Esempio n. 1
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void LightSceneNode_SetLight(IntPtr light, M_SCOLORF ambient, 
                             M_SCOLORF diffuse, 
                             M_SCOLORF specular, 
                             M_VECT3DF pos,
                             M_VECT3DF dir,
                             M_VECT3DF attenuation,
                             float falloff,
                             float innercone,
                             float outercone,
                             float radius, 
                             bool castshadows, 
                             E_LIGHT_TYPE type)
{
    SLight slight = ((ILightSceneNode*)light)->getLightData();
    slight.AmbientColor = MU_SCOLORF(ambient);
    slight.DiffuseColor = MU_SCOLORF(diffuse);
    slight.SpecularColor = MU_SCOLORF(specular);
    slight.Position = MU_VECT3DF(pos);
    slight.Direction = MU_VECT3DF(dir);
    slight.Attenuation = MU_VECT3DF (attenuation);
    slight.Falloff = falloff;
    slight.InnerCone = innercone;
    slight.OuterCone = outercone;
    slight.Radius = radius;
    slight.CastShadows = castshadows;
    slight.Type = type;
	((ILightSceneNode*)light)->getLightData() = slight;
}
void MeshManipulator_ScaleMesh(IntPtr mm, IntPtr mesh, M_VECT3DF scale)
{
	GetMMForIntPtr(mm)->scaleMesh((IMesh*)mesh, MU_VECT3DF(scale));
}
Esempio n. 3
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IntPtr SceneManager_AddTerrainSceneNode(IntPtr scenemanager, M_STRING heightMap, IntPtr parent, int id, M_VECT3DF position, M_VECT3DF rotation, M_VECT3DF scale, M_SCOLOR vertexColor,int maxLOD, E_TERRAIN_PATCH_SIZE patchSize)
{
    return GetSceneFromIntPtr(scenemanager)->addTerrainSceneNode(heightMap, (ISceneNode*)parent, id, MU_VECT3DF(position), MU_VECT3DF(rotation), MU_VECT3DF(scale), MU_SCOLOR(vertexColor), maxLOD, patchSize);
}
Esempio n. 4
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IntPtr SceneManager_AddLightSceneNode(IntPtr scenemanager, IntPtr parent, M_VECT3DF position, M_SCOLORF color, float radius, int id)
{
   return GetSceneFromIntPtr(scenemanager)->addLightSceneNode((ISceneNode*) parent, MU_VECT3DF(position), MU_SCOLORF(color), radius, id);
}
Esempio n. 5
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void SceneCollisionManager_GetScreenCoordinatesFrom3DPosition(IntPtr SCM, M_VECT3DF pos, IntPtr camera, M_POS2DS sc)
{
	UM_POS2DS(((ISceneCollisionManager*)SCM)->getScreenCoordinatesFrom3DPosition(MU_VECT3DF(pos), (ICameraSceneNode*)camera), sc);
}
Esempio n. 6
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void SceneNode_SetRotation(IntPtr scenenode, M_VECT3DF rot)
{
     GetSceneNodeFromIntPtr(scenenode)->setRotation(MU_VECT3DF(rot));
}
IntPtr Particle_CreatePointEmitter(IntPtr part, M_VECT3DF dir, unsigned int minPPS, unsigned int maxPPS, M_SCOLOR minSC, M_SCOLOR maxSC, unsigned int minLT, unsigned int maxLT, int maxAngleDegrees)
{
    return GetPSSFromIntPtr(part)->createPointEmitter(MU_VECT3DF(dir), minPPS, maxPPS, MU_SCOLOR(minSC), MU_SCOLOR(maxSC), minLT, maxLT, maxAngleDegrees);
}
IntPtr Particle_CreateBoxEmitter(IntPtr part,M_BOX3D box, M_VECT3DF direction, unsigned int minPPS, unsigned int maxPPS, M_SCOLOR minSC, M_SCOLOR maxSC, unsigned int minLT, unsigned int maxLT, int maxAngleDegrees)
{
	return GetPSSFromIntPtr(part)->createBoxEmitter(MU_BOX3D(box), MU_VECT3DF(direction), minPPS, maxPPS, MU_SCOLOR(minSC), MU_SCOLOR(maxSC), minLT, maxLT, maxAngleDegrees);
}
Esempio n. 9
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IntPtr SceneManager_CreateFlyCircleAnimator(IntPtr scenemanager, M_VECT3DF center, float radius, float speed)
{
    return GetSceneFromIntPtr(scenemanager)->createFlyCircleAnimator(MU_VECT3DF(center), radius, speed);
}
Esempio n. 10
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IntPtr SceneManager_CreateCollisionResponseAnimator(IntPtr scenemanager, IntPtr world, IntPtr sceneNode,M_VECT3DF ellipsoidRadius, M_VECT3DF gravityPerSecond,M_VECT3DF ellipsoidTranslation, float slidingValue)
