示例#1
0
 /// <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;
 }
示例#2
0
 /// <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;
 }
示例#3
0
 private void CreateSceneObject()
 {
     _currentSceneObject = new InstancedSkinnedSceneObject(_graphicsDevice, _source, _shader);
     _sceneObjects.Add(_currentSceneObject);
     SceneInterface.ActiveSceneInterface.ObjectManager.Submit(_currentSceneObject);
 }
示例#4
0
 private void CreateSceneObject()
 {
     _currentSceneObject = new InstancedSkinnedSceneObject(_graphicsDevice, _source, _shader);
     _sceneObjects.Add(_currentSceneObject);
     SceneInterface.ActiveSceneInterface.ObjectManager.Submit(_currentSceneObject);
 }