public virtual Tile TexturePosition(eFace face) { Tile tile = new Tile(); tile.x = 0; tile.y = 0; return(tile); }
public override Tile TexturePosition(eFace face) { Tile tile = new Tile(); tile.x = 0; tile.y = 0; return(tile); }
public void SetLoadSurfacePressure(string name, string loadPattern, eFace faceApplied, double surfacePressureLoadValue, string jointPatternName, bool replace = true, eItemType itemType = eItemType.Object) { }
public virtual Vector2[] FaceUVs(eFace face) { Vector2[] UVs = new Vector2[4]; Tile tilePos = TexturePosition(face); UVs[0] = new Vector2(TILE_SIZE * tilePos.x + TILE_SIZE, TILE_SIZE * tilePos.y); UVs[1] = new Vector2(TILE_SIZE * tilePos.x + TILE_SIZE, TILE_SIZE * tilePos.y + TILE_SIZE); UVs[2] = new Vector2(TILE_SIZE * tilePos.x, TILE_SIZE * tilePos.y + TILE_SIZE); UVs[3] = new Vector2(TILE_SIZE * tilePos.x, TILE_SIZE * tilePos.y); return(UVs); }
public void SetSpring(string name, eSpringType springType, double stiffness, eSpringSimpleType springSimpleType, string linkProperty, eFace face, eSpringLocalOneType springLocalOneType, int direction, bool isOutward, Coordinate3DCartesian vector, double angleOffset, bool replace, string coordinateSystem = CoordinateSystems.Local, eItemType itemType = eItemType.Object) { }
public override Tile TexturePosition(eFace face) { Tile tile = new Tile(); switch (face) { case eFace.Top: tile.x = 2; tile.y = 0; return(tile); case eFace.Bottom: tile.x = 1; tile.y = 0; return(tile); } tile.x = 3; tile.y = 0; return(tile); }
public virtual bool IsSolid(eFace side) { switch (side) { case eFace.Top: return(true); case eFace.Bottom: return(true); case eFace.Front: return(true); case eFace.Back: return(true); case eFace.Left: return(true); case eFace.Right: return(true); } return(false); }
public override bool IsSolid(eFace face) { return(false); // ensures that the blocks behind leaves are still rendered }