本文整理汇总了C#中ParticleSystem.FastForward方法的典型用法代码示例。如果您正苦于以下问题:C# ParticleSystem.FastForward方法的具体用法?C# ParticleSystem.FastForward怎么用?C# ParticleSystem.FastForward使用的例子?那么, 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ParticleSystem
的用法示例。
在下文中一共展示了ParticleSystem.FastForward方法的1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: CreateScene
// Just override the mandatory create scene method
public override void CreateScene()
{
RAND = new Random( 0 ); // najak: use a time-based seed
GuiMgr = OverlayManager.Instance.Elements;
scene.AmbientLight = new ColorEx( 0.75f, 0.75f, 0.75f ); // default Ambient Light
// Customize Controls - speed up camera and slow down the input update rate
this.camSpeed = 5.0f;
inputInterval = inputTimer = 0.02f;
// Create water mesh and entity, and attach to sceneNode
waterMesh = new WaterMesh( "WaterMesh", PLANE_SIZE, CMPLX );
waterEntity = scene.CreateEntity( "WaterEntity", "WaterMesh" );
SceneNode waterNode = scene.RootSceneNode.CreateChildSceneNode();
waterNode.AttachObject( waterEntity );
// Add Ogre head, give it it's own node
headNode = waterNode.CreateChildSceneNode();
Entity ent = scene.CreateEntity( "head", "ogrehead.mesh" );
headNode.AttachObject( ent );
// Create the camera node, set its position & attach camera
camera.Yaw( -45f );
camera.Move( new Vector3( 1500f, 700f, PLANE_SIZE + 700f ) );
camera.LookAt( new Vector3( PLANE_SIZE / 2f, 300f, PLANE_SIZE / 2f ) );
camera.SetAutoTracking( false, headNode ); // Autotrack the head, but it isn't working right
//scene.SetFog(FogMode.Exp, ColorEx.White, 0.000020f); // add Fog for fun, cuz we can
// show overlay
waterOverlay = OverlayManager.Instance.GetByName( "Example/WaterOverlay" );
waterOverlay.Show();
// Create Rain Emitter, but default Rain to OFF
particleSystem = ParticleSystemManager.Instance.CreateSystem( "rain", "Examples/Water/Rain" );
particleEmitter = particleSystem.GetEmitter( 0 );
particleEmitter.EmissionRate = 0f;
// Attach Rain Emitter to SceneNode, and place it 3000f above the water surface
SceneNode rNode = scene.RootSceneNode.CreateChildSceneNode();
rNode.Translate( new Vector3( PLANE_SIZE / 2.0f, 3000, PLANE_SIZE / 2.0f ) );
rNode.AttachObject( particleSystem );
particleSystem.FastForward( 20 ); // Fastforward rain to make it look natural
// It can't be set in .particle file, and we need it ;)
//particleSystem.Origin = BillboardOrigin.BottomCenter;
// Set Lighting
lightNode = scene.RootSceneNode.CreateChildSceneNode();
lightSet = scene.CreateBillboardSet( "Lights", 20 );
lightSet.MaterialName = "Particles/Flare";
lightNode.AttachObject( lightSet );
SetLighting( "Ambient" ); // Add Lights - added by Najak to show lighted Water conditions - cool!
#region STUBBED LIGHT ANIMATION
// Create a new animation state to track this
// TODO: Light Animation not working.
//this.animState = scene.CreateAnimationState("WaterLight");
//this.animState.Time = 0f;
//this.animState.IsEnabled = false;
// set up spline animation of light node. Create random Spline
Animation anim = scene.CreateAnimation( "WaterLight", 20 );
AnimationTrack track = anim.CreateNodeTrack( 0, this.lightNode );
TransformKeyFrame key = (TransformKeyFrame)track.CreateKeyFrame( 0 );
for ( int ff = 1; ff <= 19; ff++ )
{
key = (TransformKeyFrame)track.CreateKeyFrame( ff );
Random rand = new Random( 0 );
Vector3 lpos = new Vector3(
(float)rand.NextDouble() % (int)PLANE_SIZE, //- PLANE_SIZE/2,
(float)rand.NextDouble() % 300 + 100,
(float)rand.NextDouble() % (int)PLANE_SIZE ); //- PLANE_SIZE/2
key.Translate = lpos;
}
key = (TransformKeyFrame)track.CreateKeyFrame( 20 );
#endregion STUBBED LIGHT ANIMATION
// Initialize the Materials/Demo
UpdateMaterial();
UpdateInfoParamC();
UpdateInfoParamD();
UpdateInfoParamU();
UpdateInfoParamT();
UpdateInfoNormals();
UpdateInfoHeadDepth();
UpdateInfoSkyBox();
UpdateInfoHeadSpeed();
UpdateInfoLights();
UpdateInfoTracking();
// Init Head Animation: Load adds[] elements - Ogre head animation
adds[ 0 ] = 0.3f;
adds[ 1 ] = -1.6f;
adds[ 2 ] = 1.1f;
adds[ 3 ] = 0.5f;
sines[ 0 ] = 0;
sines[ 1 ] = 100;
sines[ 2 ] = 200;
sines[ 3 ] = 300;
//.........这里部分代码省略.........