/// <summary> /// Get the parent Node's last position on the spline. /// </summary> private Vector3 GetPosition() { Runtime.ValidateRefCounted(this); return(SplinePath_GetPosition(handle)); }
/// <summary> /// Check whether a bounding box is inside the view frustum. /// </summary> public bool IsInside(Urho.BoundingBox box) { Runtime.ValidateRefCounted(this); return(DebugRenderer_IsInside(handle, ref box)); }
private StringHash UrhoGetType() { Runtime.ValidateRefCounted(this); return(new StringHash(DebugRenderer_GetType(handle))); }
/// <summary> /// Update vertex buffer and render all debug lines. The viewport and rendertarget should be set before. /// </summary> public void Render() { Runtime.ValidateRefCounted(this); DebugRenderer_Render(handle); }
/// <summary> /// Return the view transform. /// </summary> private Urho.Matrix3x4 GetView() { Runtime.ValidateRefCounted(this); return(DebugRenderer_GetView(handle)); }
/// <summary> /// Add a triangle mesh. /// </summary> public void AddTriangleMesh(void *vertexData, uint vertexSize, void *indexData, uint indexSize, uint indexStart, uint indexCount, Urho.Matrix3x4 transform, Urho.Color color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddTriangleMesh(handle, vertexData, vertexSize, indexData, indexSize, indexStart, indexCount, ref transform, ref color, depthTest); }
/// <summary> /// Add a cross. /// </summary> public void AddCross(Urho.Vector3 center, float size, Urho.Color color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddCross(handle, ref center, size, ref color, depthTest); }
/// <summary> /// Set Controlled Node ID attribute. /// </summary> private void SetControlledIdAttr(uint value) { Runtime.ValidateRefCounted(this); SplinePath_SetControlledIdAttr(handle, value); }
/// <summary> /// Get Controlled Node ID attribute. /// </summary> private uint GetControlledIdAttr() { Runtime.ValidateRefCounted(this); return(SplinePath_GetControlledIdAttr(handle)); }
/// <summary> /// Reset movement along the path. /// </summary> public void Reset() { Runtime.ValidateRefCounted(this); SplinePath_Reset(handle); }
/// <summary> /// Returns whether the movement along the SplinePath is complete. /// </summary> private bool IsFinished() { Runtime.ValidateRefCounted(this); return(SplinePath_IsFinished(handle)); }
/// <summary> /// Move the controlled Node to the next position along the SplinePath based off the Speed value. /// </summary> public void Move(float timeStep) { Runtime.ValidateRefCounted(this); SplinePath_Move(handle, timeStep); }
/// <summary> /// Get a point on the SplinePath from 0.f to 1.f where 0 is the start and 1 is the end. /// </summary> public Vector3 GetPoint(float factor) { Runtime.ValidateRefCounted(this); return(SplinePath_GetPoint(handle, factor)); }
/// <summary> /// Get the controlled Node. /// </summary> private Node GetControlledNode() { Runtime.ValidateRefCounted(this); return(Runtime.LookupObject <Node> (SplinePath_GetControlledNode(handle))); }
/// <summary> /// Add a bounding box with transform. /// </summary> public void AddBoundingBox(Urho.BoundingBox box, Urho.Matrix3x4 transform, Urho.Color color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddBoundingBox2(handle, ref box, ref transform, ref color, depthTest); }
private StringHash UrhoGetType() { Runtime.ValidateRefCounted(this); return(new StringHash(SplinePath_GetType(handle))); }
/// <summary> /// Add a cylinder /// </summary> public void AddCylinder(Urho.Vector3 position, float radius, float height, Urho.Color color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddCylinder(handle, ref position, radius, height, ref color, depthTest); }
private string GetTypeName() { Runtime.ValidateRefCounted(this); return(Marshal.PtrToStringAnsi(SplinePath_GetTypeName(handle))); }
/// <summary> /// Add a circle. /// </summary> public void AddCircle(Urho.Vector3 center, Urho.Vector3 normal, float radius, Urho.Color color, int steps, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddCircle(handle, ref center, ref normal, radius, ref color, steps, depthTest); }
/// <summary> /// Set line antialiasing on/off. Default false. /// </summary> private void SetLineAntiAlias(bool enable) { Runtime.ValidateRefCounted(this); DebugRenderer_SetLineAntiAlias(handle, enable); }
/// <summary> /// Add a quad on the XZ plane. /// </summary> public void AddQuad(Urho.Vector3 center, float width, float height, Urho.Color color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddQuad(handle, ref center, width, height, ref color, depthTest); }
/// <summary> /// Set the camera viewpoint. Call before rendering, or before adding geometry if you want to use culling. /// </summary> public void SetView(Camera camera) { Runtime.ValidateRefCounted(this); DebugRenderer_SetView(handle, (object)camera == null ? IntPtr.Zero : camera.Handle); }
/// <summary> /// Return whether line antialiasing is enabled. /// </summary> private bool GetLineAntiAlias() { Runtime.ValidateRefCounted(this); return(DebugRenderer_GetLineAntiAlias(handle)); }
/// <summary> /// Add a line with color already converted to unsigned. /// </summary> public void AddLine(Urho.Vector3 start, Urho.Vector3 end, uint color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddLine0(handle, ref start, ref end, color, depthTest); }
/// <summary> /// Return the projection transform. /// </summary> private Urho.Matrix4 GetProjection() { Runtime.ValidateRefCounted(this); return(DebugRenderer_GetProjection(handle)); }
/// <summary> /// Add a triangle with color already converted to unsigned. /// </summary> public void AddTriangle(Urho.Vector3 v1, Urho.Vector3 v2, Urho.Vector3 v3, uint color, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddTriangle1(handle, ref v1, ref v2, ref v3, color, depthTest); }
/// <summary> /// Return whether has something to render. /// </summary> public bool HasContent() { Runtime.ValidateRefCounted(this); return(DebugRenderer_HasContent(handle)); }
/// <summary> /// Add a scene node represented as its coordinate axes. /// </summary> public void AddNode(Node node, float scale, bool depthTest) { Runtime.ValidateRefCounted(this); DebugRenderer_AddNode(handle, (object)node == null ? IntPtr.Zero : node.Handle, scale, depthTest); }
private string GetTypeName() { Runtime.ValidateRefCounted(this); return(Marshal.PtrToStringAnsi(DebugRenderer_GetTypeName(handle))); }
/// <summary> /// Get the length of SplinePath; /// </summary> private float GetLength() { Runtime.ValidateRefCounted(this); return(SplinePath_GetLength(handle)); }