Exemplo n.º 1
0
 public void rotate(Quaternion q, Node.TransformSpace relativeTo)
 {
     OgrePINVOKE.Node_rotate__SWIG_2(swigCPtr, Quaternion.getCPtr(q), (int)relativeTo);
     if (OgrePINVOKE.SWIGPendingException.Pending)
     {
         throw OgrePINVOKE.SWIGPendingException.Retrieve();
     }
 }
Exemplo n.º 2
0
 public virtual void yaw(Radian angle, Node.TransformSpace relativeTo)
 {
     OgrePINVOKE.Node_yaw__SWIG_0(swigCPtr, Radian.getCPtr(angle), (int)relativeTo);
     if (OgrePINVOKE.SWIGPendingException.Pending)
     {
         throw OgrePINVOKE.SWIGPendingException.Retrieve();
     }
 }
Exemplo n.º 3
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 public void rotate(Vector3 axis, Radian angle, Node.TransformSpace relativeTo)
 {
     OgrePINVOKE.Node_rotate__SWIG_0(swigCPtr, Vector3.getCPtr(axis), Radian.getCPtr(angle), (int)relativeTo);
     if (OgrePINVOKE.SWIGPendingException.Pending)
     {
         throw OgrePINVOKE.SWIGPendingException.Retrieve();
     }
 }
Exemplo n.º 4
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 public void translate(Matrix3 axes, Vector3 move, Node.TransformSpace relativeTo)
 {
     OgrePINVOKE.Node_translate__SWIG_4(swigCPtr, Matrix3.getCPtr(axes), Vector3.getCPtr(move), (int)relativeTo);
     if (OgrePINVOKE.SWIGPendingException.Pending)
     {
         throw OgrePINVOKE.SWIGPendingException.Retrieve();
     }
 }
Exemplo n.º 5
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 public void translate(Matrix3 axes, float x, float y, float z, Node.TransformSpace relativeTo)
 {
     OgrePINVOKE.Node_translate__SWIG_6(swigCPtr, Matrix3.getCPtr(axes), x, y, z, (int)relativeTo);
     if (OgrePINVOKE.SWIGPendingException.Pending)
     {
         throw OgrePINVOKE.SWIGPendingException.Retrieve();
     }
 }
Exemplo n.º 6
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 public void translate(Vector3 d, Node.TransformSpace relativeTo)
 {
     OgrePINVOKE.Node_translate__SWIG_0(swigCPtr, Vector3.getCPtr(d), (int)relativeTo);
     if (OgrePINVOKE.SWIGPendingException.Pending)
     {
         throw OgrePINVOKE.SWIGPendingException.Retrieve();
     }
 }
Exemplo n.º 7
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 public void lookAt(Vector3 targetPoint, Node.TransformSpace relativeTo)
 {
     OgrePINVOKE.SceneNode_lookAt__SWIG_1(swigCPtr, Vector3.getCPtr(targetPoint), (int)relativeTo);
     if (OgrePINVOKE.SWIGPendingException.Pending)
     {
         throw OgrePINVOKE.SWIGPendingException.Retrieve();
     }
 }
Exemplo n.º 8
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 public void setDirection(Vector3 vec, Node.TransformSpace relativeTo)
 {
     OgrePINVOKE.SceneNode_setDirection__SWIG_4(swigCPtr, Vector3.getCPtr(vec), (int)relativeTo);
     if (OgrePINVOKE.SWIGPendingException.Pending)
     {
         throw OgrePINVOKE.SWIGPendingException.Retrieve();
     }
 }
Exemplo n.º 9
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 public void setDirection(float x, float y, float z, Node.TransformSpace relativeTo)
 {
     OgrePINVOKE.SceneNode_setDirection__SWIG_1(swigCPtr, x, y, z, (int)relativeTo);
     if (OgrePINVOKE.SWIGPendingException.Pending)
     {
         throw OgrePINVOKE.SWIGPendingException.Retrieve();
     }
 }
Exemplo n.º 10
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 /// <summary>
 /// This virtual method is to contain the rotation the movable element by the given quaternion in the specified transform space
 /// </summary>
 /// <param name="quaternion">Quaternion which describes axis and rotation angle</param>
 /// <param name="transformSpace">Space on which apply the rotation, local by default</param>
 virtual public void Rotate(Quaternion quaternion,
                            Node.TransformSpace transformSpace = Node.TransformSpace.TS_LOCAL)
 {
 }
Exemplo n.º 11
0
 /// <summary>
 /// This virtual method is to contain the rotation the movable element by the given quaternion in the specified transform space
 /// </summary>
 /// <param name="quaternion">Quaternion which describes axis and rotation angle</param>
 /// <param name="transformSpace">Space on which apply the rotation, local by default</param>
 virtual public void Rotate(Quaternion quaternion,
                            Node.TransformSpace transformSpace = Node.TransformSpace.TS_LOCAL)
 {
     gameNode.Yaw(quaternion.x);
 }
Exemplo n.º 12
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 /// <summary>
 /// This modeto rotate the model element as described by the quaternion given as parameter in the
 /// specified transformation space
 /// </summary>
 /// <param name="quaternion">The quaternion which describes the rotation axis and angle</param>
 /// <param name="transformSpace">The space in which to perfrom the rotation, local by default</param>
 public override void Rotate(Quaternion quaternion,
                             Node.TransformSpace transformSpace = Node.TransformSpace.TS_LOCAL)
 {
 }
 /// <summary>
 /// This modeto rotate the model element as described by the quaternion given as parameter in the
 /// specified transformation space
 /// </summary>
 /// <param name="quaternion">The quaternion which describes the rotation axis and angle</param>
 /// <param name="transformSpace">The space in which to perfrom the rotation, local by default</param>
 public override void Rotate(Quaternion quaternion,
                             Node.TransformSpace transformSpace = Node.TransformSpace.TS_LOCAL)
 {
     // YOUR CODE FOR ROTATING THE GAMENODE GOES HERE
 }
Exemplo n.º 14
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 /// <summary>
 /// This virtual method allows to rotate the character in the specified transform space.
 /// </summary>
 /// <param name="quarternion"></param>
 /// <param name="transformSpace"></param>
 virtual public void Rotate(Quaternion quarternion,
                            Node.TransformSpace transformSpace = Node.TransformSpace.TS_LOCAL)
 {
     model.Rotate(quarternion, transformSpace);
 }
Exemplo n.º 15
0
 /// <summary>
 /// This modeto rotate the model element as described by the quaternion given as parameter in the
 /// specified transformation space
 /// </summary>
 /// <param name="quaternion">The quaternion which describes the rotation axis and angle</param>
 /// <param name="transformSpace">The space in which to perfrom the rotation, local by default</param>
 public override void Rotate(Quaternion quaternion,
                             Node.TransformSpace transformSpace = Node.TransformSpace.TS_LOCAL)
 {
     // YOUR CODE FOR ROTATING THE GAMENODE GOES HERE
     gameNode.Yaw(quaternion.x); // Vector3 angles?
 }