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C# SceneManager.CreateEntity方法代码示例

本文整理汇总了C#中SceneManager.CreateEntity方法的典型用法代码示例。如果您正苦于以下问题:C# SceneManager.CreateEntity方法的具体用法?C# SceneManager.CreateEntity怎么用?C# SceneManager.CreateEntity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SceneManager的用法示例。


在下文中一共展示了SceneManager.CreateEntity方法的13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: Ninja

 public Ninja(ref SceneManager mSceneMgr, Vector3 position)
 {
     ent = mSceneMgr.CreateEntity("Ninja" + count.ToString(), "ninja.mesh");
     ent.CastShadows = true;
     node = mSceneMgr.RootSceneNode.CreateChildSceneNode("NinjaNode" + count.ToString());
     node.AttachObject(ent);
     node.Scale(0.5f, 0.5f, 0.5f);
     node.Position = position;
     name = count++.ToString();
     walkSpeedFactor = 1.0f;
     mAnimationState = ent.GetAnimationState("Idle1");
     mAnimationState.Loop = true;
     mAnimationState.Enabled = true;
     mWalkList = new LinkedList<Vector3>();
     //mWalkList.AddLast(new Vector3(550.0f, 0.0f, 50.0f));
     //mWalkList.AddFirst(new Vector3(-100.0f, 0.0f, -200.0f));
     //mWalkList.AddLast(new Vector3(0.0f, 0.0f, 25.0f));
     forward = Vector3.NEGATIVE_UNIT_Z;
     viewingAngle = 40;
     mAnimationState = ent.GetAnimationState("Walk");
     mAnimationState.Loop = true;
     mAnimationState.Enabled = true;
     mWalking = true;
     rnd = new Random();
     stoneCastle = 0;
     castle = new Vector3();
     castle = Vector3.ZERO;
     nbStoneCastle = 0;
     state = "free";
     ennemySpotted = 0;
     maxView = 200;
 }
开发者ID:scauglog,项目名称:sma_mogre,代码行数:32,代码来源:Ninja.cs

示例2: Stone

 public Stone(ref SceneManager mSceneMgr, Vector3 position)
 {
     name = count.ToString();
     ent = mSceneMgr.CreateEntity("stone"+name, "ogrehead.mesh");
     ent.CastShadows = true;
     isCarried = false;
     node = mSceneMgr.RootSceneNode.CreateChildSceneNode("stoneNode"+name);
     node.AttachObject(ent);
     node.Position = position;
     node.Scale(0.35f, 0.35f, 0.35f);
     count++;
 }
开发者ID:scauglog,项目名称:sma_mogre,代码行数:12,代码来源:Stone.cs

示例3: ClientShip

        public ClientShip(World _w, SceneManager _mgr, SceneNode _parent, int _id, Vector3 _position, Quaternion _orientation)
            : base(_w, _id, _position, _orientation)
        {
            SceneNode parent = _mgr.RootSceneNode;
            if(_parent != null){
                parent =  _parent;
            }

            mesh = _mgr.CreateEntity(id.ToString(), "razor.mesh");
            node = parent.CreateChildSceneNode();
            node.AttachObject(mesh);
            body.attachToNode(node);
        }
开发者ID:andyhebear,项目名称:ymfas,代码行数:13,代码来源:ClientShip.cs

示例4: OnLoad

        public void OnLoad()
        {
            var dir = Directory.GetCurrentDirectory();
            ResourceGroupManager.Singleton.AddResourceLocation(dir, "FileSystem");
            MaterialManager.Singleton.Initialise();

            _scene = _root.CreateSceneManager("DefaultSceneManager", "SLSharpInstance");
            _scene.ClearScene();

            Bindings.MOGRE.SLSharp.Init();
            Shader.DebugMode = true;

            //Shader.DebugMode = true;

            _shader = Shader.CreateSharedShader<SimpleShader>();

            _patchEntity = _scene.CreateEntity("Box", "box.mesh");
            _scene.RootSceneNode.AttachObject(_patchEntity);

            var mat = _shader.ToMaterial();
            var pass = mat.GetTechnique(0).GetPass(0);
            pass.SetAlphaRejectSettings(CompareFunction.CMPF_GREATER_EQUAL, 128);
            pass.CullingMode = CullingMode.CULL_NONE;

            // SL# on OGRE: bind auto semantic to a uniform!
            // (we might automate this via semantic attributes within the SL# shaders in future!)
            _shader.SetAuto(() => _shader.ModelviewProjection, GpuProgramParameters.AutoConstantType.ACT_WORLDVIEWPROJ_MATRIX);

            _shader.Begin();

