3 using SiliconStudio.Core.Mathematics;
4 using SiliconStudio.Core.Serialization;
5 using SiliconStudio.Paradox.Effects.Modules;
6 using SiliconStudio.Paradox.Graphics;
7 using SiliconStudio.Paradox.Shaders;
19 WorldViewProj = Matrix.Identity;
35 public Matrix WorldViewProj
39 return Parameters.Get(PhysicsDebugEffectKeys.WorldViewProj);
44 Parameters.Set(PhysicsDebugEffectKeys.WorldViewProj, value);
52 return Parameters.Get(PhysicsDebugEffectKeys.UseUv) > 0.5;
56 Parameters.Set(PhysicsDebugEffectKeys.UseUv, value ? 1.0f : 0.0f);
Binary serialization method helpers to easily read/write data from a stream.
Represents a color in the form of rgba.
Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. See The+GraphicsDevice+class to learn more about the class.
PhysicsDebugEffect(GraphicsDevice graphicsDevice)
SiliconStudio.Core.Mathematics.Color Color
Represents a 32-bit color (4 bytes) in the form of RGBA (in byte order: R, G, B, A).
using SiliconStudio.Paradox. Physics
Contains a compiled shader with bytecode for each stage.
Represents a 4x4 mathematical matrix.