Esempio n. 1
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 public bool GetPivot(int idx, out EditorObjectPivot pivot)
 {
     pivot = new EditorObjectPivot();
     return Binding.FCE_Object_GetPivot(this.m_objPtr, idx, out pivot.position.X, out pivot.position.Y, out pivot.position.Z, out pivot.normal.X, out pivot.normal.Y, out pivot.normal.Z, out pivot.normalUp.X, out pivot.normalUp.Y, out pivot.normalUp.Z);
 }
Esempio n. 2
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 public bool GetClosestPivot(Vec3 pos, out EditorObjectPivot pivot)
 {
     return this.GetClosestPivot(pos, out pivot, 3.40282347E+38f);
 }
Esempio n. 3
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 public bool GetClosestPivot(Vec3 pos, out EditorObjectPivot pivot, float minDist)
 {
     pivot = new EditorObjectPivot();
     return Binding.FCE_Object_GetClosestPivot(this.m_objPtr, pos.X, pos.Y, pos.Z, out pivot.position.X, out pivot.position.Y, out pivot.position.Z, out pivot.normal.X, out pivot.normal.Y, out pivot.normal.Z, out pivot.normalUp.X, out pivot.normalUp.Y, out pivot.normalUp.Z, minDist);
 }
Esempio n. 4
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 public void AddPivot(EditorObjectPivot pivot)
 {
     Binding.FCE_Inventory_Object_AddPivot(this.m_entryPtr, pivot.position.X, pivot.position.Y, pivot.position.Z, pivot.normal.X, pivot.normal.Y, pivot.normal.Z, pivot.normalUp.X, pivot.normalUp.Y, pivot.normalUp.Z);
 }
Esempio n. 5
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 public void SetPivot(int idx, EditorObjectPivot pivot)
 {
     Binding.FCE_Inventory_Object_SetPivot(this.m_entryPtr, idx, pivot.position.X, pivot.position.Y, pivot.position.Z, pivot.normal.X, pivot.normal.Y, pivot.normal.Z, pivot.normalUp.X, pivot.normalUp.Y, pivot.normalUp.Z);
 }
Esempio n. 6
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 public bool GetClosestPivot(Vec3 pos, out EditorObjectPivot pivot, float minDist)
 {
     pivot = new EditorObjectPivot();
     return(Binding.FCE_Object_GetClosestPivot(this.m_objPtr, pos.X, pos.Y, pos.Z, out pivot.position.X, out pivot.position.Y, out pivot.position.Z, out pivot.normal.X, out pivot.normal.Y, out pivot.normal.Z, out pivot.normalUp.X, out pivot.normalUp.Y, out pivot.normalUp.Z, minDist));
 }
Esempio n. 7
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 public void SnapToPivot(EditorObjectPivot source, EditorObjectPivot target, bool preserveOrientation, float snapAngle)
 {
     Binding.FCE_ObjectSelection_SnapToPivot(this.m_selPtr, source.position.X, source.position.Y, source.position.Z, source.normal.X, source.normal.Y, source.normal.Z, source.normalUp.X, source.normalUp.Y, source.normalUp.Z, target.position.X, target.position.Y, target.position.Z, target.normal.X, target.normal.Y, target.normal.Z, target.normalUp.X, target.normalUp.Y, target.normalUp.Z, preserveOrientation, snapAngle);
 }
Esempio n. 8
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 public bool GetClosestPivot(Vec3 pos, out EditorObjectPivot pivot)
 {
     return(this.GetClosestPivot(pos, out pivot, 3.40282347E+38f));
 }
Esempio n. 9
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 public bool GetPivot(int idx, out EditorObjectPivot pivot)
 {
     pivot = new EditorObjectPivot();
     return(Binding.FCE_Object_GetPivot(this.m_objPtr, idx, out pivot.position.X, out pivot.position.Y, out pivot.position.Z, out pivot.normal.X, out pivot.normal.Y, out pivot.normal.Z, out pivot.normalUp.X, out pivot.normalUp.Y, out pivot.normalUp.Z));
 }
Esempio n. 10
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 public void SetPivot(int idx, EditorObjectPivot pivot)
 {
     Binding.FCE_Inventory_Object_SetPivot(this.m_entryPtr, idx, pivot.position.X, pivot.position.Y, pivot.position.Z, pivot.normal.X, pivot.normal.Y, pivot.normal.Z, pivot.normalUp.X, pivot.normalUp.Y, pivot.normalUp.Z);
 }
Esempio n. 11
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 public void AddPivot(EditorObjectPivot pivot)
 {
     Binding.FCE_Inventory_Object_AddPivot(this.m_entryPtr, pivot.position.X, pivot.position.Y, pivot.position.Z, pivot.normal.X, pivot.normal.Y, pivot.normal.Z, pivot.normalUp.X, pivot.normalUp.Y, pivot.normalUp.Z);
 }
 public void SnapToPivot(EditorObjectPivot source, EditorObjectPivot target, bool preserveOrientation, float snapAngle)
 {
     Binding.FCE_ObjectSelection_SnapToPivot(this.m_selPtr, source.position.X, source.position.Y, source.position.Z, source.normal.X, source.normal.Y, source.normal.Z, source.normalUp.X, source.normalUp.Y, source.normalUp.Z, target.position.X, target.position.Y, target.position.Z, target.normal.X, target.normal.Y, target.normal.Z, target.normalUp.X, target.normalUp.Y, target.normalUp.Z, preserveOrientation, snapAngle);
 }