Пример #1
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 internal static Context getContext(IntPtr context)
 {
     if (context != IntPtr.Zero)
     {
         return(contexts.getObject(context));
     }
     return(null);
 }
Пример #2
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 internal static Widget getWidget(IntPtr widget)
 {
     if (widget != IntPtr.Zero)
     {
         return(widgets.getObject(widget));
     }
     return(null);
 }
Пример #3
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 public Source getSource(IntPtr source)
 {
     if (source != IntPtr.Zero)
     {
         return(sources.getObject(source));
     }
     return(null);
 }
Пример #4
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 public AudioCodec getCodec(IntPtr codec, OpenALManager openALManager)
 {
     if (codec != IntPtr.Zero)
     {
         return(codecs.getObject(codec, openALManager));
     }
     return(null);
 }
 public CaptureDevice get(IntPtr ptr, OpenALManager openAlManager)
 {
     if (ptr != IntPtr.Zero)
     {
         return(wrappers.getObject(ptr, openAlManager));
     }
     return(null);
 }
Пример #6
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 internal static Element getElement(IntPtr element)
 {
     if (element != IntPtr.Zero)
     {
         Element returnedElement = elements.getObject(element);
         return(returnedElement);
     }
     return(null);
 }
Пример #7
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 /// <summary>
 /// Creates a VertexAnimationTrack for animating vertex position data.
 /// </summary>
 /// <param name="handle">Handle to give the track, used for accessing the track later. Must be unique within this Animation, and is used to identify the target. For example when applied to a Mesh, the handle must reference the index of the geometry being modified; 0 for the shared geometry, and 1+ for SubMesh geometry with the same index-1.</param>
 /// <param name="animType">Either morph or pose animation.</param>
 /// <returns>The newly created VertexAnimationTrack or null if an error occured such as the track already being defined.</returns>
 public VertexAnimationTrack createVertexTrack(ushort handle, VertexAnimationType animType)
 {
     return(vertexAnimations.getObject(Animation_createVertexTrack(animation, handle, animType), this));
 }
Пример #8
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 internal static SceneNode getManagedNode(IntPtr ogreSceneNode)
 {
     return(sceneNodes.getObject(ogreSceneNode));
 }
Пример #9
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 /// <summary>
 /// Creates a NumericAnimationTrack for animating any numeric value.
 /// </summary>
 /// <param name="handle">Handle to give the track, used for accessing the track later. Must be unique within this Animation.</param>
 /// <returns>The newly created NumericAnimationTrack or null if an error occured such as the track already being defined.</returns>
 public NumericAnimationTrack createNumericTrack(ushort handle)
 {
     return(numericAnimations.getObject(Animation_createNumericTrack(animation, handle), this));
 }
Пример #10
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 public override KeyFrame getKeyFrame(ushort index)
 {
     return(keyFrames.getObject(NodeAnimationTrack_getKeyFrame(animationTrack, index)));
 }
Пример #11
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 public static Viewport getViewport(IntPtr viewport)
 {
     return(viewports.getObject(viewport));
 }
Пример #12
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 /// <summary>
 /// Load a layout. It is best for memory management to be sure to call
 /// unloadLayout before your program closes. Otherwise a pointer will
 /// leak inside the returned Layout.
 /// </summary>
 /// <param name="file">The file to load.</param>
 /// <returns>A Layout which is really just a collection of widgets.</returns>
 public Layout loadLayout(String file)
 {
     return(layouts.getObject(LayoutManager_loadLayout(layoutManager, file)));
 }
Пример #13
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 /// <summary>
 /// Create a new AnimationState instance.
 /// </summary>
 /// <param name="animName">The name of the animation.</param>
 /// <param name="timePos">Starting time position.</param>
 /// <param name="length">Length of the animation to play.</param>
 /// <param name="weight">Weight to apply the animation with.</param>
 /// <param name="enabled">Whether the animation is enabled.</param>
 /// <returns>A new AnimationState with the given parameters.</returns>
 public AnimationState createAnimationState(String animName, float timePos, float length, float weight, bool enabled)
 {
     return(states.getObject(AnimationStateSet_createAnimationState(animationStateSet, animName, timePos, length, weight, enabled), this));
 }
Пример #14
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 /// <summary>
 /// Creates a new Animation object for animating this skeleton.
 /// </summary>
 /// <param name="name">The name of this animation.</param>
 /// <param name="length">The length of the animation in seconds.</param>
 /// <returns></returns>
 public Animation createAnimation(String name, float length)
 {
     return(animations.getObject(Skeleton_createAnimation(skeleton, name, length)));
 }
Пример #15
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 /// <summary>
 /// Get a single element.
 /// </summary>
 /// <param name="index">The index of the element to retrieve.</param>
 /// <returns>The element at the specified index.</returns>
 public VertexElement getElement(ushort index)
 {
     return(vertexElements.getObject(VertexDeclaration_getElement(vertexDeclaration, index)));
 }
Пример #16
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 /// <summary>
 /// Create a ManualObject, an object which you populate with geometry manually through a
 /// GL immediate-mode style interface.
