public void RemoveDeviceForRender(IMechanicalPowerNode device) { Renderer?.RemoveDevice(device); }
public void Leave(IMechanicalPowerNode node) { nodes.Remove(node); }
protected override void UpdateLightAndTransformMatrix(int index, Vec3f distToCamera, float[] rotation, IMechanicalPowerNode dev) { float rotX = rotation[dev.AxisMapping[0]] * dev.AxisSign[0]; float rotY = rotation[dev.AxisMapping[1]] * dev.AxisSign[1]; float rotZ = rotation[dev.AxisMapping[2]] * dev.AxisSign[2]; UpdateLightAndTransformMatrix(floatsPeg.Values, index, distToCamera, dev.LightRgba, rotX, rotY, rotZ - 0.08f); rotX = rotation[dev.AxisMapping[3]] * dev.AxisSign[3]; rotY = rotation[dev.AxisMapping[4]] * dev.AxisSign[4]; rotZ = rotation[dev.AxisMapping[5]] * dev.AxisSign[5]; UpdateLightAndTransformMatrix(floatsCage.Values, index, distToCamera, dev.LightRgba, rotX, rotY, rotZ); }
public void Join(IMechanicalPowerNode node) { nodes.Add(node); }