public ITransform CreateFromModifiedSRTFinalTransform(IFinalTransform existingFinalTransform, Vector3 scaleFactor, Quaternion appliedRotation, Vector3 addedPosition)
 {
     var transform = new DefaultTransform();
     //transform.LocalPosition = existingFinalTransform.AbsolutePosition + addedPosition;
     //transform.LocalRotation = existingFinalTransform.AbsoluteRotation * appliedRotation;
     //transform.LocalScale = existingFinalTransform.AbsoluteScale * scaleFactor;            
     return transform;
 }
示例#2
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 /// <summary>
 /// Initializes a new instance of the <see cref="DefaultTileset"/> class.
 /// </summary>
 public DefaultTileset()
 {
     _finalTransform       = new DefaultFinalTransform(this, null);
     this.m_Entities       = new IEntity[0];
     this.m_CellSizeWidth  = 0;
     this.m_CellSizeHeight = 0;
     this.m_TilesetWidth   = 0;
     this.m_TilesetHeight  = 0;
 }
示例#3
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        public ITransform CreateFromModifiedSRTFinalTransform(IFinalTransform existingFinalTransform, Vector3 scaleFactor, Quaternion appliedRotation, Vector3 addedPosition)
        {
            var transform = new DefaultTransform();

            //transform.LocalPosition = existingFinalTransform.AbsolutePosition + addedPosition;
            //transform.LocalRotation = existingFinalTransform.AbsoluteRotation * appliedRotation;
            //transform.LocalScale = existingFinalTransform.AbsoluteScale * scaleFactor;
            return(transform);
        }
        public Render3DCubeComponent(INode node, I3DRenderUtilities renderUtilities, IAssetManager assetManager)
        {
            _node                 = node;
            _finalTransform       = new DefaultFinalTransform(this, node);
            _renderUtilities      = renderUtilities;
            _defaultSurfaceEffect = assetManager.Get <UberEffectAsset>("effect.BuiltinSurface");

            Enabled   = true;
            Transform = new DefaultTransform();
        }
        protected PhysicalBaseRigidBodyComponent(INode node, IPhysicsEngine physicsEngine)
        {
            _node           = node;
            _finalTransform = new DefaultFinalTransform(this, node);
            _physicsEngine  = physicsEngine;
            _addedRigidBody = false;

            Enabled   = true;
            Transform = new DefaultTransform();
        }
示例#6
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        public Wall(I2DRenderUtilities twoDRenderUtilities, INode node, Vector2 start, Vector2 end)
        {
            _finalTransform = new DefaultFinalTransform(this, node);

            this.Start                      = start;
            this.End                        = end;
            this.DebugRender                = false;
            this.m_2DRenderUtilities        = twoDRenderUtilities;
            this.DebugRenderWallColor       = Color.Black;
            this.DebugRenderWallNormalColor = Color.DarkGray;
            Transform                       = new DefaultTransform();
        }
        public FirstPersonCameraComponent(
            INode node,
            IDebugRenderer debugRenderer,
            IFirstPersonCamera firstPersonCamera)
        {
            _node              = node;
            _finalTransform    = new DefaultFinalTransform(this, _node);
            _debugRenderer     = debugRenderer;
            _firstPersonCamera = firstPersonCamera;
            HeadOffset         = new Vector3(0, 0, 0);
            Enabled            = true;
            DebugEnabled       = false;
            FieldOfView        = (MathHelper.PiOver2 / 90) * 75;

            Enabled = true;
        }
示例#8
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        public EntityGroup(INode node, IEditorQuery <EntityGroup> editorQuery)
        {
            _node           = node;
            _finalTransform = new DefaultFinalTransform(this, node);
            Transform       = new DefaultTransform();

            // EditorGroup is used to represent game groups in the editor
            // and we need to map the transform to this object.
            if (editorQuery.Mode == EditorQueryMode.LoadingConfiguration)
            {
                editorQuery.MapTransform(this, x => this.Transform.Assign(x));

                _node.ChildrenChanged    += ChildrenChanged;
                _node.DescendantsChanged += DescendantsChanged;
                ChildrenChanged(null, null);
                DescendantsChanged(null, null);
            }
        }
示例#9
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        public Render3DModelComponent(
            INode node,
            I3DRenderUtilities renderUtilities,
            IAssetManager assetManager,
            ITextureFromHintPath textureFromHintPath,
            IRenderBatcher renderBatcher)
        {
            _node                = node;
            _finalTransform      = new DefaultFinalTransform(this, _node);
            _renderUtilities     = renderUtilities;
            _textureFromHintPath = textureFromHintPath;
            _renderBatcher       = renderBatcher;
            _assetManager        = assetManager;
            _animationTracker    = new Stopwatch();

            Enabled   = true;
            Transform = new DefaultTransform();
        }
示例#10
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        public AbsoluteMatrixComponent(INode node)
        {
            _finalTransform = new DefaultFinalTransform(this, node);

            Transform = new DefaultTransform();
        }
示例#11
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 public TransformContainer(ITransform transform)
 {
     _finalTransform = new DefaultFinalTransform(this, null);
     Transform       = transform;
 }
示例#12
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 /// <summary>
 /// Initializes a new entity.
 /// </summary>
 public Entity()
 {
     _finalTransform = new DefaultFinalTransform(this, null);
     Transform       = new DefaultTransform();
 }
示例#13
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 public BoundingBox()
 {
     _finalTransform = new DefaultFinalTransform(this, null);
     Transform       = new DefaultTransform();
 }