{
    return GetSceneFromIntPtr(scenemanager)->createCollisionResponseAnimator((ITriangleSelector*) world, (ISceneNode*) sceneNode, MU_VECT3DF(ellipsoidRadius), MU_VECT3DF(gravityPerSecond), MU_VECT3DF(ellipsoidTranslation), slidingValue);
}
Esempio n. 11
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void Camera_SetUpVector(IntPtr camera, M_VECT3DF upvector)
{
    GetCameraFromIntPtr(camera)->setUpVector(MU_VECT3DF(upvector));
}
Esempio n. 12
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void Camera_SetTarget(IntPtr camera, M_VECT3DF target)
{
    GetCameraFromIntPtr(camera)->setTarget(MU_VECT3DF(target));
}
Esempio n. 13
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void VideoDriver_Draw3DLine(IntPtr videodriver, M_VECT3DF start, M_VECT3DF end, M_SCOLOR color)
{
	GetVideoFromIntPtr(videodriver)->draw3DLine(MU_VECT3DF(start), MU_VECT3DF(end), MU_SCOLOR(color));
}
Esempio n. 14
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void SceneNode_SetScale(IntPtr scenenode, M_VECT3DF scale)
{
     GetSceneNodeFromIntPtr(scenenode)->setScale(MU_VECT3DF(scale));
}
void SParticle_SetPos(IntPtr particle, M_VECT3DF vect)
{
	SParticle *part = ((SParticle*)particle);
	part->pos = MU_VECT3DF(vect);
}
Esempio n. 16
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IntPtr SceneManager_CreateFlyStraightAnimator(IntPtr scenemanager, M_VECT3DF startPoint, M_VECT3DF endPoint, unsigned int time, bool loop)
{
    return GetSceneFromIntPtr(scenemanager)->createFlyStraightAnimator(MU_VECT3DF(startPoint), MU_VECT3DF(endPoint), time, loop);
}
void SParticle_SetStartVect(IntPtr particle, M_VECT3DF vect)
{
	SParticle *part = ((SParticle*)particle);
	part->startVector = MU_VECT3DF(vect);
}
Esempio n. 18
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IntPtr SceneManager_CreateRotationAnimator(IntPtr scenemanager, M_VECT3DF rotation)
{
    return GetSceneFromIntPtr(scenemanager)->createRotationAnimator(MU_VECT3DF(rotation));
}
IntPtr Particle_CreateGravityAffector(IntPtr part, M_VECT3DF gravity, unsigned int timeForceLost)
{
    return GetPSSFromIntPtr(part)->createGravityAffector(MU_VECT3DF(gravity), timeForceLost);
}
Esempio n. 20
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void SceneCollisionManager_GetCollisionResultPoint(IntPtr SCM, IntPtr selector, M_VECT3DF ellipsoidPosition, M_VECT3DF ellipsoidRadius, M_VECT3DF ellipsoidDirectionAndSpeed, M_TRIANGLE3DF outTriangle, bool *outFalling, float slidingSpeed, M_VECT3DF gravity, M_VECT3DF outCol)
{
	irr::core::triangle3df outtri;
	UM_VECT3DF(((ISceneCollisionManager*)SCM)->getCollisionResultPosition((ITriangleSelector*)selector, MU_VECT3DF(ellipsoidPosition), MU_VECT3DF(ellipsoidRadius), MU_VECT3DF(ellipsoidDirectionAndSpeed), outtri, *outFalling, slidingSpeed, MU_VECT3DF(gravity)), outCol);
}
Esempio n. 21
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IntPtr SceneManager_AddTextSceneNode2W(IntPtr scenemanager, IntPtr font, wchar_t* text, IntPtr parent,  M_DIM2DF size, M_VECT3DF pos, int ID,                                                                                                            M_SCOLOR shade_top, M_SCOLOR shade_down)
{
	if (((IGUIFont*)font)->getType() == EGFT_BITMAP)
	{
		return GetSceneFromIntPtr(scenemanager)->addBillboardTextSceneNode((IGUIFont *)font, (text), (ISceneNode *)parent, MU_DIM2DF(size), MU_VECT3DF(pos), ID, MU_SCOLOR(shade_top), MU_SCOLOR(shade_down));
	} else {
		return ((CGUITTFont*)font)->createBillboard((text),		                                            MU_DIM2DF(size),		                                            (ISceneManager*)scenemanager,		                                            (ISceneNode*)parent,		                                            ID
			);

	}
}
Esempio n. 22
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void SceneNode_SetPosition(IntPtr scenenode, M_VECT3DF pos)
{
     GetSceneNodeFromIntPtr(scenenode)->setPosition(MU_VECT3DF(pos));
}