            // Set a texture
            /*
            var smp = _shader.Sampler(() => _shader.Texture);
            smp.SetTextureName(TextureManager.Singleton.Load("test.png", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME).Name);
            smp.SetTextureName(_wang.AsTexture.Name);
            smp.SetTextureFiltering(FilterOptions.FO_POINT, FilterOptions.FO_POINT, FilterOptions.FO_POINT);
             */

            _patchEntity.SetMaterial(mat);

            _camera = _scene.CreateCamera("MainCamera");
            _camera.Position = new Vector3(0, 0, 5);
            _camera.LookAt(Vector3.ZERO);
            _camera.NearClipDistance = 0.0001f;
            _camera.FarClipDistance = 4.0f;
            _camera.AutoAspectRatio = true;

            var vp = _window.AddViewport(_camera);
            vp.BackgroundColour = ColourValue.Blue;
        }
开发者ID:hach-que,项目名称:SLSharp,代码行数:50,代码来源:DemoWindow.cs

示例5: ForceBall

        public ForceBall(SceneManager sceneManager, MogreNewt.World physicsWorld, float tempSize, int own)
        {
            MogreNewt.ConvexCollision col;
            Mogre.Vector3 offset;
            Mogre.Vector3 inertia;

            unique++;

            // Create the visible mesh (no physics)
            ent = sceneManager.CreateEntity("forceball" + unique, "Sph.mesh");
            sn = sceneManager.RootSceneNode.CreateChildSceneNode();
            sn.AttachObject(ent);
            Console.WriteLine("end ball create");
            size = tempSize;

            sn.SetScale(size, size, size);

            // Create the collision hull
            col = new MogreNewt.CollisionPrimitives.ConvexHull(physicsWorld, sn);
            col.calculateInertialMatrix(out inertia, out offset);

            // Create the physics body. This body is what you manipulate. The graphical Ogre scenenode is automatically synced with the physics body
            body = new MogreNewt.Body(physicsWorld, col);
            col.Dispose();

            //body.setPositionOrientation(new Vector3(0, 10, 0), Quaternion.IDENTITY);

            body.attachToNode(sn);
            body.setContinuousCollisionMode(1);
            body.setMassMatrix(mass, mass * inertia);
            body.IsGravityEnabled = true;
            body.setUserData(this);

            trail = sceneManager.CreateParticleSystem("awesome" + StringConverter.ToString(unique), "Char/Smoke");
            trail.CastShadows = true;
            trail.GetEmitter(0).EmissionRate = 100;
            sn.AttachObject(trail);

            Console.WriteLine("player stuff");

            owner = own;
            Player tempP = (Player)Program.p1;
            colour = tempP.cv;
        }
开发者ID:CharcoalStyles,项目名称:3DRL,代码行数:44,代码来源:Force+ball.cs

示例6: SpaceMarine

 public SpaceMarine(ref SceneManager mSceneMgr, Vector3 position)
 {
     ent = mSceneMgr.CreateEntity("Robot" + count.ToString(), "robot.mesh");
     ent.CastShadows = true;
     node = mSceneMgr.RootSceneNode.CreateChildSceneNode("RobotNode" + count.ToString());
     node.AttachObject(ent);
     node.Position = position;
     name = count++.ToString();
     walkSpeedFactor = 1.75f;
     mAnimationState = ent.GetAnimationState("Idle");
     mAnimationState.Loop = true;
     mAnimationState.Enabled = true;
     mWalkList = new LinkedList<Vector3>();
     lastPosition = position;
     forward = Vector3.UNIT_X;
     viewingAngle = 0.9f;
     maxView = 3000;
     returnPosition = Vector3.ZERO;
     state = "free";
     rnd = new Random();
 }
开发者ID:scauglog,项目名称:sma_mogre,代码行数:21,代码来源:SpaceMarine.cs

示例7: SetupEntity

        protected void SetupEntity(SceneManager sceneMgr, ModelBlock block)
        {
            // make a new one if it isn't created yet, clone an existing one
            string meshName = block.GetStringProperty("mesh", null);
            if (sceneMgr.HasEntity(meshName)) {
                Entity = sceneMgr.GetEntity(meshName).Clone(meshName + ID);
            }
            else {
                Entity = sceneMgr.CreateEntity(meshName, meshName);
            }

            if (block.FloatTokens.ContainsKey("renderingdistance"))
                Entity.RenderingDistance = block.GetFloatProperty("RenderingDistance", null);

            // material name
            string materialName = block.GetStringProperty("material", string.Empty);
            if (!string.IsNullOrWhiteSpace(materialName))
                Entity.SetMaterialName(materialName);

            // some other properties
            ThingEnum shad = block.GetEnumProperty("CastsShadows", ThingEnum.Some);
            if (Options.ShadowDetail == ShadowDetailOption.Many)
                Entity.CastShadows = (shad == ThingEnum.Many || shad == ThingEnum.Some);
            else if (Options.ShadowDetail == ShadowDetailOption.Some)
                Entity.CastShadows = (shad == ThingEnum.Some);
            else
                Entity.CastShadows = false;
        }
开发者ID:CisciarpMaster,项目名称:PonyKart,代码行数:28,代码来源:ModelComponent.cs

