public void SetNewWorldTranslation(ref Vector3 translation, bool applyToAllMeshes) { _world.Translation = translation; if (applyToAllMeshes) { for (int i = 0; i < _meshes.Length; i++) { var mesh = _meshes[i]; mesh.SetNewWorldTranslation(ref translation); _meshesBVH[i] = new MeshBVH <T>(mesh, ref _world); } } }
public void SetNewWorldTransformation(ref Matrix4x4 world, bool applyToAllMeshes) { _world = world; if (applyToAllMeshes) { for (int i = 0; i < _meshes.Length; i++) { var mesh = _meshes[i]; mesh.SetNewWorldTransformation(ref world); _meshesBVH[i] = new MeshBVH <T>(mesh, ref world); } } }
public Model(string directoy, Mesh <T> meshIn, U material) { IsCulled = false; BaseDir = directoy; _meshes = new Mesh <T> [1]; _meshes[0] = meshIn; _meshesBVH = new MeshBVH <T> [1]; _meshesBVH[0] = new MeshBVH <T>(meshIn); _materials = new U[1]; _materials[0] = material; }
public Model(Mesh <T>[] meshesIn, U[] materials) { IsCulled = false; BaseDir = string.Empty; _meshes = new Mesh <T> [meshesIn.Length]; for (int i = 0; i < meshesIn.Length; i++) { _meshes[i] = meshesIn[i]; } _meshesBVH = new MeshBVH <T> [meshesIn.Length]; for (int i = 0; i < meshesIn.Length; i++) { _meshesBVH[i] = new MeshBVH <T>(meshesIn[i]); } _materials = materials; }
public Model(string directory, Mesh <T>[] meshes, U[] materials) { IsCulled = false; BaseDir = directory; _meshes = new Mesh <T> [meshes.Length]; for (int i = 0; i < meshes.Length; i++) { _meshes[i] = meshes[i]; } _meshesBVH = new MeshBVH <T> [meshes.Length]; for (int i = 0; i < meshes.Length; i++) { _meshesBVH[i] = new MeshBVH <T>(meshes[i]); } _materials = materials; }
public void SetMeshBVH(int index, MeshBVH <T> meshBVH) { _meshesBVH[index] = meshBVH; }