3.one);

230 }

231

232 static bool CastPoint(Vector3 from, Vector3 point, Transform lookTarget, bool debug = false)

233 {

234 RaycastHit hit;

DefferedScene.cs (https://bitbucket.org/shishov/shengine.git) C# · 116 lines

42 camera.AddComponent<Transform>();

43 camera.AddComponent(new Camera());

44 camera.AddScript(new FreeCamera(new Vector3(10, 10, 10), Vector3.Zero));

45 _world.AddEntity(camera);

46

48

49 var light = new Entity(_world);

50 light.AddComponent(new Transform(new Vector3(-8, 10, 0)));

51 light.AddComponent(new PointLight(graphics, 500, Color.Orange.ToVector4(), 0.5f, true, 256));

52 light.AddComponent(new Rotatable(0.004f));

54

55 var light1 = new Entity(_world);

56 light1.AddComponent(new Transform(new Vector3(-20, 100, 0)));

57 light1.AddComponent(new PointLight(graphics, 100, Color.Blue.ToVector4(), 1f, true, 256));

58 light1.AddComponent(new Rotatable(0.008f));

PlannerGizmoAdaptive-gizmos.cs (https://bitbucket.org/kainino/constraint-aware-navigation.git) C# · 248 lines

55 void OnDrawGizmos()

56 {

57 var cubesize = new UnityEngine.Vector3(0.5f, 0.5f, 0.5f);

58 if (Planner != null) {

59 DrawVisited();

147 }

148

149 void DrawInvalid(UnityEngine.Vector3 cubesize)

150 {

151 if (!ShowInvalid) {

162 }

163

164 void DrawOpen(UnityEngine.Vector3 cubesize)

165 {

166 var open = Planner.Open;

Plane3D.cs (https://bitbucket.org/kubrakms/thermalconductivity.git) C# · 163 lines

48 /// The n.

49 /// </param>

50 public Plane3D(Point3D p0, Vector3D n)

51 {

52 this.Position = p0;

62 /// </summary>

63 /// <value>The normal.</value>

64 public Vector3D Normal

65 {

66 get

132 // {

133 // Position = new Point3D(x, 0, Height / 2);

134 // Normal = new Vector3D(dir, 0, 0);

135 // Up = new Vector3D(0, 0, 1);

153 // {

154 // var pts = new Point3D[4];

155 // Vector3D right = Vector3D.CrossProduct(Normal, Up);

156 // pts[0] = Position + (-right * 0.5 * Width - Up * 0.5 * Height);

157 // pts[1] = Position + (right * 0.5 * Width - Up * 0.5 * Height);

Enemie1.cs (https://bitbucket.org/catalina1411/the-dot-hunt.git) C# · 169 lines

81 if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, groundDistance))

82 {

83 Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * groundDistance), Color.blue);

84 grounded = true;

85

87 else

88 {

89 Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * groundDistance), Color.red);

90 grounded = false;

91 attaking = false;

130 if(agent.enabled == true)

131 {

132 if (Vector3.Distance(transform.position,tarect.position) < (agent.stoppingDistance * 1.1f) && !attaking)

133 {

134 anim.SetLayerWeight(1, 0);

PacketWriter.cs (https://bitbucket.org/refuzion/monogame.git) C# · 176 lines

123 }

124

125 public void Write (Vector3 Value)

126 {

127 base.Write(Value.X);

playerHitScript.cs (https://bitbucket.org/Feriluce/puzzlephysics.git) C# · 155 lines

16 CharacterController controller;

17 public float mass = 3.0f; // define the character mass

18 Vector3 impact = Vector3.zero;

19 PlayerAnimator playerAnimator;

20 public int meleeDamageTakenFromEnemies = 50;

44 }

45 // impact energy goes by over time:

46 impact = Vector3.Lerp(impact, Vector3.zero, 10*Time.deltaTime);

47

48 if (Input.GetKeyDown("escape")){

62 if(contact.otherCollider.CompareTag("teleportProjectile") && contact.otherCollider.gameObject.layer != 12){

63 if(plane == "front" && !platcontrol.capsuleCheck(10)){

64 transform.Translate(Vector3.forward*platDist, Space.World);

65 platcontrol.planeOfExistence = plane = "back";

66 } else if(!platcontrol.capsuleCheck(-10)){

Entity.cs (https://bitbucket.org/KuroKaze/ginga.git) C# · 186 lines

81 scale += times;

82

83 Matrix shiftToOriginM = Matrix.CreateTranslation(new Vector3(-origin, 0.0f));

84 Matrix scaleM = Matrix.CreateScale(scale);

85 Matrix rotateM = Matrix.CreateRotationZ(angle);

86 Matrix shiftM = Matrix.CreateTranslation(new Vector3(position, 0.0f));

87 transformM = shiftToOriginM * scaleM * rotateM * shiftM;

