示例#1
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        //todo: por ahora esta asumiendo q la shape esta en el origen del rigidBody sin transformaciones
        private void DrawSimpleFixture(ISimpleFixture simpleFixture, IControlRenderDevice render, IRigidBody rigidBody)
        {
            IShape shape = simpleFixture.ShapeFactory.Element;
            IModel model = ExtractModel(shape);

            render.Draw(model, new Transforming(rigidBody.Descriptor.Pose),
                        Materials.DeepPink.Glossy.Shinness.Glossy.Shinness);
        }
示例#2
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 private void DrawPhysX(IControlRenderDevice render)
 {
     foreach (Actor rigidBody in _scene.Actors)
     {
         render.Draw((IModel)rigidBody.UserData,
                     new Transforming(rigidBody.GlobalPose.ToStandard()),
                     Materials.DeepPink);
     }
 }
示例#3
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 private void DrawScene(IControlRenderDevice render)
 {
     foreach (Actor rigidBody in _scene.Actors)
     {
         render.Draw((IModel)rigidBody.UserData,
                     new Transforming(rigidBody.GlobalPose.ToStandard()),
                     rigidBody.UserData == _planeModel ?
                     Materials.Blue :
                     Materials.Green.Glossy.Shinness.Glossy.Shinness);
     }
 }
 private void DrawModel(IModel model)
 {
     _render.Draw(model, new Transforming(_posesStack.Peek()), _materialsStack.Peek());
 }
示例#5
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 private void DrawPhysX(IControlRenderDevice render)
 {
     foreach (Actor rigidBody in _scene.Actors)
     {
         render.Draw((IModel)rigidBody.UserData,
                     new Transforming(rigidBody.GlobalPose.ToStandard()),
                     Materials.DeepPink);
     }
 }
示例#6
0
 private void DrawScene(IControlRenderDevice render)
 {
     foreach (Actor rigidBody in _scene.Actors)
     {
         render.Draw((IModel)rigidBody.UserData,
                     new Transforming(rigidBody.GlobalPose.ToStandard()),
                     rigidBody.UserData == _planeModel ?
                         Materials.Blue :
                         Materials.Green.Glossy.Shinness.Glossy.Shinness);
     }
 }