/// <summary>
 /// カメラ位置をセットする
 /// </summary>
 /// <param name="v"></param>
 public void SetTextureCameraPosition(MCVector2 v)
 {
     //v.X += (float)System.Math.Ceiling(m_width * 0.5f);
     //v.Y += (float)System.Math.Ceiling(-m_height * 0.5f);
     v.X += m_width * 0.5f;
     v.Y += -m_height * 0.5f;
     SetCameraPosition(v);
 }
Beispiel #2
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 /// <summary>
 /// 初期化
 /// </summary>
 public virtual void Init()
 {
     Name      = "";
     Anchor    = new MCVector2();
     Width     = Height = 0;
     Texture00 = null;
     Sphere.Init();
     TextureInvW = TextureInvH = 0;
 }
 /// <summary>VectorF2型の値をセットする</summary>
 /// <param name="v">VectorF2値</param>
 /// <return>成功した場合trueを返す</return>
 public bool SetVectorF2(MCVector2 v)
 {
     if (m_type != UtilValueType.FLOAT2)
     {
         return(false);
     }
     m_float[0] = v.X; m_float[1] = v.Y;
     return(true);
 }
 /// <summary>
 /// コンストラクタ
 /// </summary>
 public MCDrawSpriteBase()
 {
     IsBillbord       = false;
     IsBillbordConstX = false;
     IsBillbordConstY = false;
     BlendState       = 0;
     Flip             = 0;
     m_visible        = true;
     m_scale          = new MCVector2(1, 1);
     D2No             = 0;
 }
 /// <summary>
 /// 値を複製セットする
 /// </summary>
 /// <param name="r"></param>
 public void Set(MCDrawSpriteBase r)
 {
     IsBillbord       = r.IsBillbord;
     IsBillbordConstX = r.IsBillbordConstX;
     IsBillbordConstY = r.IsBillbordConstY;
     BlendState       = r.BlendState;
     Flip             = r.Flip;
     m_anchor         = r.m_anchor;
     m_angle          = r.m_angle;
     m_scale          = r.m_scale;
     m_position       = r.m_position;
     m_BVSphere       = r.m_BVSphere;
     m_visible        = r.m_visible;
 }
 /// <summary>
 /// スワップチェーンが変更された時に呼び出される
 /// </summary>
 /// <param name="device"></param>
 /// <param name="swapChain"></param>
 /// <param name="desc">変更後のスワップチェーン情報</param>
 protected override void OnSwapChainResized(SharpDX.Direct3D11.Device device, SwapChain swapChain, SwapChainDescription desc)
 {
     CameraRangePosition = m_cameraRangePos;
 }
 /// <summary>
 ///
 /// </summary>
 /// <param name="v"></param>
 public void SetPosition(MCVector2 v)
 {
     pos = v;
 }
 /// <summary>
 /// 初期化する
 /// </summary>
 public void Init()
 {
     pos = new MCVector2(0, 0); FlgX = FlgY = 0;
 }
 /// <summary>
 /// カメラ位置をセットする
 /// </summary>
 /// <param name="v"></param>
 public void SetCameraPosition(MCVector2 v)
 {
     m_eye    = new MCVector3(v.X, v.Y, -m_depth);
     m_lookAt = new MCVector3(v.X, v.Y, 0.0f);
     base.SetViewParams(m_eye, m_lookAt, m_up);
 }