88

96 scale += times;

97

98 Matrix shiftToOriginM = Matrix.CreateTranslation(new Vector3(-origin, 0.0f));

99 Matrix scaleM = Matrix.CreateScale(scale);

100 Matrix rotateM = Matrix.CreateRotationZ(angle);

DungeonGameUpdate.cs (https://bitbucket.org/munhra/bossgame.git) C# · 142 lines

34 if (dungeonGameManager.gameState == DungeonGameManager.GameState.GAME_MONSTER_UP) {

35 dungeonGameManager.performGameResumeAfterMonsterUp ();

36 playGameButton.transform.position = new Vector3 (-10.0f, playGameButton.transform.position.y, 0);

37 }

38 }

105 clone.layer = 11;

106 clone.transform.parent = this.transform;

107 clone.transform.position = new Vector3 (0.83f, 19.6f, 0.0f);

108 clone.transform.localScale = new Vector3 (2.5f, 2.5f, 0.0f);

134 clone.layer = 11;

135 clone.transform.parent = this.transform;

136 clone.transform.position = new Vector3 (multiplierSelect [j], 24.70f, 0.0f);

137 clone.GetComponent<SpriteRenderer> ().sortingLayerName = "GameOverCardsLayer";

138 clone.name = "mockGameOverCard_" + j;

VertexDeclaration.cs (https://bitbucket.org/alisci01/monoxna) C# · 124 lines

89 typesize = 2 * 4;

90 break;

91 case VertexElementFormat.Vector3:

92 typesize = 3 * 4;

93 break;

enemy.cs (https://bitbucket.org/ericsanchezverges/spacebrawl.git) C# · 144 lines

14 public GameObject enemyBulletPrefab;

15 float cooldownAbility = 0.0f;

16 private Vector3 posPlayer;

17 public GameObject enemyPrefab;

18 public float distance;

30 //enemyDivide

31 public GameObject dividePrefab;

32 Vector3 randpos1;

33 Vector3 randpos2;

51 //enemy movement

52 void MoveEnemy(){

53 distance = Vector3.Distance(transform.position,posPlayer);

54 if(distance > distanceByType){

55 transform.position = Vector3.MoveTowards(transform.position, posPlayer, speed*Time.deltaTime);

62 if(distance < 10){

63 if(cooldownAbility <= 0){

64 enemyBullet enemyBullet = (Instantiate (enemyBulletPrefab, new Vector3 (transform.position.x, transform.position.y, transform.position.z),transform.rotation) as GameObject).GetComponent<enemyBullet>();

65 cooldownAbility = 2.0f;

66 }

ARRemoteEditorInterface.cs (https://bitbucket.org/cerebralfix/experimental-arinterface.git) C# · 266 lines

45 Texture2D m_RemoteScreenUVTexture;

46

47 List<Vector3> m_PointCloud;

48 private Matrix4x4 m_DisplayTransform;

49

129 var pointCloud = message.data.Deserialize<SerializablePointCloud>();

130 if (m_PointCloud == null)

131 m_PointCloud = new List<Vector3>();

132

133 m_PointCloud.Clear();

224

225 if (pointCloud.points == null)

226 pointCloud.points = new List<Vector3>();

227

228 pointCloud.points.Clear();

SSAOEffect.cs (https://bitbucket.org/astrism/sisyphus.git) C# · 193 lines

106 float y = Mathf.Tan (fovY * Mathf.Deg2Rad * 0.5f) * far;

107 float x = y * camera.aspect;

108 m_SSAOMaterial.SetVector ("_FarCorner", new Vector3(x,y,far));

109 int noiseWidth, noiseHeight;

110 if (m_RandomTexture) {

114 noiseWidth = 1; noiseHeight = 1;

115 }

116 m_SSAOMaterial.SetVector ("_NoiseScale", new Vector3 ((float)rtAO.width / noiseWidth, (float)rtAO.height / noiseHeight, 0.0f));

117 m_SSAOMaterial.SetVector ("_Params", new Vector4(

118 m_Radius,

156 {

157 Random.seed = 1337;

158 Vector3[] samples = new Vector3[count];

159 // initial samples

160 for (int i = 0; i < count; ++i)

166 Vector3 vec = samples[i];

167 Vector3 res = Vector3.zero;

168 // minimize with other samples

169 for (int j = 0; j < count; ++j) {

OutScreenTracker.cs (https://bitbucket.org/ozgurtaskin/mobgedomain.git) C# · 210 lines

56 {

57

58 //Debug.Log((Vector3)new Vector2(4, 6));

