/// <summary> /// Creates a new instance of the InstanceEntity /// </summary> /// <param name = "name">The name of the instance</param> /// <param name = "index">The index used in the SceneObject.SkinBones array</param> /// <param name = "sceneObject">The SceneObject this instance pertains to</param> /// <param name = "transform">The matrix used to place the instance in the world</param> protected internal SkinnedInstanceEntity(string name, int index, InstancedSkinnedSceneObject sceneObject, Matrix transform) : base(name, false) { Index = index; Parent = sceneObject; World = transform; UpdateType = UpdateType.Automatic; }
private void CreateSceneObject() { _currentSceneObject = new InstancedSkinnedSceneObject(_graphicsDevice, _source, _shader); _sceneObjects.Add(_currentSceneObject); SceneInterface.ActiveSceneInterface.ObjectManager.Submit(_currentSceneObject); }