Esempio n. 1
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 /// <summary>
 /// Define with near and far dimension vectors and a transform matrix.
 /// </summary>
 public void Define(Urho.Vector3 nearValue, Urho.Vector3 farValue, Urho.Matrix3x4 transform)
 {
     Runtime.ValidateObject(this);
     Frustum_Define1(handle, ref nearValue, ref farValue, ref transform);
 }
Esempio n. 2
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 /// <summary>
 /// Set a Matrix3x4 attribute.
 /// </summary>
 public bool SetMatrix3x4(string name, Urho.Matrix3x4 value)
 {
     Runtime.ValidateObject(this);
     return(XmlElement_SetMatrix3x4(handle, name, ref value));
 }
Esempio n. 3
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 internal static extern void Frustum_Define1(IntPtr handle, ref Urho.Vector3 nearValue, ref Urho.Vector3 farValue, ref Urho.Matrix3x4 transform);
Esempio n. 4
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 internal static extern void DebugRenderer_AddBoundingBox2(IntPtr handle, ref Urho.BoundingBox box, ref Urho.Matrix3x4 transform, ref Urho.Color color, bool depthTest);
Esempio n. 5
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 internal static extern void DebugRenderer_AddTriangleMesh(IntPtr handle, void *vertexData, uint vertexSize, void *indexData, uint indexSize, uint indexStart, uint indexCount, ref Urho.Matrix3x4 transform, ref Urho.Color color, bool depthTest);
Esempio n. 6
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 internal static extern void Frustum_DefineOrtho(IntPtr handle, float orthoSize, float aspectRatio, float zoom, float nearZ, float farZ, ref Urho.Matrix3x4 transform);
Esempio n. 7
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 internal static extern IntPtr Polyhedron_Transformed(IntPtr handle, ref Urho.Matrix3x4 transform);
Esempio n. 8
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 /// <summary>
 /// Return spotlight frustum in the specified view space.
 /// </summary>
 public Frustum GetViewSpaceFrustum(Urho.Matrix3x4 view)
 {
     Runtime.ValidateRefCounted(this);
     return(Light_GetViewSpaceFrustum(handle, ref view));
 }
Esempio n. 9
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 internal static extern bool OcclusionBuffer_AddTriangles0(IntPtr handle, ref Urho.Matrix3x4 model, void *vertexData, uint vertexSize, void *indexData, uint indexSize, uint indexStart, uint indexCount);
Esempio n. 10
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 /// <summary>
 /// Add a quad using a transform matrix.
 /// </summary>
 public void AddQuad(Urho.Matrix3x4 transform, int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth = 0, int texHeight = 0)
 {
     Runtime.ValidateObject(this);
     UIBatch_AddQuad0(handle, ref transform, x, y, width, height, texOffsetX, texOffsetY, texWidth, texHeight);
 }
Esempio n. 11
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 internal static extern Frustum Light_GetViewSpaceFrustum(IntPtr handle, ref Urho.Matrix3x4 view);
Esempio n. 12
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 internal static extern void UIBatch_AddQuad0(IntPtr handle, ref Urho.Matrix3x4 transform, int x, int y, int width, int height, int texOffsetX, int texOffsetY, int texWidth, int texHeight);
Esempio n. 13
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 /// <summary>
 /// Add a quad with freeform points, UVs and colors. Points should be specified in clockwise order.
 /// </summary>
 public void AddQuad(Urho.Matrix3x4 transform, Urho.IntVector2 a, Urho.IntVector2 b, Urho.IntVector2 c, Urho.IntVector2 d, Urho.IntVector2 texA, Urho.IntVector2 texB, Urho.IntVector2 texC, Urho.IntVector2 texD, Urho.Color colA, Urho.Color colB, Urho.Color colC, Urho.Color colD)
 {
     Runtime.ValidateObject(this);
     UIBatch_AddQuad3(handle, ref transform, ref a, ref b, ref c, ref d, ref texA, ref texB, ref texC, ref texD, ref colA, ref colB, ref colC, ref colD);
 }
Esempio n. 14
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 internal static extern void UIBatch_AddQuad3(IntPtr handle, ref Urho.Matrix3x4 transform, ref Urho.IntVector2 a, ref Urho.IntVector2 b, ref Urho.IntVector2 c, ref Urho.IntVector2 d, ref Urho.IntVector2 texA, ref Urho.IntVector2 texB, ref Urho.IntVector2 texC, ref Urho.IntVector2 texD, ref Urho.Color colA, ref Urho.Color colB, ref Urho.Color colC, ref Urho.Color colD);
Esempio n. 15
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 internal static extern void Frustum_Define2(IntPtr handle, ref Urho.BoundingBox box, ref Urho.Matrix3x4 transform);
Esempio n. 16
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 /// <summary>
 /// Submit a triangle mesh to the buffer using indexed geometry. Return true if did not overflow the allowed triangle count.
