예제 #1
0
 public static EditorObject GetObjectFromScreenPoint(Vec2 pt, out Vec3 hitPos, bool includeFrozen, EditorObjectSelection ignore)
 {
     EditorObject result;
     using (PhysEntityVector vector = PhysEntityVector.Create())
     {
         ignore.GetPhysEntities(vector);
         result = new EditorObject(Binding.FCE_ObjectManager_GetObjectFromScreenPoint(pt.X, pt.Y, out hitPos.X, out hitPos.Y, out hitPos.Z, includeFrozen, vector.Pointer));
     }
     return result;
 }
예제 #2
0
 public void ToggleSelection(EditorObjectSelection selection)
 {
     Binding.FCE_ObjectSelection_ToggleSelection(this.m_selPtr, selection.Pointer);
 }
예제 #3
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 public void MoveTo(Vec3 pos, EditorObjectSelection.MoveMode mode)
 {
     Binding.FCE_ObjectSelection_MoveTo(this.m_selPtr, pos.X, pos.Y, pos.Z, (int)mode);
 }
예제 #4
0
 public void GetValidObjects(EditorObjectSelection selection)
 {
     Binding.FCE_ObjectSelection_GetValidObjects(this.m_selPtr, selection.Pointer);
 }
예제 #5
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 public void Clone(EditorObjectSelection newSelection, bool cloneObjects)
 {
     Binding.FCE_ObjectSelection_Clone(this.m_selPtr, newSelection.Pointer, cloneObjects);
 }
예제 #6
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 public void RemoveSelection(EditorObjectSelection selection)
 {
     Binding.FCE_ObjectSelection_RemoveSelection(this.m_selPtr, selection.Pointer);
 }
예제 #7
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 public void Clone(EditorObjectSelection newSelection, bool cloneObjects)
 {
     Binding.FCE_ObjectSelection_Clone(this.m_selPtr, newSelection.Pointer, cloneObjects);
 }
예제 #8
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 public void GetValidObjects(EditorObjectSelection selection)
 {
     Binding.FCE_ObjectSelection_GetValidObjects(this.m_selPtr, selection.Pointer);
 }
예제 #9
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 public static bool RayCastPhysics(Vec3 raySrc, Vec3 rayDir, EditorObjectSelection ignore, out Vec3 hitPos, out float hitDist, out Vec3 hitNormal)
 {
     return Binding.FCE_Editor_RayCastPhysics2(raySrc.X, raySrc.Y, raySrc.Z, rayDir.X, rayDir.Y, rayDir.Z, ignore.Pointer, out hitPos.X, out hitPos.Y, out hitPos.Z, out hitDist, out hitNormal.X, out hitNormal.Y, out hitNormal.Z);
 }
예제 #10
0
 public static bool RayCastPhysics(Vec3 raySrc, Vec3 rayDir, EditorObjectSelection ignore, out Vec3 hitPos, out float hitDist)
 {
     Vec3 vec;
     return RayCastPhysics(raySrc, rayDir, ignore, out hitPos, out hitDist, out vec);
 }
예제 #11
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 public static void GetObjectsFromScreenRect(EditorObjectSelection selection, RectangleF rect, bool includeFrozen)
 {
     Binding.FCE_ObjectManager_GetObjectsFromScreenRect(selection.Pointer, rect.Left, rect.Top, rect.Right, rect.Bottom, includeFrozen);
 }
예제 #12
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 public static void GetObjectsFromScreenRect(EditorObjectSelection selection, RectangleF rect)
 {
     ObjectManager.GetObjectsFromScreenRect(selection, rect, false);
 }
예제 #13
0
 public static void GetObjectsFromMagicWand(EditorObjectSelection selection, EditorObject obj)
 {
     Binding.FCE_ObjectManager_GetObjectsFromMagicWand(selection.Pointer, obj.Pointer);
 }