59 tr = transform;

60 layer = new GameObject().AddComponent<Layer>();

73 if (target)

74 {

75 Vector3 v = layer.tr.position;

76 Vector2 v2 = v;

77 camRect = new Rect(v.x + screenOffset.x, v.y + screenOffset.y,

81

82 var center = v2 + layer.size * 0.5f;

83 Vector3 tp3 = target.position;

84 Vector2 tpos2 = tp3;

85 Vector2 tp2 = tpos2;

FileHelper.cs (https://bitbucket.org/ddreaper/racing-game-kit.git) C# · 259 lines

1 #region File Description

2 //-----------------------------------------------------------------------------

3 // FileHelper.cs

4 //

5 // Microsoft XNA Community Game Platform

134 #region Write Helpers

135 /// <summary>

136 /// Write vector3 to stream

137 /// </summary>

138 /// <param name="writer">Writer</param>

139 /// <param name="vec">Vector3</param>

140 public static void WriteVector3(BinaryWriter writer, Vector3 vec)

141 {

142 if (writer == null)

200 /// <returns>Vector3</returns>

201 public static Vector3 ReadVector3(BinaryReader reader)

202 {

203 if (reader == null)

ClipPolygon.cs (https://bitbucket.org/cjrgaming/bullet-noxna.git) C# · 187 lines

32 public static float DistancePointPlane(ref Vector4 plane, ref Vector3 point)

33 {

34 return point.Dot(new Vector3(plane.X, plane.Y, plane.Z)) - plane.W;

35 }

36

37 /*! Vector blending

38 Takes two vectors a, b, blends them together*/

39 public static void VecBlend(ref Vector3 vr, ref Vector3 va, ref Vector3 vb, float blend_factor)

40 {

41 vr = (1 - blend_factor) * va + blend_factor * vb;

76 public static int PlaneClipPolygon(

77 ref Vector4 plane,

78 Vector3[] polygon_points,

79 int polygon_point_count,

80 Vector3[] clipped)

Eating.cs (https://bitbucket.org/kyle-romano/piyo-world.git) C# · 147 lines

59 {

60 piyoEating = true;

61 heldFood.transform.localScale = new Vector3(heldFood.transform.localScale.x - amountToReduceSizeBy, heldFood.transform.localScale.y - amountToReduceSizeBy, 1);

62

63 burstParticles.Play();

133 if (heldFood != null && burstParticles != null)

134 {

135 heldFood.transform.localScale = new Vector3(0.15f, 0.15f, 0.15f);

136 //constantParticles.Stop();

137 burstParticles.Stop();

ImageEffects.cs (https://bitbucket.org/marvin0038/racer.git) C# · 181 lines

134 }

135

136 Matrix4x4 rotationMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, angle), Vector3.one);

137

138 material.SetMatrix("_RotationMatrix", rotationMatrix);

Matrix3.cs (https://bitbucket.org/ideasstorm/physixlab.git) C# · 393 lines

173 ///@param vector The vector to transform.

174 ///</summary>

175 public static Vector3 operator *(Matrix3 m, Vector3 vector)

176 {

177 return new Vector3(

187 ///@param vector The vector to transform.

188 ///</summary>

189 public Vector3 transform(Vector3 vector)

190 {

191 return (this) * vector;

197 ///@param vector The vector to transform.

198 ///</summary>

199 public Vector3 transformTranspose(Vector3 vector)

200 {

201 return new Vector3(

NGUITransformInspector.cs (https://bitbucket.org/Werring/unity-indusim.git) C# · 147 lines

29 {

30 NGUIEditorTools.RegisterUndo("Reset Position", trans);

31 trans.localPosition = Vector3.zero;

32 }

33 pos = DrawVector3(trans.localPosition);

95 /// </summary>

96

97 static Vector3 DrawVector3 (Vector3 value)

98 {

99 GUILayoutOption opt = GUILayout.MinWidth(30f);

138 /// </summary>

139

140 static Vector3 Validate (Vector3 vector)

141 {

142 vector.x = float.IsNaN(vector.x) ? 0f : vector.x;

CharacterMotor.cs (https://bitbucket.org/bbuck/finalproject_csc490.git) C# · 163 lines

22

23 [HideInInspector]

24 public Vector3 targetVelocity = Vector3.zero;

25

26 [HideInInspector]

55

56 private bool jumpQueued = false;

57 private Vector3 lastContactNormal;

58

59 void FixedUpdate()

93 foreach (ContactPoint point in collision.contacts)

94 {

95 totalDot += Vector3.Dot(point.normal, Vector3.up);

96 }

97

Accelerometer.cs (https://bitbucket.org/refuzion/monogame.git) C# · 78 lines

51 private static AccelerometerState _state;

