internal Actor CreateActor <T>(SlimMath.Vector3 position, SlimMath.Quaternion rotation) where T : ActorDefinition, new() { var nActor = new Actor(new T(), context); nActor.position = position; nActor.rotation = rotation; var fnull = actors.FindIndex(a => a == null); if (fnull != -1) { nActor.Id = (ushort)fnull; actors[fnull] = nActor; } else { if (actors.Count > ushort.MaxValue) { log.Error("Cannot have more than {0} actors at any given time", ushort.MaxValue); return(null); } nActor.Id = (ushort)actors.Count; actors.Add(nActor); } return(nActor); }
internal static GameObject CreateGameObject(SlimMath.Vector3 position, SlimMath.Quaternion rotation) { var gameObject = new GameObject { Position = position, Rotation = rotation }; return(gameObject); }
public static UnityEngine.Quaternion Convert(SlimMath.Quaternion q) { return(new UnityEngine.Quaternion(q.X, q.Y, q.Z, q.W)); }