void GameObject2::Create(){ //メッシュの作成 CreateCustomMesh(); //シェーダーリソースビューの作成 CreateShaderResView(); m_WorldMatrix.DefTransformation(m_Scale, m_Quaternion, m_Position); }
void GameObject::Create(){ //メッシュの作成 CreateCustomMesh(); m_WorldMatrix.DefTransformation(m_Scale, m_Quaternion, m_Position); }
csRef<iMeshWrapper> DynamicsDebugger::CreateColliderMesh (iDynamicsSystemCollider* collider, iMaterialWrapper* material) { csRef<iMeshWrapper> mesh; switch (collider->GetGeometryType ()) { case BOX_COLLIDER_GEOMETRY: { // Get box geometry csVector3 boxSize; collider->GetBoxGeometry (boxSize); boxSize /= 2.0; const csBox3 box(-boxSize, boxSize); // Create box mesh = CreateBoxMesh (box, material, collider->GetLocalTransform (), sector); } break; case SPHERE_COLLIDER_GEOMETRY: { // Get sphere geometry csSphere sphere; collider->GetSphereGeometry (sphere); // Create sphere mesh = CreateSphereMesh (sphere, material, sector); } break; case CYLINDER_COLLIDER_GEOMETRY: { // Get cylinder geometry float length, radius; collider->GetCylinderGeometry (length, radius); // Create cylinder mesh = CreateCylinderMesh (length, radius, material, collider->GetLocalTransform (), sector); } break; case CAPSULE_COLLIDER_GEOMETRY: { // Get capsule geometry float length, radius; collider->GetCapsuleGeometry (length, radius); // Create capsule mesh = CreateCapsuleMesh (length, radius, material, collider->GetLocalTransform (), sector); } break; case TRIMESH_COLLIDER_GEOMETRY: { // Get mesh geometry csVector3* vertices = 0; int* indices = 0; size_t vertexCount, triangleCount; collider->GetMeshGeometry (vertices, vertexCount, indices, triangleCount); // Create mesh mesh = CreateCustomMesh (vertices, vertexCount, indices, triangleCount, material, collider->GetLocalTransform (), sector); } break; case CONVEXMESH_COLLIDER_GEOMETRY: { // Get mesh geometry csVector3* vertices = 0; int* indices = 0; size_t vertexCount, triangleCount; collider->GetConvexMeshGeometry (vertices, vertexCount, indices, triangleCount); // Create mesh mesh = CreateCustomMesh (vertices, vertexCount, indices, triangleCount, material, collider->GetLocalTransform (), sector); } break; default: // TODO: plan meshes break; } return mesh; }