本文整理汇总了C#中Light.SetAttenuation方法的典型用法代码示例。如果您正苦于以下问题:C# Light.SetAttenuation方法的具体用法?C# Light.SetAttenuation怎么用?C# Light.SetAttenuation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Light
的用法示例。
在下文中一共展示了Light.SetAttenuation方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: processLightAttenuation
protected void processLightAttenuation(XmlElement XMLNode, Light pLight)
{
// Process attributes
float range = getAttribReal(XMLNode, "range");
float constant = getAttribReal(XMLNode, "constant");
float linear = getAttribReal(XMLNode, "linear");
float quadratic = getAttribReal(XMLNode, "quadratic");
// Setup the light attenuation
pLight.SetAttenuation(range, constant, linear, quadratic);
#if VERBOSE
Launch.Log("[DotSceneLoader] Successfully processed light attenuation");
#endif
}
示例2: processLightAttenuation
protected void processLightAttenuation(XmlElement XMLNode, Light pLight)
{
// Process attributes
float range = getAttribReal(XMLNode, "range");
float constant = getAttribReal(XMLNode, "constant");
float linear = getAttribReal(XMLNode, "linear");
float quadratic = getAttribReal(XMLNode, "quadratic");
// Setup the light attenuation
pLight.SetAttenuation(range, constant, linear, quadratic);
}
示例3: SetupLighting
private void SetupLighting()
{
scene.AmbientLight = new ColorEx(0.2f, 0.2f, 0.2f);
Light = scene.CreateLight("Light2");
Light.DiffuseColour = MinLightColour;
Light.SetAttenuation(8000, 1, 0.0005f, 0);
Light.SpecularColour = new ColorEx(1, 1, 1);
LightNode = scene.RootSceneNode.CreateChildSceneNode("MovingLightNode");
LightNode.AttachObject(Light);
//create billboard set
BillboardSet bbs = scene.CreateBillboardSet("lightbbs", 1);
bbs.SetMaterialName("Examples/Flare");
Billboard bb = bbs.CreateBillboard(new Vector3(0, 0, 0), MinLightColour);
LightNode.AttachObject(bbs);
mLightController = new LightGrassWibbler(Light, bb, MinLightColour, this.MaxLightColour, MinFlareSize, MaxFlareSize);
// create controller, after this is will get updated on its own
//WaveformControllerFunction func = new WaveformControllerFunction(WaveformType.Sine, 0.0f, 0.5f);
//ControllerManager.Instance.CreateController(val, func);
LightNode.Position = new Vector3(300, 250, -300);
Animation anim = scene.CreateAnimation("LightTrack", 20);
//Spline it for nce curves
anim.SetInterpolationMode(Animation.InterpolationMode.IM_SPLINE);// = Mogre.Animation.InterpolationMode.IM_SPLINE;
//create a srtack to animte the camera's node
NodeAnimationTrack track = anim.CreateNodeTrack(0, LightNode);
//setup keyframes
TransformKeyFrame key = track.CreateNodeKeyFrame(0);
key.Translate = new Vector3(300, 550, -300);
key = track.CreateNodeKeyFrame(2); //B
key.Translate = new Vector3(150, 600, -250);
key = track.CreateNodeKeyFrame(4); //C
key.Translate = new Vector3(-150, 650, -100);
key = track.CreateNodeKeyFrame(6); //D
key.Translate = new Vector3(-400, 500, -200);
key = track.CreateNodeKeyFrame(8); //E
key.Translate = new Vector3(-200, 500, -400);
key = track.CreateNodeKeyFrame(10); //F
key.Translate = new Vector3(-100, 450, -200);
key = track.CreateNodeKeyFrame(12); //G
key.Translate = new Vector3(-100, 400, 180);
key = track.CreateNodeKeyFrame(14); //H
key.Translate = new Vector3(0, 250, 600);
key = track.CreateNodeKeyFrame(16); //I
key.Translate = new Vector3(100, 650, 100);
key = track.CreateNodeKeyFrame(18); //J
key.Translate = new Vector3(250, 600, 0);
key = track.CreateNodeKeyFrame(20); //K == A
key.Translate = new Vector3(300, 550, -300);
// Create a new animation state to track this
AnimState = scene.CreateAnimationState("LightTrack");
AnimState.Enabled = true;
}