52 private static AccelerometerCapabilities _capabilities = new AccelerometerCapabilities();

53 private static Vector3 _accelerometerVector = new Vector3(0, 0, 0);

54

55 public static void SetupAccelerometer()

72 {

73 var motionData = Motion.GetData(0);

74 _accelerometerVector = new Vector3(motionData.Acceleration.X, motionData.Acceleration.Y, motionData.Acceleration.Z);

75 _state.Acceleration = _accelerometerVector;

76 }

CameraViewVolume.cs (https://bitbucket.org/Jackie0100/abovequantum.git) C# · 161 lines

12 /// using members of the 'CameraViewVolumePoint' as indices.

13 /// </summary>

14 private Vector3[] _worldSpaceVolumePoints;

15

16 private Box _worldSpaceAABB;

36

37 #region Public Properties

38 public Vector3[] WorldSpaceVolumePoints { get { return _worldSpaceVolumePoints.Clone() as Vector3[]; } }

39 public Ray3D[] WorldSpaceVolumeEdgeRays { get { return _worldSpaceVolumeEdgeRays.Clone() as Ray3D[]; } }

40 public Vector3 TopLeftPointOnNearPlane { get { return _worldSpaceVolumePoints[(int)CameraViewVolumePoint.TopLeftOnNearPlane]; } }

41 public Vector3 TopRightPointOnNearPlane { get { return _worldSpaceVolumePoints[(int)CameraViewVolumePoint.TopRightOnNearPlane]; } }

42 public Vector3 BottomRightPointOnNearPlane { get { return _worldSpaceVolumePoints[(int)CameraViewVolumePoint.BottomRightOnNearPlane]; } }

43 public Vector3 BottomLeftPointOnNearPlane { get { return _worldSpaceVolumePoints[(int)CameraViewVolumePoint.BottomLeftOnNearPlane]; } }

44 public Vector3 TopLeftPointOnFarPlane { get { return _worldSpaceVolumePoints[(int)CameraViewVolumePoint.TopLeftOnFarPlane]; } }

PopupController.cs (https://bitbucket.org/norris_abu/wanttodoodle.git) C# · 114 lines

57 pc.HidePopup();

58

59 AudioManager.Instance.play_sfx("Audio/SFX/Click1", Vector3.zero);

60 });

61

66

67 pc.HidePopup();

68 AudioManager.Instance.play_sfx("Audio/SFX/Click1", Vector3.zero);

69 });

70 }

93 rectPopupPanel.DOScale(1, showTime);

94

95 AudioManager.Instance.play_sfx("Audio/SFX/Popup", Vector3.zero);

96 }).SetUpdate(true);

97 }

AlphaTestEffectReader.cs (https://bitbucket.org/refuzion/monogame.git) C# · 60 lines

52 effect.AlphaFunction = (CompareFunction)input.ReadInt32();

53 effect.ReferenceAlpha = (int)input.ReadUInt32();

54 effect.DiffuseColor = input.ReadVector3();

55 effect.Alpha = input.ReadSingle();

56 effect.VertexColorEnabled = input.ReadBoolean();

NewConeViewModel.cs (https://bitbucket.org/alexshtf/sketchmodeller.git) C# · 240 lines

203 }

204

205 protected override void PerformDrag(Vector dragVector2d, Vector3D vector3D, Vector3D axisDragVector, Point3D? currDragPosition)

206 {

207 if (Keyboard.Modifiers == ModifierKeys.None)

219 {

220 axis.Normalize();

221 var radiusDelta = 0.5 * Vector3D.DotProduct(axis, vector3D);

222 if (viewModel.DragStartProximity == DragStartProximities.Top)

223 viewModel.TopRadius = Math.Max(NewConeViewModel.MIN_DIAMETER, viewModel.TopRadius + radiusDelta);

229 {

230 var axis = viewModel.Axis.Normalized();

231 var lengthDelta = Vector3D.DotProduct(axis, vector3D) * 2;

232 viewModel.Length = Math.Max(NewCylinderViewModel.MIN_LENGTH, viewModel.Length + lengthDelta);

233 }

NewSphereViewModel.cs (https://bitbucket.org/alexshtf/sketchmodeller.git) C# · 140 lines

101 }

102

103 public override Vector3D ApproximateAxis

104 {

105 get { return new Vector3D(0, 0, 0); }

118 }

119

120 protected override void PerformDrag(Vector dragVector2d, Vector3D vector3D, Vector3D axisDragVector, Point3D? currDragPosition)

121 {

122 if (Keyboard.Modifiers == ModifierKeys.None)

128 var fromCenter = currDragPosition.Value - viewModel.Center;

129 fromCenter.Normalize();

130 var radiusDelta = Vector3D.DotProduct(fromCenter, vector3D);

131 viewModel.Radius = Math.Max(viewModel.Radius + radiusDelta, NewSphereViewModel.MIN_RADIUS);

132 }

ClippedLegsFilter.cs (https://bitbucket.org/gcgmm/mm_2018-1_not_equipe-7.git) C# · 235 lines

1 //------------------------------------------------------------------------------

2 // <copyright file="SkeletonJointsFilterClippedLegs.cs" company="Microsoft">

3 // Copyright (c) Microsoft Corporation. All rights reserved.

