本文整理汇总了C#中MinerWars.AppCode.Game.Entities.MyEntity.GetWorldMatrixForDraw方法的典型用法代码示例。如果您正苦于以下问题:C# MyEntity.GetWorldMatrixForDraw方法的具体用法?C# MyEntity.GetWorldMatrixForDraw怎么用?C# MyEntity.GetWorldMatrixForDraw使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类MinerWars.AppCode.Game.Entities.MyEntity
的用法示例。
在下文中一共展示了MyEntity.GetWorldMatrixForDraw方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CollectRenderElements
public static void CollectRenderElements(List<MyRenderElement> renderElements, List<MyRenderElement> transparentRenderElements, MyEntity entity, MyModel model, bool collectTransparentElements)
{
// MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("LoadInDraw");
if (model.LoadState == LoadState.Unloaded)
{
//model.LoadInDraw(LoadingMode.Background);
model.LoadInDraw(LoadingMode.Immediate);
return;
}
if (model.LoadState == LoadState.Loading)
return;
// MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock();
var drawMatrix = entity.GetWorldMatrixForDraw();
int meshCount = model.GetMeshList().Count;
for (int i = 0; i < meshCount; i++)
{
MyMesh mesh = model.GetMeshList()[i];
// MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("Add render element");
//if (mesh.Materials[entity.MaterialIndex].DrawTechnique == MyMeshDrawTechnique.DECAL ||
// mesh.Materials[entity.MaterialIndex].DrawTechnique == MyMeshDrawTechnique.HOLO)
// continue;
MyMeshMaterial material = entity.GetMaterial(mesh);
bool createElement = true;
if (createElement)
{
MyRenderElement renderElement;
AllocateRenderElement(out renderElement);
//renderElement.DebugName = entity.Name;
renderElement.Entity = entity;
renderElement.VertexBuffer = model.VertexBuffer;
renderElement.IndexBuffer = model.IndexBuffer;
renderElement.VertexCount = model.GetVerticesCount();
renderElement.VertexDeclaration = model.GetVertexDeclaration();
renderElement.VertexStride = model.GetVertexStride();
renderElement.IndexStart = mesh.IndexStart;
renderElement.TriCount = mesh.TriCount;
//renderElement.UseChannels = model.UseChannels;
//renderElement.MaskTexture = model.MaskTexture;
renderElement.WorldMatrixForDraw = drawMatrix;
renderElement.WorldMatrix = entity.WorldMatrix;
renderElement.Material = material;
renderElement.DrawTechnique = material.DrawTechnique;
renderElement.VoxelBatch = null;
Debug.Assert(renderElement.VertexBuffer != null, "Vertex buffer cannot be null!");
Debug.Assert(renderElement.IndexBuffer != null, "Index buffer cannot be null!");
if (material.DrawTechnique == MyMeshDrawTechnique.HOLO)
{
if (collectTransparentElements)
transparentRenderElements.Add(renderElement);
}
else
{
renderElements.Add(renderElement);
}
}
//MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock();
}
}
示例2: GetIntersectionInNearSpace
public MyIntersectionResultLineTriangleEx? GetIntersectionInNearSpace(MyEntity entity, ref MyLine worldLine, bool convertLine)
{
if (!entity.IsVisible())
return null;
MyLine line = worldLine;
if (convertLine)
{
ConvertLineToNearWorldCoordinates(ref line);
}
Matrix drawMatrix = entity.GetWorldMatrixForDraw();
drawMatrix.Translation += MyCamera.Position;
Matrix worldInv = Matrix.Invert(drawMatrix);
MyIntersectionResultLineTriangleEx? ret = entity.ModelLod0.GetTrianglePruningStructure().GetIntersectionWithLine(entity, ref line, ref worldInv, IntersectionFlags.ALL_TRIANGLES);
if (ret == null)
{
foreach (MyEntity child in entity.Children)
{
if (!child.IsVisible())
continue;
drawMatrix = child.GetWorldMatrixForDraw();
drawMatrix.Translation += MyCamera.Position;
worldInv = Matrix.Invert(drawMatrix);
System.Diagnostics.Debug.Assert(!float.IsNaN(worldInv.M11));
ret = child.ModelLod0.GetTrianglePruningStructure().GetIntersectionWithLine(child, ref line, ref worldInv, IntersectionFlags.ALL_TRIANGLES);
if (ret != null)
return ret;
}
}
return ret;
}