public InstancedModelBuffer(MyInstancedRenderSector parent, int modelId) { m_parent = parent; Model = modelId; MyModel modelData = MyModels.GetModelOnlyData(MyModel.GetById(Model)); ModelBb = modelData.BoundingBox; }
public InstancedModelBuffer(MyInstancedRenderSector parent, int modelId) { m_parent = parent; Model = modelId; MyModel modelData = MyModels.GetModelOnlyData(MyModel.GetById(Model)); ModelBb = modelData.BoundingBox; }
public void Init(IMyEnvironmentOwner owner, ref MyEnvironmentSectorParameters parameters) { // Copy parameters in SectorCenter = parameters.Center; Bounds = parameters.Bounds; m_dataRange = parameters.DataRange; m_environment = (MyProceduralEnvironmentDefinition)parameters.Environment; EnvironmentDefinition = parameters.Environment; m_owner = owner; m_provider = parameters.Provider; // Compute appropriate render origin. Vector3D center = parameters.Center; owner.ProjectPointToSurface(ref center); if (!Engine.Platform.Game.IsDedicated) { m_render = new MyInstancedRenderSector(string.Format("{0}:Sector({1:X})", owner, parameters.SectorId), MatrixD.CreateTranslation(center)); } SectorId = parameters.SectorId; BoundingBoxD worldBounds = BoundingBoxD.CreateInvalid(); for (int i = 0; i < 8; ++i) { worldBounds.Include(Bounds[i]); } // Entity stuff PositionComp.SetPosition(parameters.Center); PositionComp.WorldAABB = worldBounds; // Add missing stuff AddDebugRenderComponent(new MyDebugRenderComponentEnvironmentSector(this)); GameLogic = new MyNullGameLogicComponent(); Save = false; IsClosed = false; }