private void M2SliderScale_ValueChanged(object sender, RoutedPropertyChangedEventArgs <double> e)
        {
            M2SceneNode node = ModelSceneService.Instance.MainM2SceneNode;

            if (node != null)
            {
                float scale = (float)e.NewValue;

                M2Move move = node.M2Move;
                if (move != null)
                {
                    move.Scale = new vector3df(scale, scale, scale);
                }
                else
                {
                    matrix4 mat = new matrix4(true);
                    node.GetRelativeTransformation(out mat);

                    matrix4 newMat = new matrix4(true);
                    newMat.RotationRadians = mat.RotationRadians;
                    newMat.Scale           = new vector3df(scale, scale, scale);
                    newMat.Translation     = mat.Translation;
                    node.SetRelativeTransformation(ref newMat);
                }

                node.Update(true);
            }
        }
        private void M2ScaleDefault_Click(object sender, RoutedEventArgs e)
        {
            M2SceneNode node = ModelSceneService.Instance.MainM2SceneNode;

            if (node != null)
            {
                float scale = 1.0f;

                M2Move move = node.M2Move;
                if (move != null)
                {
                    move.Scale = new vector3df(scale, scale, scale);
                }
                else
                {
                    matrix4 mat = new matrix4(true);
                    node.GetRelativeTransformation(out mat);

                    matrix4 newMat = new matrix4(true);
                    newMat.RotationRadians = mat.RotationRadians;
                    newMat.Scale           = new vector3df(scale, scale, scale);
                    newMat.Translation     = mat.Translation;
                    node.SetRelativeTransformation(ref newMat);
                }

                node.Update(true);
            }
        }
Exemple #3
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        public M2SceneNode SetMainM2SceneNode(string filename, bool npc)
        {
            if (Client.Instance.GetPlayer().GetRideNpcId() != 0)
            {
                Client.Instance.GetPlayer().RideOnModel(0, E_M2_STATES.EMS_STAND);
            }

            RemoveMainSceneNode();

            M2SceneNode node = Engine.Instance.SceneManager.AddM2SceneNode(filename, null, npc);

            if (node != null)
            {
                switch (node.Type)
                {
                case M2Type.MT_INTERFACE:
                {
                    if (node.M2Fsm != null)
                    {
                        node.M2Fsm.ResetState();
                    }
                    node.PlayAnimation("Stand", 0, true, 0);
                    node.SetCamera(0);
                }
                break;

                default:
                {
                    M2Move move = node.M2Move;
                    if (move != null)
                    {
                        move.Dir = new vector3df(0, 0, -1);
                    }
                    else
                    {
                        matrix4 mat = new matrix4(true);
                        mat.RotationDegrees = new vector3df(0, 90, 0);
                        node.SetRelativeTransformation(ref mat);
                    }

                    if (node.M2Fsm != null)
                    {
                        node.M2Fsm.ResetState();
                    }
                    node.PlayAnimation("Stand", 0, true, 0);
                }
                break;
                }
            }

            Engine.Instance.SceneManager.SetDebugM2SceneNode(node);

            mainM2SceneNode = node;

            RaiseMainM2SceneNodeChanged();

            return(node);
        }
        private void menuWmoScale_SubmenuOpened(object sender, RoutedEventArgs e)
        {
            WMOSceneNode node = ModelSceneService.Instance.MainWMOSceneNode;

            if (node != null)
            {
                matrix4 mat = new matrix4(true);
                node.GetRelativeTransformation(out mat);
                wmoSliderScale.Value = mat.Scale.X;
            }
        }
        public M2SceneNode SetMainM2SceneNode(string filename, bool npc)
        {
            RemoveMainSceneNode();

            M2SceneNode node = Engine.Instance.SceneManager.AddM2SceneNode(filename, null, npc);

            if (node != null)
            {
                switch (node.Type)
                {
                case M2Type.MT_INTERFACE:
                {
                    node.ResetState();
                    node.PlayAnimation("Stand", 0, true, 0);
                    node.SetCamera(0);
                }
                break;

                default:
                {
                    matrix4 mat = new matrix4(true);
                    mat.RotationDegrees = new vector3df(0, 90, 0);
                    node.SetRelativeTransformation(ref mat);

                    node.ResetState();
                    node.PlayAnimation("Stand", 0, true, 0);
                }
                break;
                }
            }

            Engine.Instance.SceneManager.SetDebugM2SceneNode(node);

            mainM2SceneNode = node;