4 // </copyright>

24 {

25 // The blend weights when all leg joints are tracked.

26 private readonly Vector3 allTracked;

27

28 // The blend weights when the foot is inferred or not tracked.

29 private readonly Vector3 footInferred;

30

31 // The blend weights when ankle and below are inferred or not tracked.

32 private readonly Vector3 ankleInferred;

33

34 // The blend weights when knee and below are inferred or not tracked.

GvrMathHelpers.cs (https://bitbucket.org/nostalgicbear/hazardperception.git) C# · 107 lines

22 private static Vector2 sphericalCoordinatesResult;

23

24 public static Vector3 GetIntersectionPosition(Camera cam, RaycastResult raycastResult) {

25 // Check for camera

26 if (cam == null) {

27 return Vector3.zero;

28 }

29

30 float intersectionDistance = raycastResult.distance + cam.nearClipPlane;

31 Vector3 intersectionPosition = cam.transform.position + cam.transform.forward * intersectionDistance;

32 return intersectionPosition;

33 }

GFGridLightsExampleExtensions.cs (https://bitbucket.org/henchmen/hexagon.git) C# · 60 lines

20 public static class GFGridLightsExampleExtensions{

21

22 public static bool IsAdjacent(this GFGrid theGrid, Vector3 position, Vector3 reference){

23 //convert to Grid Space first

24 Vector3 gridPosition = theGrid.WorldToGrid(position);//the light we want to test

35 }

36

37 private static bool RectIsAdjacent(GFRectGrid theGrid, Vector3 position, Vector3 reference){

38 bool isAdjacent = Mathf.Abs(position.x-reference.x) <= 1.25f && Mathf.Abs(position.y-reference.y) <= 1.25f;

39 bool isDiagonal = 0.25f <= Mathf.Abs(position.x-reference.x) && 0.25f <= Mathf.Abs(position.y-reference.y) && isAdjacent;

41 }

42

43 private static bool HexIsAdjacent(GFHexGrid theGrid, Vector3 position, Vector3 reference){

44 bool isNeighbour = false;

45 if(Mathf.Abs(reference.y - position.y) < 1.1f && Mathf.Abs(reference.x - position.x) < 0.1f){//straight above or below

PlayerController.cs (https://bitbucket.org/ArtyomGod/gamedev-escape.git) C# · 263 lines

19 private Rigidbody2D rigidBody;

20 bool Grounded;

21 private Vector3 _origPos;

22 private Side FaceTo = Side.Right;

23 Animator AnimCharacter;

27 public bool HasSuperGun = false;

28 public bool ReadyToBoss = false;

29 private Vector3 BagOriginPos;

30 private Quaternion BagOriginRotate;

31 public bool IsAndroidControll = true;

165

166 gameObject.transform.Find("Weapon").GetComponent<Weapon>().SideToShoot = FaceTo;

167 transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);

168 }

169

PositionPathTweenProperty.cs (https://bitbucket.org/yamasakai/frog-fight-club.git) C# · 132 lines

15

16 private Transform _target;

17 private Vector3 _startValue;

18

19 private GoSpline _path;

112 _target.rotation = _smoothedRotation.smoothValue;

113 //var lookAtNode = ( _ownerTween.isReversed || _ownerTween.isLoopoingBackOnPingPong ) ? _path.getPreviousNode() : _path.getNextNode();

114 //_target.LookAt( lookAtNode, Vector3.up );

115 break;

116 }

117 case GoLookAtType.TargetTransform:

118 {

119 _target.LookAt( _lookTarget, Vector3.up );

120 break;

121 }

InfiniteWorld.cs (https://bitbucket.org/Tsarpf/yacmbcp) C# · 380 lines

17 (int)WorldGameObject.worldChunkSize.z);

18

19 public static Vector3 playerPosLast;

20 public static Vector3 playerPosNew;

28 //public static GUIText guiText2;

29

30 static public Vector3 getPlayerChunkPos()

31 {

32 Vector3 playerPos = player.transform.position;

42 //int3 offset = ChunkRowUtils.ChunkArrayOffset;

