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(); } }
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(); } }
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(); } }
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(); } }
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(); } }
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(); } }
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(); } }
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(); } }
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(); } }
/// <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) { }
/// <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); }
/// <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 }
/// <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); }
/// <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? }