Esempio n. 1
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 public MovingPart(CollisionAPI api, CollisionShape shape)
 {
     this.shape    = shape;
     this.api      = api;
     constantShape = shape;
     id            = api.SphereTree.GetId();
     renderedNodes = null;
     RenderedNode.MaybeCreateRenderedNodes(false, shape, id, ref renderedNodes);
     sphere = null;
 }
Esempio n. 2
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 public void Transform(Vector3 scale, Quaternion rotate, Vector3 translate)
 {
     // TODO: This is a temporary solution, and terribly inefficient.
     // I need to update the transforms on the node properly, without
     // the remove/add.
     RenderedNode.RemoveNodeRendering(id, ref renderedNodes);
     shape = constantShape.Clone();
     shape.Transform(scale, rotate, translate);
     id            = api.SphereTree.GetId();
     renderedNodes = null;
     RenderedNode.MaybeCreateRenderedNodes(false, shape, id, ref renderedNodes);
     sphere = null;
 }
Esempio n. 3
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 // Create a SphereTreeNode leaf node
 public SphereTreeNode(CollisionShape shape, SphereTree sphereTree)
     : base(shape.center, shape.radius)
 {
     this.sphereTree     = sphereTree;
     this.containedShape = shape;
     parent             = null;
     children           = new SphereTreeNode[childCount];
     intersectingShapes = new List <CollisionShape>();
     leafNode           = true;
     sphereTree.idCounter++;
     id = sphereTree.idCounter;
     sphereTree.nodeCount++;
     RenderedNode.MaybeCreateRenderedNodes(true, shape, id, ref renderedNodes);
 }