 /// </summary>
 /// <param name="name">The name to be given to the object (must be unique). </param>
 /// <returns>The newly created manual object.</returns>
 public ManualObject createManualObject(String name)
 {
     return(manualObjects.getObject(SceneManager_createManualObject(ogreSceneManager, name)));
 }
 /// <summary>
 /// Creates the single pose KeyFrame and adds it to this animation.
 /// </summary>
 /// <param name="timePos">The time from which this KeyFrame will apply. </param>
 /// <returns>The new VertexPoseKeyFrame.</returns>
 public VertexPoseKeyFrame createVertexPoseKeyFrame(float timePos)
 {
     return(poseKeyFrames.getObject(VertexAnimationTrack_createVertexPoseKeyFrame(animationTrack, timePos)));
 }
Пример #18
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 /// <summary>
 /// Create a Entity with the given name using the given mesh.
 /// </summary>
 /// <param name="entityName">The name of the entity.</param>
 /// <param name="meshName">The name of the mesh to use on this entity.</param>
 /// <returns>The new Entity.</returns>
 public Entity createEntity(String entityName, String meshName)
 {
     return(entities.getObject(SceneManager_createEntity(ogreSceneManager, entityName, meshName)));
 }
Пример #19
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 /// <summary>
 /// Creates a new light managed by this SceneManager.
 /// </summary>
 /// <param name="name">The name of the light.</param>
 /// <returns>A new Light wrapping a native light.</returns>
 public Light createLight(String name)
 {
     return(lights.getObject(SceneManager_createLight(ogreSceneManager, name)));
 }
Пример #20
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 public Pass createPass()
 {
     return(passes.getObject(Technique_createPass(technique), this));
 }
Пример #21
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 /// <summary>
 /// Creates a NodeAnimationTrack for animating a Node.
 /// </summary>
 /// <param name="handle">Handle to give the track, used for accessing the track later. Must be unique within this Animation. </param>
 /// <returns>The newly created NodeAnimationTrack or null if an error occured such as the track already being defined.</returns>
 public NodeAnimationTrack createNodeTrack(ushort handle)
 {
     return(nodeAnimations.getObject(Animation_createNodeTrack(animation, handle), this));
 }
Пример #22
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 /// <summary>
 /// Gets a pointer to a SubEntity, ie a part of an Entity.
 /// </summary>
 /// <param name="index">The index of the sub entity to find.</param>
 /// <returns>The sub entity specified by index or null if it does not exist.</returns>
 public SubEntity getSubEntity(uint index)
 {
     return(subEntities.getObject(Entity_getSubEntityIndex(ogreObject, index)));
 }
Пример #23
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 public StaticGeometry createStaticGeometry(String name)
 {
     return(staticGeometries.getObject(SceneManager_createStaticGeometry(ogreSceneManager, name)));
 }
Пример #24
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 /// <summary>
 /// Creates a new Bone as a child of this bone.
 ///
 /// This method creates a new bone which will inherit the transforms of this bone, with the
 /// handle specified.
 /// </summary>
 /// <param name="handle">The numeric handle to give the new bone; must be unique within the Skeleton.</param>
 /// <param name="translation">Initial translation offset of child relative to parent.</param>
 /// <param name="rotate">Initial rotation relative to parent.</param>
 /// <returns></returns>
 public Bone createChild(ushort handle, Vector3 translation, Quaternion rotate)
 {
     return(bones.getObject(Bone_createChild(ogreNode, handle, translation, rotate)));
 }
Пример #25
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 /// <summary>
 /// Finish defining the object and compile the final renderable version.
 /// </summary>
 public ManualObjectSection end()
 {
     return(sections.getObject(ManualObject_end(ogreObject)));
 }
Пример #26
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 /// <summary>
 /// Creates a camera managed by this SceneManager.
 /// </summary>
 /// <param name="name">The name of the camera.</param>
 /// <returns>A new Camera wrapping the native camera.</returns>
 public Camera createCamera(String name)
 {
     return(cameras.getObject(SceneManager_createCamera(ogreSceneManager, name)));
 }
Пример #27
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 /// <summary>
 /// Creates a brand new Bone owned by this Skeleton.
 /// </summary>
 /// <returns>The new bone.</returns>
 public Bone createBone()
 {
     return(bones.getObject(Skeleton_createBone(skeleton)));
 }
Пример #28
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 public TextureUnitState createTextureUnitState()
 {
     return(textureUnits.getObject(Pass_createTextureUnitState(pass)));
 }
Пример #29
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 public Technique createTechnique()
 {
     return(techniques.getObject(Material_createTechnique(resource), this));
 }
Пример #30
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 /// <summary>
 /// Gets a pointer to the entity representing the numbered manual level of detail.
 /// The zero-based index never includes the original entity, unlike Mesh::getLodLevel.
 /// </summary>
 /// <param name="index">The level of detail index.</param>
 /// <returns>The level of detail entity for index or null if it does not exist.</returns>
 public Entity getManualLodLevel(uint index)
 {
     return(lodEntities.getObject(Entity_getManualLodLevel(ogreObject, index)));
 }