public void Load(List <String> p_model) { if (p_model == null) { return; } Pax4ModelState modelState = null; Matrix[] matTemp = null; String model = null; for (int i = 0; i < p_model.Count; i++) { model = p_model[i]; if (GetChild().ContainsKey(model)) { continue; } modelState = new Pax4ModelState(model, this); modelState._model = Pax4Game._current.Content.Load <Model>(model); matTemp = new Matrix[modelState._model.Bones.Count]; modelState._model.CopyAbsoluteBoneTransformsTo(matTemp); modelState._matTransform = matTemp[0]; } }
public void Load(String p_model) { if (p_model == null) { return; } if (GetChild().ContainsKey(p_model)) { return; } Pax4ModelState modelState = new Pax4ModelState(p_model, this); modelState._model = Pax4Game._current.Content.Load <Model>(p_model); Matrix[] matTemp = new Matrix[modelState._model.Bones.Count]; modelState._model.CopyAbsoluteBoneTransformsTo(matTemp); modelState._matTransform = matTemp[0]; }
public virtual void SetModel(String p_modelName = "") { _modelState = (Pax4ModelState)Pax4Model._current.GetChild(p_modelName); _matWorld = _modelState._matTransform * _matWorld; }
public void SetModel(String p_modelName = "") { _modelState = (Pax4ModelState)Pax4Model._current.GetChild(p_modelName); _matScale = _modelState._matTransform * _matScale; }