Exemplo n.º 1
0
 /// <summary>
 /// ���߼��ָ����Actor
 /// </summary>
 /// <param name="act">Ҫ����Actor</param>
 /// <param name="ray">����</param>
 /// <param name="layerid">������IJ�</param>
 /// <param name="pos">���ߴ�Actor�ϵĵ������</param>
 /// <returns>�Ƿ��⵽Actor</returns>
 public static bool IntersectActor(Actor act, ref Ray ray, LayerID layerid, out Vector3 pos)
 {
     if (LayerID.Min <= layerid && layerid < LayerID.Max)
     {
         return ICall_IntersectWorld_IntersectActor(act, ref ray, LayerMark.ConvertToMark(layerid), out pos);
     }
     pos = Vector3.Zero;
     return false;
 }
Exemplo n.º 2
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 private static extern void ICall_Actor_SetWorldTransform(Actor self, ref Matrix44 matrix);
Exemplo n.º 3
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 private static extern bool ICall_Scene_RemoveActor(Scene self, Actor pActor);
 private static extern void ICall_AnimationComponent_RemoveAttachedActor(AnimationComponent self, Actor actor);
Exemplo n.º 5
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 /// <summary>
 /// 移除挂接物体
 /// </summary>
 /// <param name="actor">想要移除的Actor</param>
 public void RemoveAttachedActor(Actor actor)
 {
     ICall_AnimationComponent_RemoveAttachedActor(this, actor);
 }
Exemplo n.º 6
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 private static extern void ICall_Actor_GetLocalPos(Actor self, out Vector3 outPos);
Exemplo n.º 7
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 private static extern void ICall_Actor_GetLocalScale(Actor self, out Vector3 outScale);
Exemplo n.º 8
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 private static extern int ICall_Actor_FindChildIndex(Actor self, UInt32 fastId);
Exemplo n.º 9
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 private static extern bool ICall_Actor_GetActiveControl(Actor self);
Exemplo n.º 10
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 private static extern void ICall_Actor_Deactive(Actor self, bool forceActiveControlofChild);
Exemplo n.º 11
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 private static extern Actor ICall_Actor_FindChild(Actor self, UInt32 fastId);
Exemplo n.º 12
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 private static extern void ICall_Actor_Bind(Actor self);
Exemplo n.º 13
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 private static extern void ICall_Actor_AddChild(Actor self, Actor child);
Exemplo n.º 14
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 private static extern void ICall_Actor_Yaw(Actor self, float angle);
Exemplo n.º 15
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 private static extern UInt32 ICall_Actor_GetLayerID(Actor self);
Exemplo n.º 16
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 private static extern Actor ICall_Actor_GetChild(Actor self, int index);
Exemplo n.º 17
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 private static extern void ICall_Actor_GetLocalBoundingBox(Actor self, out BoundingBox bb);
Exemplo n.º 18
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 private static extern int ICall_Actor_GetChildCount(Actor self);
Exemplo n.º 19
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 private static extern void ICall_Actor_GetLocalRotation(Actor self, out Quaternion outRot);
Exemplo n.º 20
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 private static extern Component ICall_Actor_GetComponentByName(Actor self, String sName);
 private static extern void ICall_AnimationComponent_AddAttachedActor(AnimationComponent self, Actor actor, String skelName);
Exemplo n.º 22
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 private static extern UInt32 ICall_Actor_GetFastId(Actor self);
Exemplo n.º 23
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 /// <summary>
 /// 添加挂接物体
 /// </summary>
 /// <param name="actor">需要挂接上去的Actor</param>
 /// <param name="skelName">挂接目标骨骼</param>
 public void AddAttachedActor(Actor actor, String skelName)
 {
     ICall_AnimationComponent_AddAttachedActor(this, actor, skelName);
 }
Exemplo n.º 24
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 private static extern byte[] ICall_Actor_GetGuid(Actor self);
Exemplo n.º 25
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 private static extern bool ICall_Scene_AddActor(Scene self, Actor pActor);
Exemplo n.º 26
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 private static extern bool ICall_Actor_GetInheritRotation(Actor self);
Exemplo n.º 27
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 private static extern bool ICall_IntersectWorld_IntersectActor(Actor act, ref Ray ray, uint selectMark, out Vector3 pos);
Exemplo n.º 28
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 private static extern bool ICall_Actor_GetInheritScale(Actor self);
Exemplo n.º 29
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 /// <summary>
 /// ��ȡ������ָ��(����)Actor�Ľ���
 /// </summary>
 /// <param name="act">Ҫ����Actor</param>
 /// <param name="ray">Ҫ��������</param>
 /// <param name="mark">Actor�Ĺ��˲�(ֻ��������Actor�������߼��)</param>
 /// <param name="pos">������Actor�Ľ���</param>
 /// <returns>������Actor�Ƿ��н���</returns>
 public static bool IntersectActor(Actor act, ref Ray ray, LayerMark mark, out Vector3 pos)
 {
     return ICall_IntersectWorld_IntersectActor(act, ref ray, mark.MarkAsUINT, out pos);
 }
Exemplo n.º 30
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 private static extern void ICall_Actor_SetWorldScale(Actor self, ref Vector3 rot);