            RaiseMainM2SceneNodeChanged();

            return(node);
        }
Exemple #6
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        public WMOSceneNode SetMainWMOSceneNode(string filename)
        {
            if (Client.Instance.GetPlayer().GetRideNpcId() != 0)
            {
                Client.Instance.GetPlayer().RideOnModel(0, E_M2_STATES.EMS_STAND);
            }

            RemoveMainSceneNode();

            WMOSceneNode node = Engine.Instance.SceneManager.AddWMOSceneNode(filename, null);

            if (node != null)
            {
                float   scale = 1.0f;
                matrix4 mat   = new matrix4(true);
                node.GetRelativeTransformation(out mat);

                matrix4 newMat = new matrix4(true);
                newMat.RotationRadians = mat.RotationRadians;
                newMat.Scale           = new vector3df(scale, scale, scale);
                newMat.Translation     = mat.Translation;
                node.SetRelativeTransformation(ref newMat);
                node.Update(true);
            }

            Engine.Instance.SceneManager.SetDebugWMOSceneNode(node);

            mainWMOSceneNode = node;

            RaiseMainWMOSceneNodeChanged();

            Player player = Client.Instance.GetPlayer();

            player.SetM2AsTarget(null, 15, (float)(Math.PI / 6.0f));

            return(node);
        }
Exemple #7
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 public static extern void gs_matrix_get(out matrix4 dst);
Exemple #8
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 public static extern void vec4_transform(out Vector4 dst, out Vector4 v, out matrix4 m);
Exemple #9
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 public static extern void matrix4_translate4v(out matrix4 dst, out matrix4 m, out Vector4 v);
Exemple #10
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 public static extern void matrix4_rotate_aa(out matrix4 dst, out matrix4 m, out axisang aa);
Exemple #11
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 public static extern bool matrix4_inv(out matrix4 dst, out matrix4 m);
Exemple #12
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 public static extern void matrix4_transpose(out matrix4 dst, out matrix4 m);
Exemple #13
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 public static extern void matrix4_scale(out matrix4 dst, out matrix4 m, out Vector3 v);
Exemple #14
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 public static extern void matrix4_rotate(out matrix4 dst, out matrix4 m, out quat q);
Exemple #15
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 public static extern float matrix4_determinant(out matrix4 m);
Exemple #16
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 public static extern void gs_matrix_mul(out matrix4 matrix);
Exemple #17
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 public static extern void obs_sceneitem_get_box_transform(obs_sceneitem_t item, out matrix4 transform);
Exemple #18
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 public static extern void vec3_transform(out Vector3 dst, out Vector3 v, out matrix4 m);
Exemple #19
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 public static extern void vec4_transform(out Vector4 dst, out Vector4 v, out matrix4 m);
Exemple #20
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 public static extern void vec3_transform(out Vector3 dst, out Vector3 v, out matrix4 m);
Exemple #21
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 public static extern void matrix3_from_matrix4(out matrix3 dst, out matrix4 m);
Exemple #22
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 public static extern void matrix4_translate4v(out matrix4 dst, out matrix4 m, out Vector4 v);
Exemple #23
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 public static extern void gs_effect_set_matrix4(gs_eparam_t param, out matrix4 val);
Exemple #24
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 public static extern void matrix4_rotate_aa(out matrix4 dst, out matrix4 m, out axisang aa);
Exemple #25
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 public static extern void gs_matrix_get(out matrix4 dst);
Exemple #26
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 public static extern bool matrix4_inv(out matrix4 dst, out matrix4 m);
Exemple #27
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 public static extern void gs_matrix_mul(out matrix4 matrix);
Exemple #28
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 public static extern float matrix4_determinant(out matrix4 m);
Exemple #29
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 public static extern void gs_matrix_set(out matrix4 matrix);
Exemple #30
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 public static extern void matrix4_rotate(out matrix4 dst, out matrix4 m, out quat q);
Exemple #31
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 public static extern void gs_effect_set_matrix4(gs_eparam_t param, out matrix4 val);
Exemple #32
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 public static extern void matrix4_scale(out matrix4 dst, out matrix4 m, out Vector3 v);
Exemple #33
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 public static extern void gs_matrix_set(out matrix4 matrix);
Exemple #34
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 public static extern void matrix4_transpose(out matrix4 dst, out matrix4 m);
Exemple #35
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 public static extern void obs_sceneitem_get_draw_transform(obs_sceneitem_t item, out matrix4 transform);