internal Entity(string name, Mesh m, SceneTree sceneTree) { _sceneTree = sceneTree; _mesh = m; Name = name; Visible = true; ProcessMesh(); }
/// <summary> /// Constructor of the Camera class /// </summary> /// <param name="name">Name of the camera</param> /// <param name="owner">SceneTree in which the camera was created</param> internal Camera(string name, SceneTree owner) { _name = name; _owner = owner; }
/// <summary> /// Creates a scene graph /// </summary> /// <param name="name">Name of the scene graph</param> /// <returns>Returns an instance of SceneGraph class</returns> public SceneTree CreateSceneGraph(string name) { SceneTree graph = new SceneTree(name, _renderer, _assetEngine); _scenes.Add(name, graph); return graph; }
/// <summary> /// Constructor of CameraManager class /// </summary> internal CameraManager(SceneTree owner) { _owner = owner; }
/// <summary> /// Constructor of SceneNode class /// </summary> /// <param name="owner">SceneTree instance wich create this node</param> internal SceneNode(SceneTree owner) { Owner = owner; }