Esempio n. 1
0
		void ObjectController::SetPosition( const Float3& vPos)
		{
			SceneNode* pNode	=	GetParentSceneNode();
			if(pNode!=NULL){
				pNode->SetPosition(vPos);
				static Float44 matWorld;
				static Float4  rot;
				static Float3  scale;
				pNode->Update(matWorld,rot,scale,false);
			}
		}
Esempio n. 2
0
int playstate::Component_SetNodePosition(lua_State* L)
{
    Vector3 vec = luaM_popvector3(L);
    ScriptableComponent* component = luaM_popobject<ScriptableComponent>(L);
    if(component != NULL) {
        SceneNode* owner = component->GetNode();
        owner->SetPosition(vec);
    }

    return 0;
}
Esempio n. 3
0
	void Editor::Init()
	{
		SceneNode * cam = World::Instance()->MainCameraNode();

		cam->SetPosition(0, 200, 0);

		World::Instance()->Resize(2048, 2048, 2048);

		mHelperShaderLib = ShaderLibManager::Instance()->LoadShaderLib(
			"Shaders\\Helper.ShaderLib", "Shaders\\Helper.ShaderLib");

		mActor = World::Instance()->CreateActor("EditorActor");
		mSceneNode = World::Instance()->CreateSceneNode();

		mSceneNode->Attach(mActor);

		mBackCell.Init();
	}