// the only public constructor // TODO: change the "Node mesh". This should point to MeshDraw object which is unique to each entity. public Entity(SceneWrapper sc, Node mesh, BoneNode armature, ActionState state) { _scene = sc; _node = mesh; _extra_geometry = new Geometry(sc._inner.Meshes, mesh, armature); _armature = armature; _action = state; _transform = new TransformState(Matrix4.Identity, 10, 17); }
public CameraFreeFly3D(Matrix4 opengl_init_mat) { _transform = new TransformState(opengl_init_mat, 10, 1.5); }
public CameraDrawing2D(Matrix4 draw2d_init_mat, Size window_size) { _transform = new TransformState(draw2d_init_mat, 10.0, 1.5); rotate_offset_x = window_size.Width / 2.0f; rotate_offset_y = window_size.Height / 2.0f; }