本文整理汇总了C#中Cube.BuildCube方法的典型用法代码示例。如果您正苦于以下问题:C# Cube.BuildCube方法的具体用法?C# Cube.BuildCube怎么用?C# Cube.BuildCube使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Cube
的用法示例。
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示例1: InitMogre
public void InitMogre()
{
//-----------------------------------------------------
// 1 enter ogre
//-----------------------------------------------------
root = new Root();
//-----------------------------------------------------
// 2 configure resource paths
//-----------------------------------------------------
ConfigFile cf = new ConfigFile();
cf.Load("resources.cfg", "\t:=", true);
// Go through all sections & settings in the file
ConfigFile.SectionIterator seci = cf.GetSectionIterator();
String secName, typeName, archName;
// Normally we would use the foreach syntax, which enumerates the values, but in this case we need CurrentKey too;
while (seci.MoveNext())
{
secName = seci.CurrentKey;
ConfigFile.SettingsMultiMap settings = seci.Current;
foreach (KeyValuePair<string, string> pair in settings)
{
typeName = pair.Key;
archName = pair.Value;
ResourceGroupManager.Singleton.AddResourceLocation(archName, typeName, secName);
}
}
//-----------------------------------------------------
// 3 Configures the application and creates the window
//-----------------------------------------------------
bool foundit = false;
foreach (RenderSystem rs in root.GetAvailableRenderers())
{
root.RenderSystem = rs;
String rname = root.RenderSystem.Name;
if (rname == "Direct3D9 Rendering Subsystem")
{
foundit = true;
break;
}
}
if (!foundit)
return; //we didn't find it... Raise exception?
//we found it, we might as well use it!
root.RenderSystem.SetConfigOption("Full Screen", "No");
root.RenderSystem.SetConfigOption("Video Mode", "640 x 480 @ 32-bit colour");
root.Initialise(false);
NameValuePairList misc = new NameValuePairList();
misc["externalWindowHandle"] = hWnd.ToString();
window = root.CreateRenderWindow("Simple Mogre Form Window", 0, 0, false, misc);
ResourceGroupManager.Singleton.InitialiseAllResourceGroups();
//-----------------------------------------------------
// 4 Create the SceneManager
//
// ST_GENERIC = octree
// ST_EXTERIOR_CLOSE = simple terrain
// ST_EXTERIOR_FAR = nature terrain (depreciated)
// ST_EXTERIOR_REAL_FAR = paging landscape
// ST_INTERIOR = Quake3 BSP
//-----------------------------------------------------
sceneMgr = root.CreateSceneManager(SceneType.ST_GENERIC, "SceneMgr");
sceneMgr.AmbientLight = new ColourValue(1f, 1f, 1f);
//-----------------------------------------------------
// 5 Create the camera
//-----------------------------------------------------
camera = sceneMgr.CreateCamera("SimpleCamera");
camera.Position = new Vector3(400f, 0f, 0f);
// Look back along -Z
camera.LookAt(new Vector3(-1f, 0f, 0f));
camera.NearClipDistance = 5;
viewport = window.AddViewport(camera);
viewport.BackgroundColour = new ColourValue(0.0f, 0.0f, 0.0f, 1.0f);
material = MaterialManager.Singleton.Create("front", "General");
material.GetTechnique(0).GetPass(0).CreateTextureUnitState("snow3.jpg");
material = MaterialManager.Singleton.Create("other", "General");
material.GetTechnique(0).GetPass(0).CreateTextureUnitState("snow.jpg");
material = MaterialManager.Singleton.Create("back", "General");
material.GetTechnique(0).GetPass(0).CreateTextureUnitState("back2.jpg");
Vector3 moveVector3 = new Vector3(0f,-60f,110f);
for (int i = 0; i < cubeCount; i++)
{
Cube cube = new Cube();
cube.CubeName = "cube" + i.ToString();
cube.BuildCube("front", ref sceneMgr);
ManualObject manual = sceneMgr.GetManualObject(cube.CubeName);
manual.ConvertToMesh("cubeMesh"+i.ToString());
Entity ent = sceneMgr.CreateEntity("box"+i.ToString(), "cubeMesh"+i.ToString());
//.........这里部分代码省略.........