43

44 return new Vector3(x, y, z);

45 }

46

51 int z = Mathf.CeilToInt(player.transform.position.z) - 1;

52

53 Vector3 blockCoords = new Vector3();

54 blockCoords.x = x % chunkSize.x;

55 blockCoords.y = y % chunkSize.y;

GamePadInputSource.cs (https://bitbucket.org/kmsuzanna/extensiusmanagerdashboard.git) C# · 158 lines

85 }

86

87 public override bool TryGetPointerPosition(uint sourceId, out Vector3 position)

88 {

89 position = Vector3.zero;

103 }

104

105 public override bool TryGetGripPosition(uint sourceId, out Vector3 position)

106 {

107 position = Vector3.zero;

Polygon3D.cs (https://bitbucket.org/kubrakms/thermalconductivity.git) C# · 168 lines

1 // --------------------------------------------------------------------------------------------------------------------

2 // <copyright file="Polygon3D.cs" company="Helix 3D Toolkit">

3 // http://helixtoolkit.codeplex.com, license: Ms-PL

4 // </copyright>

91 var right = Vector3D.CrossProduct(

92 up, Math.Abs(up.X) > Math.Abs(up.Z) ? new Vector3D(0, 0, 1) : new Vector3D(1, 0, 0));

93 var backward = Vector3D.CrossProduct(right, up);

116 /// The normal.

117 /// </returns>

118 public Vector3D GetNormal()

119 {

120 if (this.Points.Count < 3)

123 }

124

125 Vector3D v1 = this.Points[1] - this.Points[0];

126 for (int i = 2; i < this.Points.Count; i++)

127 {

WeatherSphere.cs (https://bitbucket.org/VirtualReality/async-sim-testing-depracated.git) C# · 215 lines

164 for (y = 0; y < map.Height; y++)

165 {

166 if (!map.Scene.Permissions.CanTerraformLand(userID, new Vector3(x, y, 0)))

167 continue;

168

DragThroughScript.cs (https://bitbucket.org/kKapalka/obscurity-game.git) C# · 417 lines

219 public override void HighlightSelection (GameObject go)

220 {

221 List<Vector3> positions = new List<Vector3> ();

222 int posX = go.GetComponent<Shape> ().Column;

223 int posY = go.GetComponent<Shape> ().Row;

247 int end = go2.GetComponent<Shape> ().Row;

248

249 Vector3[] positions = new Vector3[Constants.Rows];

250

251 //z dolu do gory

331 int end = go2.GetComponent<Shape> ().Column;

332

333 Vector3[] positions = new Vector3[Constants.Columns];

334

335 //z lewo na prawo

PlayerCreatureBase.cs (https://bitbucket.org/arcanosteam/arcanos.git) C# · 67 lines

23 }

24

25 protected PlayerCreatureBase(ulong guid, CreatureTemplateBase template, CharacterBase character, Vector3 pos, Rotation rot) : base(guid, template, pos, rot)

26 {

27 Type = ObjectType.PlayerCreature;

29 }

30

31 public MovementValidity IsMovementValid(Vector3 source, Vector3 destination, bool clientside)

32 {

33 if (HasFlag(ObjectFlags.Stunned))

35

36 float speed = GetMovementSpeed();

37 if (Vector3.Distance(source, destination) > speed * MOVEMENT_DISTANCE_TOLERANCE_PERCENT)

38 return MovementValidity.MovedTooFar;

39

ModelViewerSnappedFactory.Cuboid.cs (https://bitbucket.org/alexshtf/sketchmodeller.git) C# · 55 lines

39 geometry = meshBuilder.ToMesh();

40 visual.Children.Add(CreateVisual(geometry, Brushes.Blue));*/

41 Debug.WriteLine(string.Format("After : W*H={0}", Vector3D.DotProduct(cuboidData.Wresult, cuboidData.Hresult)));

42 Debug.WriteLine(string.Format("After : W*D={0}", Vector3D.DotProduct(cuboidData.Wresult, cuboidData.Dresult)));

43 Debug.WriteLine(string.Format("After : D*H={0}", Vector3D.DotProduct(cuboidData.Dresult, cuboidData.Hresult)));

44

45 //meshBuilder = new MeshBuilder(true, true);

MovingAction.cs (https://bitbucket.org/gorkasg/boxoban.git) C# · 169 lines

54 #endregion

55

56 #region Vector3 originPoint

57

58 /// <summary>

59 /// The origin point.