示例8: 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(0.5f, 0.5f, 0.5f);

            //-----------------------------------------------------
            // 5 Create the camera
            //-----------------------------------------------------
            camera = sceneMgr.CreateCamera("SimpleCamera");
            camera.Position = new Vector3(0f, 0f, 100f);
            // Look back along -Z
            camera.LookAt(new Vector3(0f, 0f, -300f));
            camera.NearClipDistance = 5;

            viewport = window.AddViewport(camera);
            viewport.BackgroundColour = new ColourValue(0.0f, 0.0f, 0.0f, 1.0f);

            Entity ent = sceneMgr.CreateEntity("ogre", "ogrehead.mesh");
            SceneNode node = sceneMgr.RootSceneNode.CreateChildSceneNode("ogreNode");
            node.AttachObject(ent);
        }
开发者ID:andyhebear,项目名称:mogrelibrarys,代码行数:83,代码来源:MogreForm.cs

示例9: Physics

        public Physics(SceneManager sceneMgr)
        {
            // collision configuration contains default setup for memory, collision setup
            collisionConf = new DefaultCollisionConfiguration();
            Dispatcher = new CollisionDispatcher(collisionConf);

            Broadphase = new DbvtBroadphase();

            World = new DiscreteDynamicsWorld(Dispatcher, Broadphase, null, collisionConf);
            World.Gravity = new Vector3(0, -10, 0);

            // create the ground
            CollisionShape groundShape = new BoxShape(50, 1, 50);
            CollisionShapes.Add(groundShape);
            CollisionObject ground = LocalCreateRigidBody(0, Matrix4.IDENTITY, groundShape);
            ground.UserObject = "Ground";

            // create a few dynamic rigidbodies
            float mass = 1.0f;

            CollisionShape colShape = new BoxShape(1);
            CollisionShapes.Add(colShape);
            Vector3 localInertia = colShape.CalculateLocalInertia(mass);

            var rbInfo = new RigidBodyConstructionInfo(mass, null, colShape, localInertia);

            float start_x = StartPosX - ArraySizeX / 2;
            float start_y = StartPosY;
            float start_z = StartPosZ - ArraySizeZ / 2;

            int k, i, j;
            for (k = 0; k < ArraySizeY; k++)
            {
                for (i = 0; i < ArraySizeX; i++)
                {
                    for (j = 0; j < ArraySizeZ; j++)
                    {
                        Matrix4 startTransform = new Matrix4();
                        startTransform.MakeTrans(
                            new Vector3(
                                2*i + start_x,
                                2*k + start_y,
                                2*j + start_z
                                )
                            );

                        // using motionstate is recommended, it provides interpolation capabilities
                        // and only synchronizes 'active' objects
                        int index = (k * ArraySizeX + i) * ArraySizeZ + j;
                        Entity box = sceneMgr.CreateEntity("Box" + index.ToString(), "box.mesh");
                        box.SetMaterialName("BoxMaterial/Active");
                        SceneNode boxNode = sceneMgr.RootSceneNode.CreateChildSceneNode("BoxNode" + index.ToString());
                        boxNode.AttachObject(box);
                        boxNode.Scale(new Vector3(2, 2, 2));
                        var mogreMotionState = new MogreMotionState(box, boxNode, startTransform);
                        rbInfo.MotionState = mogreMotionState;

                        RigidBody body = new RigidBody(rbInfo);
                        mogreMotionState.Body = body;

                        // make it drop from a height
                        body.Translate(new Vector3(0, 20, 0));

                        World.AddRigidBody(body);
                    }
                }
            }

            rbInfo.Dispose();
        }
开发者ID:rhynodegreat,项目名称:BulletSharp,代码行数:70,代码来源:Physics.cs

示例10: MakePlane

        // creates a single Y plane
        public static Entity MakePlane(SceneManager mgr, float size, float tile)
        {
            MeshPtr mesh = MeshManager.Singleton.CreatePlane("ground",
                ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME,
                new Plane(Vector3.UNIT_Y, 0),
                size, size, 1, 1, true, 1, tile, tile, Vector3.UNIT_Z);

            // Create a ground plane
            return mgr.CreateEntity("plane", "ground");
        }
开发者ID:RainsSoft,项目名称:ogreflow,代码行数:11,代码来源:Utils.cs

