コード例 #1
0
 /// <summary>
 /// Matrix Overload for Framework Match
 /// </summary>
 public static void CreateTranslation(float x, float y, float z, out Matrix result)
 {
                 #if SharpDX
     Matrix.Translation(x, y, z, out result);
                 #else
     Matrix.CreateTranslation(x, y, z, out result);
                 #endif
 }
コード例 #2
0
        /// <summary>
        /// Compute World Matrix Starting From Node and Reading all Parents Transformations
        /// </summary>
        /// <param name="leaf"></param>
        /// <returns></returns>
        public static Matrix GetWorldMatrixFromNode(this NiAVObject leaf)
        {
            var current     = leaf;
            var worldMatrix = Matrix.Identity;

            // For Each Parent Node
            while (current != null)
            {
                // Append Transformation To Matrix
                Matrix intermediate;

                                #if SharpDX
                Matrix.Multiply(ref worldMatrix, ref current.Rotation, out intermediate);
                worldMatrix = intermediate;

                var scale = Matrix.Scaling(current.Scale);
                Matrix.Multiply(ref worldMatrix, ref scale, out intermediate);
                worldMatrix = intermediate;

                var translate = Matrix.Translation(current.Translation.X, current.Translation.Y, current.Translation.Z);
                Matrix.Multiply(ref worldMatrix, ref translate, out intermediate);
                worldMatrix = intermediate;
                                #elif MonoGame
                Matrix.Multiply(ref worldMatrix, ref current.Rotation, out intermediate);
                worldMatrix = intermediate;

                var scale = Matrix.CreateScale(current.Scale);
                Matrix.Multiply(ref worldMatrix, ref scale, out intermediate);
                worldMatrix = intermediate;

                var translate = Matrix.CreateTranslation(current.Translation.X, current.Translation.Y, current.Translation.Z);
                Matrix.Multiply(ref worldMatrix, ref translate, out intermediate);
                worldMatrix = intermediate;
                                #else
                Matrix.Mult(ref worldMatrix, ref current.Rotation, out intermediate);
                worldMatrix = intermediate;

                var scale = Matrix.CreateScale(current.Scale);
                Matrix.Mult(ref worldMatrix, ref scale, out intermediate);
                worldMatrix = intermediate;

                var translate = Matrix.CreateTranslation(current.Translation.X, current.Translation.Y, current.Translation.Z);
                Matrix.Mult(ref worldMatrix, ref translate, out intermediate);
                worldMatrix = intermediate;
                                #endif

                current = current.Parent;
            }

            return(worldMatrix);
        }