public SectorTreeComponent(MyPlanetsDebugInputComponent comp) { Size = Radius * Math.Sqrt(2); double sectorSize = 64; m_comp = comp; m_tree = new My2DClipmap <DebugDrawHandler> [6]; for (m_activeClipmap = 0; m_activeClipmap < m_tree.Length; m_activeClipmap++) { var forward = Base6Directions.Directions[m_activeClipmap]; var up = Base6Directions.Directions[(int)Base6Directions.GetPerpendicular((Base6Directions.Direction)m_activeClipmap)]; // Forward is -z so it inverts the orientation of the map which we do not want. MatrixD wm = MatrixD.CreateFromDir(-forward, up); wm.Translation = (Vector3D)forward * Size / 2; m_tree[m_activeClipmap] = new My2DClipmap <DebugDrawHandler>(); m_tree[m_activeClipmap].Init(this, ref wm, sectorSize, Size); } AddShortcut(MyKeys.NumPad8, true, false, false, false, () => "Toggle clipmap update", () => m_update = !m_update); }
public MiscComponent(MyPlanetsDebugInputComponent comp) { m_comp = comp; }
public ShapeComponent(MyPlanetsDebugInputComponent comp) { m_comp = comp; }
public SectorsComponent(MyPlanetsDebugInputComponent comp) { m_comp = comp; AddShortcut(MyKeys.NumPad8, true, false, false, false, () => "Toggle update range", () => m_updateRange = !m_updateRange); }
public SectorsComponent(MyPlanetsDebugInputComponent comp) { m_comp = comp; AddShortcut(MyKeys.S, true, true, false, false, () => "Toggle sector work cycle", () => ToggleSectors()); }
public InfoComponent(MyPlanetsDebugInputComponent comp) { m_comp = comp; }