/// <summary>Remove this child.</summary> /// <remarks>O(N) but N is expected to be relatively tiny.</remarks> internal void DetachChild(ASceneNode child) { lock (this) { HoloDebug.Assert(m_children.Contains(child)); m_children.Remove(child); } }
public MoveControl(ASceneNode sceneNode) { this.sceneNode = sceneNode; currentActions = new BasicAction[4]; SetStateStop(); }
/// <summary>Attach this child to this parent, returning a function that will provide the /// parent's local-to-world matrix for this child on demand.</summary> /// <remarks>The function allows the child to obtain its transform matrix without exposing /// any details of how the parent maintains or represents it.</remarks> internal void AttachChild(ASceneNode child) { lock (this) { m_children.Add(child); } }