internal void UpdateEntity(MyActor actor, ref MatrixD matrix, uint depthBias)
        {
            uint ID = actor.ID;

            m_perInstance.Data[m_entities[ID].InstanceIndex] = MyPerInstanceData.FromWorldMatrix(ref matrix, depthBias);

            m_instancesDataDirty = true;
        }
Пример #2
0
        internal override int AddInstance(string mesh, Matrix matrix)
        {
            AddMesh(mesh);

            m_meshes[mesh].m_perInstance.Add(MyPerInstanceData.FromWorldMatrix(ref matrix));
            m_meshes[mesh].instancesCounter++;


            return(0);
        }
Пример #3
0
        internal override int AddInstance(string mesh, Matrix matrix)
        {
            AddMesh(mesh);

            var instanceNum = instancesCounter;

            foreach (var page in m_includedMeshes[mesh])
            {
                m_pageTable.Add(new MyInstancingTableEntry {
                    InstanceId = instanceNum, MeshId = page
                });
            }

            m_perInstance.Add(MyPerInstanceData.FromWorldMatrix(ref matrix));

            instancesCounter++;

            return(0);
        }
Пример #4
0
        internal void AddEntity(uint ID, MeshId model)
        {
            var instanceIndex = m_perInstance.Allocate();

            m_entities[ID] = new MyInstanceInfo {
                InstanceIndex = instanceIndex, PageHandles = new List <MyPackedPoolHandle>()
            };

            foreach (var id in m_meshTable.Pages(MyMeshTableSRV.MakeKey(model)))
            {
                var pageHandle = m_instancingTable.Allocate();

                m_instancingTable.Data[m_instancingTable.AsIndex(pageHandle)] = new MyInstancingTableEntry {
                    InstanceId = instanceIndex, InnerMeshId = id
                };
                m_entities[ID].PageHandles.Add(pageHandle);
            }

            m_perInstance.Data[instanceIndex] = MyPerInstanceData.FromWorldMatrix(ref MatrixD.Zero);

            m_tablesDirty = true;
        }
Пример #5
0
        internal void AddEntity(MyActor actor, MeshId model)
        {
            uint ID            = actor.ID;
            var  instanceIndex = m_perInstance.Allocate();
            var  entityIndex   = m_entityInfos.Allocate();

            Debug.Assert(instanceIndex == entityIndex);

            m_entities[ID] = new MyInstanceInfo {
                InstanceIndex = instanceIndex, PageHandles = new List <MyPackedPoolHandle>()
            };

            int pageOffset = -1;
            var key        = MyMeshTableSrv.MakeKey(model);

            foreach (var id in m_meshTable.Pages(key))
            {
                if (pageOffset == -1)
                {
                    pageOffset = id;
                }

                var pageHandle = m_instancingTable.Allocate();

                m_instancingTable.Data[m_instancingTable.AsIndex(pageHandle)] = new MyInstancingTableEntry {
                    InstanceId = instanceIndex, InnerMeshId = id
                };

                m_entities[ID].PageHandles.Add(pageHandle);
            }

            m_perInstance.Data[instanceIndex] = MyPerInstanceData.FromWorldMatrix(ref MatrixD.Zero, 0);
            m_entityInfos.Data[instanceIndex] = new MyInstanceEntityInfo {
                EntityId = ID, PageOffset = pageOffset
            };

            m_tableDirty = true;
        }
Пример #6
0
        internal void UpdateEntity(uint ID, ref MatrixD matrix)
        {
            m_perInstance.Data[m_entities[ID].InstanceIndex] = MyPerInstanceData.FromWorldMatrix(ref matrix);

            m_instancesDataDirty = true;
        }