60 /// </summary>

61 private Vector3 originPoint;

62

63 #endregion

64

65 #region Vector3 destinationPoint

66

67 /// <summary>

Player1attributes.cs (https://bitbucket.org/golivegaming/lalkamal-neelkamal.git) C# · 78 lines

21 HeroAnimation = gameObject.GetComponent("Animation") as Animation;

22 //give movement to the hero

23 this.gameObject.transform.Translate(Vector3.forward *Time.smoothDeltaTime * GlobalAttributes.HeroWalkSpeed);

24 // Initlize enemy at particular distance from hero

25 if(GlobalAttributes.EnemyLife == 0)

CameraControl.cs (https://bitbucket.org/Codwa/battalion-of-reckless-renegades.git) C# · 169 lines

20 public float cameraOffsetY;

21 public float cameraOffsetZ;

22 public Vector3 bossPosition;

23

24 //Boss Camera variables

89 else {

90 if(facingRight)

91 camera.transform.position = Vector3.Lerp(camera.transform.position,new Vector3(player.position.x + cameraOffsetX1, cameraOffsetY, cameraOffsetZ),time);

92 else

93 camera.transform.position = Vector3.Lerp(camera.transform.position,new Vector3(player.position.x + cameraOffsetX2, cameraOffsetY, cameraOffsetZ),time);

103 {

104 if(facingRight)

105 camera.transform.position = Vector3.Lerp(camera.transform.position,new Vector3(player.position.x + cameraOffsetX1, cameraOffsetY, cameraOffsetZ),time);

106 else

107 camera.transform.position = Vector3.Lerp(camera.transform.position,new Vector3(player.position.x + cameraOffsetX2, cameraOffsetY, cameraOffsetZ),time);

SlopeTexture.cs (https://bitbucket.org/kubrakms/thermalconductivity.git) C# · 90 lines

1 // --------------------------------------------------------------------------------------------------------------------

2 // <copyright file="SlopeTexture.cs" company="Helix 3D Toolkit">

3 // http://helixtoolkit.codeplex.com, license: Ms-PL

4 // </copyright>

64 var normals = MeshGeometryHelper.CalculateNormals(mesh);

65 var texcoords = new PointCollection();

66 var up = new Vector3D(0, 0, 1);

67 for (int i = 0; i < normals.Count; i++)

68 {

69 double slope = Math.Acos(Vector3D.DotProduct(normals[i], up)) * 180 / Math.PI;

70 double u = slope / 40;

71 if (u > 1)

ZSCoreDiagnosticWindow.cs (https://bitbucket.org/willderness/3dphysicsbook.git) C# · 262 lines

40

41 // Read Only Members

42 public Vector3 m_displayOffset = Vector3.zero;

43 public Vector2 m_displayPosition = Vector2.zero;

44 public Vector2 m_displayAngle = Vector2.zero;

46 public Vector2 m_displaySize = Vector2.zero;

47

48 public Vector3 m_headPosition = Vector3.zero;

49 public Vector3 m_headDirection = Vector3.zero;

50 public Vector3 m_headCameraPosition = Vector3.zero;

51 public Vector3 m_headCameraDirection = Vector3.zero;

52 public Vector3 m_headWorldPosition = Vector3.zero;

53 public Vector3 m_headWorldDirection = Vector3.zero;

GazeStabilizer.cs (https://bitbucket.org/andrewaac/single-image-target-detection.git) C# · 219 lines

73 {

74 gazePosition = position;

75 gazeDirection = rotation * Vector3.forward;

76

77 AddGazeSample(gazePosition, gazeDirection);

90 }

91

92 private void AddGazeSample(Vector3 positionSample, Vector3 directionSample)

93 {

94 // Record and save sample data.

208 if (normalizedGazeToGravityWellDirection > 1.0f)

209 {

210 gravityWellDirection = Vector3.Normalize(gazeDirection - Vector3.Normalize(gazeDirection - gravityWellDirection) * stabilityModifiedDirectionDropOffDistance);

211 }

212

ParallelismInferer.cs (https://bitbucket.org/alexshtf/sketchmodeller.git) C# · 83 lines

63 private bool IsAngleBelowThreshold(FeatureCurve firstCurve, FeatureCurve secondCurve)

64 {

65 var crossLength = Vector3D.CrossProduct(firstCurve.NormalResult.Normalized(), secondCurve.NormalResult.Normalized()).Length;

66 var angle = Math.Asin(crossLength);

67 return angle <= angleThreshold;

CustomTypes.cs (https://bitbucket.org/edofrank/unity3d-fpsphotoncloud-beta.git) C# · 148 lines

