/// <summary> /// Deserializes this OrientedBoundingBox. /// </summary> /// <param name="input">Input to read from</param> public override void Read(ISavableReader input) { base.Read(input); m_extents = input.ReadVector3(); m_xAxis = input.ReadVector3(); m_yAxis = input.ReadVector3(); m_zAxis = input.ReadVector3(); }
/// <summary> /// Deserializes the transform. /// </summary> /// <param name="input">Input to read from</param> public void Read(ISavableReader input) { _scale = input.ReadVector3(); _rotation = input.ReadQuaternion(); _translation = input.ReadVector3(); //Cache the matrix Matrix m = this.Matrix; }
/// <summary> /// Deserializes this Mesh. /// </summary> /// <param name="input">Input to read from</param> public override void Read(ISavableReader input) { base.Read(input); _extents = input.ReadVector3(); _center = input.ReadVector3(); _xAxis = input.ReadVector3(); _yAxis = input.ReadVector3(); _zAxis = input.ReadVector3(); _insideOut = input.ReadBoolean(); _constructed = true; }
/// <summary> /// Deserializes the object and populates it from the input. /// </summary> /// <param name="input">Savable input</param> public virtual void Read(ISavableReader input) { _name = input.ReadString(); Vector4 vp = input.ReadVector4(); Vector2 depth = input.ReadVector2(); _viewport = new Viewport((int)vp.X, (int)vp.Y, (int)vp.Z, (int)vp.W); _viewport.MinDepth = depth.X; _viewport.MaxDepth = depth.Y; _position = input.ReadVector3(); _up = input.ReadVector3(); _direction = input.ReadVector3(); _projectionMode = input.ReadEnum <ProjectionMode>(); _proj = input.ReadMatrix(); Update(); }
/// <summary> /// Deserializes this BoundingVolume. /// </summary> /// <param name="input">Input to read from</param> public virtual void Read(ISavableReader input) { m_center = input.ReadVector3(); }