public void RemoveDeviceForRender(IMechanicalPowerNode device)
 {
     Renderer?.RemoveDevice(device);
 }
 public void Leave(IMechanicalPowerNode node)
 {
     nodes.Remove(node);
 }
Example #3
0
        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);
 }