 /// </summary>
 public bool AddTriangles(Urho.Matrix3x4 model, void *vertexData, uint vertexSize, void *indexData, uint indexSize, uint indexStart, uint indexCount)
 {
     Runtime.ValidateRefCounted(this);
     return(OcclusionBuffer_AddTriangles0(handle, ref model, vertexData, vertexSize, indexData, indexSize, indexStart, indexCount));
 }
Esempio n. 17
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 /// <summary>
 /// Define with a bounding box and a transform matrix.
 /// </summary>
 public void Define(Urho.BoundingBox box, Urho.Matrix3x4 transform)
 {
     Runtime.ValidateObject(this);
     Frustum_Define2(handle, ref box, ref transform);
 }
Esempio n. 18
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 /// <summary>
 /// Transform by a 3x4 matrix.
 /// </summary>
 public void Transform(Urho.Matrix3x4 transform)
 {
     Runtime.ValidateObject(this);
     Frustum_Transform(handle, ref transform);
 }
Esempio n. 19
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 /// <summary>
 /// Transform with a 3x4 matrix.
 /// </summary>
 public void Transform(Urho.Matrix3x4 transform)
 {
     Runtime.ValidateObject(this);
     Polyhedron_Transform(handle, ref transform);
 }
Esempio n. 20
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 internal static extern IntPtr Frustum_Transformed(IntPtr handle, ref Urho.Matrix3x4 transform);
Esempio n. 21
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 /// <summary>
 /// Return transformed with a 3x4 matrix.
 /// </summary>
 public Polyhedron Transformed(Urho.Matrix3x4 transform)
 {
     Runtime.ValidateObject(this);
     return(new Polyhedron(Polyhedron_Transformed(handle, ref transform)));
 }
Esempio n. 22
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 /// <summary>
 /// Return transformed by a 3x4 matrix.
 /// </summary>
 public Frustum Transformed(Urho.Matrix3x4 transform)
 {
     Runtime.ValidateObject(this);
     return(new Frustum(Frustum_Transformed(handle, ref transform)));
 }
Esempio n. 23
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 /// <summary>
 /// Add a bounding box with transform.
 /// </summary>
 public void AddBoundingBox(Urho.BoundingBox box, Urho.Matrix3x4 transform, Urho.Color color, bool depthTest)
 {
     Runtime.ValidateRefCounted(this);
     DebugRenderer_AddBoundingBox2(handle, ref box, ref transform, ref color, depthTest);
 }
Esempio n. 24
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 /// <summary>
 /// Define with projection parameters and a transform matrix.
 /// </summary>
 public void Define(float fov, float aspectRatio, float zoom, float nearZ, float farZ, Urho.Matrix3x4 transform)
 {
     Runtime.ValidateObject(this);
     Frustum_Define(handle, fov, aspectRatio, zoom, nearZ, farZ, ref transform);
 }
Esempio n. 25
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 /// <summary>
 /// Add a triangle mesh.
 /// </summary>
 public void AddTriangleMesh(void *vertexData, uint vertexSize, void *indexData, uint indexSize, uint indexStart, uint indexCount, Urho.Matrix3x4 transform, Urho.Color color, bool depthTest)
 {
     Runtime.ValidateRefCounted(this);
     DebugRenderer_AddTriangleMesh(handle, vertexData, vertexSize, indexData, indexSize, indexStart, indexCount, ref transform, ref color, depthTest);
 }
Esempio n. 26
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 internal static extern bool XmlElement_SetMatrix3x4(IntPtr handle, string name, ref Urho.Matrix3x4 value);