private async void RetrieveParams() { //todo validation SavedData var spectralPointArray = SpectralPointHelper.ToSpectralPoints(SavedData, PhysicModel.GetWavelengthArray()); WaitMessage = $"{StringResourceProvider.Instance[StringResourceProvider.Keys.RetrieveParamsPleaseWait]} ..."; IsWait = true; var @params = await Task.Run(() => { Task.Delay(1000); return(PhysicModel.GetParams(spectralPointArray)); }); if (!_isAutamaticMeasurements) { IsWait = false; } RetrievedParams = @params; }
public override void OnAttachToWorld() { if (World.RenderManager != null) { RenderPrimitive = World.RenderManager.CreatePrimitive(); if (RenderPrimitive != null) { RenderPrimitive.Size = Size; RenderPrimitive.Position = Position; RenderPrimitive.ImageName = ImageName; } } PhysicModel = new PhysicslSphere { IsStatic = true, //Position = Position, Radius = Size.Length() / (float)2.5, MapObject = this }; World.PhysicsManager.Models.Add(PhysicModel); }
/// <summary> /// Receives the physic data for all Models. /// </summary> /// <param name='modelName'> /// Model name. /// </param> /// <param name='modelPosition'> /// Model position. /// </param> /// <param name='modelRotation'> /// Model rotation. /// </param> public void receivePhysicData(string modelName, Vector3 modelPosition, Quaternion modelRotation) { if (game.PhysicModels.ContainsKey(modelName)) { //Game Client if (Config.Instance.IsStandalone && modelName == "Player") { modelName = "EnemyPlayer"; } //Game Client (alle Kamera bewegungen rausfiltern) if (Config.Instance.IsStandalone && modelName != "AvatarMainPlayer" && modelName != "CamHolder" && modelName != "CAVEStereoHeadNew" && modelName != "CameraTransform" && modelName != "EnemyPlayer") { PhysicModel model = (PhysicModel)game.PhysicModels [modelName]; model.transform.position = modelPosition; model.transform.rotation = modelRotation; } if (!Config.Instance.IsStandalone) //CaveClient { PhysicModel model = (PhysicModel)game.PhysicModels [modelName]; model.transform.position = modelPosition; model.transform.rotation = modelRotation; } } }
public void AddToPhysicModels( PhysicModel model ) { __physicModels.Add( model.name, model ); }
public void removeFromPhysics( PhysicModel model ) { __physicModels.Remove( model.name ); }
/// <summary> /// Updates the position from Enemy. /// </summary> /// <param name='modelPosition'> /// Model position. /// </param> public void updatePosition(Vector3 modelPosition) { PhysicModel model = (PhysicModel)game.PhysicModels["EnemyPlayer"]; model.transform.position = modelPosition; }
public void removeFromPhysics(PhysicModel model) { __physicModels.Remove(model.name); }
public void AddToPhysicModels(PhysicModel model) { __physicModels.Add(model.name, model); }