示例11: point3d

        public SceneNode point3d(string name, int id, float x, float y, float z, SceneNode node, SceneManager sceneMgr)
        {
            Entity ent;
            if (node == null)//point of reference 0,0,0
            {
                ManualObject aux = sceneMgr.CreateManualObject();
                //ent = sceneMgr.CreateEntity(name + id, this.getNameEntities());
                node = sceneMgr.RootSceneNode.CreateChildSceneNode(name + id + "Node", new Vector3(y, z, x));
                node.AttachObject(aux);
                return node;
            }
            else//create new point
            {
                float xAux = x;
                float yAux = y;

                SceneNode nodeAux;

                ent = sceneMgr.CreateEntity(name + id, getNameEntities());
                nodeAux = node.CreateChildSceneNode(name + "Node_" + id, new Vector3(yAux, z, xAux));

                nodeAux.AttachObject(ent);
                return nodeAux;
            }
        }
开发者ID:agustinsantos,项目名称:mogregis3d,代码行数:25,代码来源:BuildGeomFilter.cs

示例12: 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.........
开发者ID:,项目名称:,代码行数:101,代码来源:

示例13: init

            public bool init()
            {
                // Start with a new root to get this party started
                root = new Root();

                // Configuration buisness
                ConfigFile config = new ConfigFile();
                config.Load("resources.cfg", "\t:=", true);

                // Go through all our configuration settings
                ConfigFile.SectionIterator itor = config.GetSectionIterator();
                string secName, typeName, archName;

                // Move through all of the sections
                while (itor.MoveNext())
                {
                  secName = itor.CurrentKey;
                  ConfigFile.SettingsMultiMap settings = itor.Current;
                  foreach (KeyValuePair<string, string> pair in settings)
                  {
                typeName = pair.Key;
                archName = pair.Value;
                ResourceGroupManager.Singleton.AddResourceLocation(archName, typeName, secName);
                  }
                }

                // Configure our window and set up the RenderSystem
                bool found = false;
                foreach (RenderSystem rs in root.GetAvailableRenderers())
                {
                  root.RenderSystem = rs;
                  string rname = root.RenderSystem.Name;
                  if (rname == "Direct3D9 Rendering Subsystem")
                  {
                found = true;
                break;
                  }
                }

                // If we can't find the DirectX rendering system somethign is seriously wrong
                if (!found)
                  return false;

                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();

                // Create our SceneManager
                sceneMgr = root.CreateSceneManager(SceneType.ST_GENERIC, "SceneMgr");
                sceneMgr.AmbientLight = new ColourValue(0.5f, 0.5f, 0.5f);
                sceneMgr.ShadowTechnique = ShadowTechnique.SHADOWTYPE_STENCIL_ADDITIVE;

                // Create the camera
                camMgr = new CamManager();
                camMgr.Initialize(ref sceneMgr);

                viewport = window.AddViewport(camMgr.mainCam);
                viewport.BackgroundColour = new ColourValue(0, 0, 0, 1);

                // Load our stick here
                LoadModel("TEStick.mesh");

                // Set up ground
                Plane plane = new Plane(Mogre.Vector3.UNIT_Y, 0);
                MeshManager.Singleton.CreatePlane("ground", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, plane,
                  1500, 1500, 20, 20, true, 1, 5, 5, Mogre.Vector3.UNIT_Z);
                Entity ground = sceneMgr.CreateEntity("GroundEnt", "ground");
                sceneMgr.RootSceneNode.CreateChildSceneNode().AttachObject(ground);

                ground.SetMaterialName("Examples/Rockwall");
                ground.CastShadows = false;

                // Set up some lights
                Light pointLight = sceneMgr.CreateLight("pointLight");
                pointLight.Type = Light.LightTypes.LT_POINT;
                pointLight.Position = new Mogre.Vector3(0, 150, 250);
                pointLight.DiffuseColour = ColourValue.White;
                pointLight.SpecularColour = ColourValue.White;

                Light directionalLight = sceneMgr.CreateLight("directionalLight");
                directionalLight.Type = Light.LightTypes.LT_DIRECTIONAL;
                directionalLight.DiffuseColour = new ColourValue(.25f, .25f, 0);
                directionalLight.SpecularColour = new ColourValue(.25f, .25f, 0);
                directionalLight.Direction = new Mogre.Vector3(0, -1, 1);

                Light spotLight = sceneMgr.CreateLight("spotLight");
                spotLight.Type = Light.LightTypes.LT_SPOTLIGHT;
                spotLight.DiffuseColour = ColourValue.White;
                spotLight.SpecularColour = ColourValue.White;
                spotLight.Direction = new Mogre.Vector3(-1, -1, 0);
                spotLight.Position = new Mogre.Vector3(300, 300, 0);
                spotLight.SetSpotlightRange(new Degree(35), new Degree(50));

                // Set up our Input
                root.FrameRenderingQueued += new FrameListener.FrameRenderingQueuedHandler(Input);
//.........这里部分代码省略.........
开发者ID:aczarno,项目名称:StickMagik,代码行数:101,代码来源:OgreForm.cs


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