Пример #1
0
 /// <summary>
 /// Set how the billboards should rotate in relation to the camera. Default is to follow camera rotation on all axes (FC_ROTATE_XYZ.)
 /// </summary>
 private void SetFaceCameraMode(FaceCameraMode mode)
 {
     Runtime.ValidateRefCounted(this);
     BillboardSet_SetFaceCameraMode(handle, mode);
 }
Пример #2
0
 internal static extern void BillboardSet_SetFaceCameraMode(IntPtr handle, FaceCameraMode mode);
Пример #3
0
 /// <summary>
 /// Set how the text should rotate in relation to the camera. Default is to not rotate (FC_NONE.)
 /// </summary>
 private void SetFaceCameraMode(FaceCameraMode mode)
 {
     Runtime.ValidateRefCounted(this);
     Text3D_SetFaceCameraMode(handle, mode);
 }
Пример #4
0
 internal static extern void Text3D_SetFaceCameraMode(IntPtr handle, FaceCameraMode mode);
Пример #5
0
 /// <summary>
 /// Return a world rotation for facing a camera on certain axes based on the existing world rotation.
 /// </summary>
 public Quaternion GetFaceCameraRotation(Urho.Vector3 position, Urho.Quaternion rotation, FaceCameraMode mode, float minAngle)
 {
     Runtime.ValidateRefCounted(this);
     return(Camera_GetFaceCameraRotation(handle, ref position, ref rotation, mode, minAngle));
 }
Пример #6
0
 internal static extern Quaternion Camera_GetFaceCameraRotation(IntPtr handle, ref Urho.Vector3 position, ref Urho.Quaternion rotation, FaceCameraMode mode, float minAngle);