19 {

20 PhotonPeer.RegisterType(typeof(Vector2), (byte)'W', SerializeVector2, DeserializeVector2);

21 PhotonPeer.RegisterType(typeof(Vector3), (byte)'V', SerializeVector3, DeserializeVector3);

22 PhotonPeer.RegisterType(typeof(Transform), (byte)'T', SerializeTransform, DeserializeTransform);

23 PhotonPeer.RegisterType(typeof(Quaternion), (byte)'Q', SerializeQuaternion, DeserializeQuaternion);

32 Transform t = (Transform)customobject;

33

34 Vector3[] parts = new Vector3[2];

35 parts[0] = t.position;

36 parts[1] = t.eulerAngles;

47 private static byte[] SerializeVector3(object customobject)

48 {

49 Vector3 vo = (Vector3)customobject;

50 MemoryStream ms = new MemoryStream(3 * 4);

51

MegaWorldPathDeformEditor.cs (https://bitbucket.org/isereda_visco/vuforiademoiosbuild.git) C# · 112 lines

53 mod.stretchCurve = EditorGUILayout.CurveField("Stretch Curve", mod.stretchCurve);

54

55 mod.Up = EditorGUILayout.Vector3Field("Up", mod.Up);

56 return false;

57 }

75 int lk = -1;

76

77 Vector3 first = pd.path.splines[s].Interpolate(0.0f, pd.path.normalizedInterp, ref lk);

78

79 for ( float dist = ds; dist < pd.path.splines[s].length; dist += ds )

80 {

81 float alpha = dist / pd.path.splines[s].length;

82 Vector3 pos = pd.path.splines[s].Interpolate(alpha, pd.path.normalizedInterp, ref k);

83

84 if ( k != lk )

Modifiers.cs (https://bitbucket.org/z_ul-abdeen/thirdyearprojectunity.git) C# · 274 lines

27 }

28

29 public Vector3[] Apply (Node[] path, Vector3 start, Vector3 end, int startIndex, int endIndex, NavGraph graph) {

30

31 return GetModifier ().Apply (path,start,end, startIndex, endIndex, graph);

32 }

33

34 public Vector3[] Apply (Vector3[] path, Vector3 start, Vector3 end) {

35

36 return GetModifier ().Apply (path, start, end);

197 * This is for all other position only modifiers (mostly smoothers) */

198 [System.Obsolete]

199 public virtual Vector3[] Apply (Vector3[] path, Vector3 start, Vector3 end) {

200 return path;

201 }

TownCreator.cs (https://bitbucket.org/timur_rakhmanov/cloudbuild.git) C# · 103 lines

23

24 void OnGUI() {

25 GUI.Label(new Rect(2,2,400,400), "Very simple example of generating objects that are defined by XML files at runtime.\n\nIt uses 2 prototype of a house and a roof (ok, they are simple cubes in this example, but thats not the point).\n\nAn XML file is downloaded, the XML is parsed and gameobject are created and configured.\nHave a look in the file TownCreator.cs and Town.xml");

26 }

27

73 // element.transform.SetParent( house.transform );

74 element.transform.parent = house.transform;

75 element.transform.localPosition = elementDefinition.GetVector3( "offset" );

76 element.GetComponent<MeshRenderer>().material.color = elementDefinition.GetColor( "color" );

77 }

79

80 // position the house

81 house.transform.position = houseDefinition.GetVector3( "position" );

82

83 // scale the house

DCB.cs (https://bitbucket.org/x893/sirflive.git) C# · 253 lines

11 private uint DCBlength;

12 public uint BaudRate;

13 private BitVector32 Control;

14 internal ushort wReserved;

15 public ushort XonLim;

24 public sbyte EvtChar;

25 internal ushort wReserved1;

26 private readonly BitVector32.Section sect1;

27 private readonly BitVector32.Section DTRsect;

28 private readonly BitVector32.Section sect2;

29 private readonly BitVector32.Section RTSsect;

31 {

32 this.DCBlength = (uint) Marshal.SizeOf(this);

33 this.Control = new BitVector32(0);

34 this.sect1 = BitVector32.CreateSection(15);

InGameVertexPaint.cs (https://bitbucket.org/lostfictions/vertexpainting.git) C# · 101 lines

73 int i2 = triangles[hit.triangleIndex * 3 + 2];

74

75 Vector3 bary = hit.barycentricCoordinate;

76

77 colors[i0] = Color32.Lerp(colors[i0], color, bary.x * strength / 100f);

85 var vertices = mesh.vertices;

86 Transform hitTransform = hit.transform;

87 Vector3 p0 = hitTransform.TransformPoint(vertices[i0]);

88 Vector3 p1 = hitTransform.TransformPoint(vertices[i1]);

89 Vector3 p2 = hitTransform.TransformPoint(vertices[i2]);

90 Debug.DrawLine(p0, p1, Color.red, 0, false);

91 Debug.DrawLine(p1, p2, Color.red, 0, false);