public DirectionalLight(SceneGraph graph, Vec3 intensity, Vec3 direction, float maxShadowDepth) : base(graph) { Intensity = intensity; MaxShadowDepth = maxShadowDepth; Direction = direction.Normalized; }
public Camera(SceneGraph graph, Vec3 position, Vec3 target, Vec3 upDirection, ViewingFrustum frustum, float aspectRatio) : base(graph) { Position = position; Target = target; UpDirection = upDirection; Frustum = frustum; }
public Panel(SceneGraph graph, bool flipVertically, bool movable) : base(graph) { _rectangle = Quadrilateral <V> .Rectangle(1f, 1f).Translate(0.5f, -0.5f); _flipVertically = flipVertically; _movable = movable; }
public PointLight(SceneGraph graph, Vec3 intensity, Vec3 position, float linearAttenuation, float quadraticAttenuation) : base(graph) { Intensity = intensity; Position = position; LinearAttenuation = linearAttenuation; QuadraticAttenuation = quadraticAttenuation; }
public TransformNode(SceneGraph graph, T node, Vec3 offset, Vec3 orientation, Vec3 scale) : base(graph, node) { _offset = offset; _orientation = orientation; _scale = scale; UpdateTransform(); }
public static void UpdateAll(SceneGraph sceneGraph, GameWindow window, Vec2i viewportSize) { InputState.Update(window); var panels = sceneGraph.Root.Traverse().OfType <Panel <V> > (); foreach (var panel in panels) { panel.Update(viewportSize, window.Mouse); } }
public Light(SceneGraph graph) : base(graph) { }
public StaticMesh(SceneGraph graph, Geometry <V> geometry, params Texture[] textures) : base(graph, geometry, textures) { }
public LineSegment(SceneGraph graph, Path <P, V> path) : base(graph) { Path = path; }
public SceneGroup(SceneGraph graph, params SceneNode[] subNodes) : this(graph) { Add(subNodes); }
public SceneGroup(SceneGraph graph, IEnumerable <SceneNode> subNodes) : this(graph) { Add(subNodes); }
public Mesh(SceneGraph graph, Geometry <V> geometry, params Texture[] textures) : base(graph) { Geometry = geometry; Textures = textures; }
public SceneNode(SceneGraph graph) { Graph = graph ?? throw new ArgumentNullException("graph"); }
public Panel(SceneGraph graph, bool flipVertically, bool movable, Texture texture) : this(graph, flipVertically, movable) { Texture = texture; }
public static SceneNode Movable(SceneGraph graph, bool flipVertically, Texture texture, Vec2 pos) { return(new Panel <V> (graph, flipVertically, true, texture) .Offset(new Vec3(pos, 0f))); }
public NodeWrapper(SceneGraph graph, T node) : base(graph) { Node = node; Node.Parent = this; }
public SceneGroup(SceneGraph graph) : base(graph) { _subNodes = new List <SceneNode> (); }