示例#1
0
        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;
        }
示例#2
0
        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);
        }
示例#3
0
文件: Client.cs 项目: yinlei/iss
 /// <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;
         }
     }
 }
示例#4
0
 public void AddToPhysicModels( PhysicModel model )
 {
     __physicModels.Add( model.name, model );
 }
示例#5
0
 public void removeFromPhysics( PhysicModel model )
 {
     __physicModels.Remove( model.name );
 }
示例#6
0
文件: Client.cs 项目: yinlei/iss
    /// <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;
    }
示例#7
0
 public void removeFromPhysics(PhysicModel model)
 {
     __physicModels.Remove(model.name);
 }
示例#8
0
 public void AddToPhysicModels(PhysicModel model)
 {
     __physicModels.Add(model.name, model);
 }