public override void Dispose() { MaterialFactory.DeleteMaterial(materialIdx); Physics.DestroyBody(PhysicsId); mesh.Destroy(); mesh = null; }
public void Unload() { _gameManager.TvPhysics.DestroyBody(_fieldPhysicsBody); _field.Destroy(); _field = null; _gameManager.TvMaterials.DeleteMaterial(StandardMaterial); _gameManager.TvLights.DeleteLight(_light); _gameManager.Player1.Bat.Unload(); _gameManager.Player2.Bat.Unload(); Ball.Unload(); }
public void RotateZAroundPoint(TV_3DVECTOR point, float angle) { TVMesh node = Scene.CreateMeshBuilder(); node.SetPosition(point.x, point.y, point.z); mesh.AttachTo(CONST_TV_NODETYPE.TV_NODETYPE_MESH, node.GetIndex(), -1); TV_3DVECTOR nodePos = node.GetPosition(); TV_3DMATRIX mat = new TV_3DMATRIX(); TV_3DMATRIX modyMat = node.GetMatrix(); MathLibrary.TVMatrixRotationZ(ref mat, angle); node.SetRotationMatrix(mat); mesh.AttachTo(CONST_TV_NODETYPE.TV_NODETYPE_NONE, -1, -1); node.Destroy(); mat = mesh.GetMatrix(); Physics.SetBodyMatrix(PhysicsId, mat); }
public override void Initialize() { #if DEBUG Show = true; #endif TVMesh mesh = Scene.CreateMeshBuilder(Name); mesh.CreateBox(1, 1, 1); mesh.SetPosition(Position.x, Position.y, Position.z); mesh.SetRotation(Rotation.x, Rotation.y, Rotation.z); mesh.SetScale(Scale.x, Scale.y, Scale.z); mesh.GetBoundingBox(ref boundingBoxMin, ref boundingBoxMax); mesh.Destroy(); mesh = null; // Register object in Lua. ScriptManager.SetGlobal(Name, this); }
public override void Dispose() { ReflectRS.Destroy(); RefractRS.Destroy(); mesh.Destroy(); }
public void Unload() { _gameManager.TvPhysics.DestroyBody(_physicsBody); _mesh.Destroy(); _mesh = null; }