Esempio n. 1
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        /// <summary>
        /// Initializes a new instance of the <see cref="Scene"/> class.
        /// </summary>
        public Scene()
        {
            Children = new SceneNodeCollection();

            if ((GlobalSettings.ValidationLevelInternal & GlobalSettings.ValidationLevelUserHighExpensive) != 0)
            {
                SceneChanged += OnSceneChangedValidation;
            }

            // Create a default collision filter.
            var filter = new SceneNodeCollisionFilter(this);

            filter.Set(1, 1, false); // Ignore camera vs. camera.
            filter.Set(2, 3, false); // Ignore light vs. lens flare.
            filter.Set(3, 3, false); // Ignore lens flare vs. lens flare.
            filter.Set(3, 4, false); // Ignore lens flare vs. mesh.
            filter.Set(4, 4, false); // Ignore mesh vs. mesh.
            _filter = filter;
            _collisionObjectFilter = new SceneCollisionObjectFilter(filter);
            var collisionDetection = new CollisionDetection {
                CollisionFilter = null,
            };

            // DualPartition is better for frustum culling.
            _collisionDomain = new CollisionDomain(collisionDetection)
            {
                BroadPhase = new DualPartition <CollisionObject> {
                    Filter = _collisionObjectFilter
                },
            };
        }
        protected virtual void CloneCore(SceneNode source)
        {
            _flags         = source._flags;
            Name           = source.Name;
            ScaleLocal     = source.ScaleLocal;
            PoseLocal      = source.PoseLocal;
            LastScaleWorld = source.LastScaleWorld;
            LastPoseWorld  = source.LastPoseWorld;
            Shape          = source.Shape; // Shallow copy.
            MaxDistance    = source.MaxDistance;
            SortTag        = source.SortTag;
            UserData       = source.UserData;
            // Do not clone: RenderData, SceneData

            if (source.Children != null)
            {
                if (Children == null)
                {
                    Children = new SceneNodeCollection();
                }
                else
                {
                    Children.Clear();
                }

                foreach (var child in source.Children)
                {
                    Children.Add(child.Clone());
                }
            }
        }