예제 #1
0
        internal override void Assign(MyActor owner)
        {
            Debug.Assert(m_owners.Find(x => x == owner) == null);
            base.Assign(owner);

            m_owners.Add(owner);
            owner.MarkRenderDirty();
        }
        private void UpdateActorInfo(bool refreshFoliage = false)
        {
            MyVoxelRenderableComponent renderableComponent = m_actor.GetRenderable() as MyVoxelRenderableComponent;
            var matrix = MatrixD.CreateScale(m_scale) * MatrixD.CreateTranslation(m_translation) * m_worldMatrix;

            renderableComponent.m_voxelScale  = m_scale;
            renderableComponent.m_voxelOffset = m_translation;

            m_actor.SetMatrix(ref matrix);
            m_actor.SetAabb(m_localAabb.Transform(m_worldMatrix));
            renderableComponent.SetVoxelLod(m_lod, ScaleGroup);
            m_actor.MarkRenderDirty();

            UpdateFoliage(refreshFoliage);
        }
예제 #3
0
        void IMyClipmapCell.UpdateMesh(MyRenderMessageUpdateClipmapCell msg)
        {
            MyMeshes.UpdateVoxelCell(Mesh, msg.Batches);

            m_scale       = msg.PositionScale;
            m_translation = msg.PositionOffset;

            var matrix = (Matrix)(Matrix.CreateScale(m_scale) * Matrix.CreateTranslation(m_translation) * m_worldMatrix);

            m_actor.SetMatrix(ref matrix);
            m_actor.GetRenderable().SetVoxelLod(m_lod);

            m_actor.SetAabb(msg.MeshAabb.Transform((Matrix)m_worldMatrix));

            (m_actor.GetComponent(MyActorComponentEnum.Foliage) as MyFoliageComponent).InvalidateStreams();
            m_actor.MarkRenderDirty();
        }