public static CreateFromRotationMatrix ( BEPUutilities.Matrix r ) : |
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r | BEPUutilities.Matrix | Rotation matrix used to create a new quaternion. |
return |
public static Quaternion CreateFromRotationMatrix(Matrix r)
{
Quaternion toReturn;
CreateFromRotationMatrix(ref r, out toReturn);
return toReturn;
}
Quaternion::CreateFromRotationMatrix ( |
|
Quaternion::CreateFromRotationMatrix ( BEPUutilities.Matrix &r, &q ) : void | |
Quaternion::CreateFromRotationMatrix ( |
/// <summary> /// Create a static physics mesh from a model and scale. /// </summary> /// <param name="entity"></param> private void AddStaticPhysics(BasicEntity entity) { BEPUutilities.Vector3[] vertices; int[] indices; ModelDataExtractor.GetVerticesAndIndicesFromModel(entity.Model, out vertices, out indices); var mesh = new StaticMesh(vertices, indices, new AffineTransform( new BEPUutilities.Vector3(entity.Scale.X, entity.Scale.Y, entity.Scale.Z), Quaternion.CreateFromRotationMatrix(MathConverter.Convert(entity.RotationMatrix)), MathConverter.Convert(entity.Position))); entity.StaticPhysicsObject = mesh; _physicsSpace.Add(mesh); }