示例#1
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 internal Entity(string name, Mesh m, SceneTree sceneTree)
 {
     _sceneTree = sceneTree;
     _mesh = m;
     Name = name;
     Visible = true;
     ProcessMesh();
 }
示例#2
0
 /// <summary>
 /// Constructor of the Camera class
 /// </summary>
 /// <param name="name">Name of the camera</param>
 /// <param name="owner">SceneTree in which the camera was created</param>
 internal Camera(string name, SceneTree owner)
 {
     _name = name;
     _owner = owner;
 }
示例#3
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        /// <summary>
        /// Creates a scene graph
        /// </summary>
        /// <param name="name">Name of the scene graph</param>
        /// <returns>Returns an instance of SceneGraph class</returns>
        public SceneTree CreateSceneGraph(string name)
        {
            SceneTree graph = new SceneTree(name, _renderer, _assetEngine);
            _scenes.Add(name, graph);

            return graph;
        }
示例#4
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 /// <summary>
 /// Constructor of CameraManager class
 /// </summary>
 internal CameraManager(SceneTree owner)
 {
     _owner = owner;
 }
示例#5
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 /// <summary>
 /// Constructor of SceneNode class
 /// </summary>
 /// <param name="owner">SceneTree instance wich create this node</param>
 internal SceneNode(SceneTree owner)
 {
     Owner = owner;
 }