/// <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); }
/// <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); }