예제 #1
0
 /// <summary>
 /// Updates the local transformations, required if you change LocalOffset and/or LocalRotation.
 /// </summary>
 public void UpdateLocalTransformations()
 {
     //cache matrices used to translate the position from and to physics engine / gfx engine
     PositiveCenterMatrix = Matrix.RotationQuaternion(LocalRotation) * Matrix.Translation(LocalOffset);
     NegativeCenterMatrix = PositiveCenterMatrix;
     NegativeCenterMatrix.Invert();
 }
예제 #2
0
 /// <summary>
 /// Updates the local transformations, required if you change LocalOffset and/or LocalRotation.
 /// </summary>
 public virtual void UpdateLocalTransformations()
 {
     //cache matrices used to translate the position from and to physics engine / gfx engine
     PositiveCenterMatrix = Matrix.RotationQuaternion(LocalRotation) * (Parent == null ? Matrix.Translation(LocalOffset * CachedScaling) : Matrix.Translation(LocalOffset));
     NegativeCenterMatrix = PositiveCenterMatrix;
     NegativeCenterMatrix.Invert();
 }