/// <summary> /// Explicit synchronization of all properties to the given /// terrain instance. /// </summary> /// <remarks> /// This call wont have any effect unless the native instance /// of the terrain has been created. /// </remarks> /// <param name="terrain">Terrain instance to synchronize.</param> public void Synchronize(DeformableTerrain terrain) { try { m_singleSynchronizeInstance = terrain; Utils.PropertySynchronizer.Synchronize(this); } finally { m_singleSynchronizeInstance = null; } }
public void Register(DeformableTerrain terrain) { if (!m_terrains.Contains(terrain)) { m_terrains.Add(terrain); // Synchronizing properties for all terrains. Could be // avoided by adding a state so that Propagate only // shows current added terrain. Utils.PropertySynchronizer.Synchronize(this); } }
public void Register(DeformableTerrain terrain) { if (!m_terrains.Contains(terrain)) { m_terrains.Add(terrain); } // Propagating our properties to the newly registered // deformable terrain. It's better to synchronize one // or more times too many than to miss synchronization // when the native instance of the terrain has been created. Synchronize(terrain); }
public void Unregister(DeformableTerrain terrain) { m_terrains.Remove(terrain); }