idTech4.Game.idEntity.GetMasterPosition C# (CSharp) Method

GetMasterPosition() public method

public GetMasterPosition ( Vector3 &masterOrigin, Matrix &masterAxis ) : bool
masterOrigin Vector3
masterAxis Matrix
return bool
		public bool GetMasterPosition(out Vector3 masterOrigin, out Matrix masterAxis)
		{
			if(this.Disposed == true)
			{
				throw new ObjectDisposedException(this.GetType().Name);
			}

			Vector3 localOrigin;
			Matrix localAxis;

			idConsole.Warning("TODO: idEntity.GetMasterPosition");
			// TODO
			/*idAnimator	*masterAnimator;

			if ( bindMaster ) {
				// if bound to a joint of an animated model
				if ( bindJoint != INVALID_JOINT ) {
					masterAnimator = bindMaster->GetAnimator();
					if ( !masterAnimator ) {
						masterOrigin = vec3_origin;
						masterAxis = mat3_identity;
						return false;
					} else {
						masterAnimator->GetJointTransform( bindJoint, gameLocal.time, masterOrigin, masterAxis );
						masterAxis *= bindMaster->renderEntity.axis;
						masterOrigin = bindMaster->renderEntity.origin + masterOrigin * bindMaster->renderEntity.axis;
					}
				} else if ( bindBody >= 0 && bindMaster->GetPhysics() ) {
					masterOrigin = bindMaster->GetPhysics()->GetOrigin( bindBody );
					masterAxis = bindMaster->GetPhysics()->GetAxis( bindBody );
				} else {
					masterOrigin = bindMaster->renderEntity.origin;
					masterAxis = bindMaster->renderEntity.axis;
				}
				return true;
			} 
			else*/
			{
				masterOrigin = Vector3.Zero;
				masterAxis = Matrix.Identity;

				return false;
			}
		}