T2DPolygon does not respond to flip when Mounted
by Damian Reeves · in Torque X 2D · 03/29/2010 (3:38 pm) · 0 replies
I have been trying to get a T2DPolygon I am using for line of sight to flip (so that its direction can correspond to the Actor's direction) to no avail. I've tried the code below along with setting FlipX after I know the Actor's FlipX has been set, but still it doesn't flip. Any ideas?
private T2DPolygon CreateLineOfSightPolygon() {
// Make a new poly.
var pointVector = T2DVectorUtil.VectorFromAngle(LineOfSightAngle);
var poly = new T2DPolygon {
Primitive = 3,
// Set it's vertices to something simple.
// Starts at the top left and moves clockwise.
Vertices = new[] {
new Vector2(0, 0),
new Vector2(1, pointVector.X),
new Vector2(1, pointVector.Y),
new Vector2(0, 0)
},
Size = _lineOfSightVector,
Position = Vector2.Zero,
Color = Color.Green.ToVector4(),
Visible = true
};
TorqueObjectDatabase.Instance.Register(poly);
return poly;
}
protected override bool _OnRegister(TorqueObject owner) {
if (!base._OnRegister(owner) || !(owner is T2DSceneObject))
return false;
_lineOfSightPolygon = CreateLineOfSightPolygon();
_lineOfSightPolygon.InheritMountFlip = true;
_lineOfSightPolygon.Mount(SceneObject, string.Empty, _lineOfSightMountOffset, _lineOfSightRotationOffset, true);
_lineOfSightPolygon.InheritMountFlip = true;
return true;
}