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C# SceneNode.DetachAllObjects方法代码示例

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


在下文中一共展示了SceneNode.DetachAllObjects方法的2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: RemoveAndDestroyLife

 /// <summary>
 /// This method remove from the 3D overlay and destries the passed scene node
 /// </summary>
 /// <param name="life"></param>
 private void RemoveAndDestroyLife(SceneNode life)
 {
     overlay3D.Remove3D(life);
     lives.Remove(life);
     MovableObject heart = life.GetAttachedObject(0);
     life.DetachAllObjects();
     life.Dispose();
     heart.Dispose();
 }
开发者ID:Bobbylon5,项目名称:Mogre14,代码行数:13,代码来源:GameInterface.cs

示例2: SetViewModel

        public List<String> SetViewModel(String _model)
        {
            String nameOnly = Path.GetFileNameWithoutExtension(_model);
            String filename = Path.GetFileName(_model);
            String modelDir = Path.GetDirectoryName(_model);

            AddResourcesDirectory(nameOnly, modelDir);

            if (sceneMgr.HasEntity(nameOnly))
                sceneMgr.DestroyEntity(nameOnly);

            modelEntity = sceneMgr.CreateEntity(nameOnly, filename, nameOnly);

            if (sceneMgr.HasSceneNode(MODEL_NODE))
                sceneMgr.DestroySceneNode(MODEL_NODE);

            modelNode = sceneMgr.RootSceneNode.CreateChildSceneNode(MODEL_NODE);
            modelNode.SetInitialState();

            modelNode.DetachAllObjects();
            modelNode.AttachObject(modelEntity);

            // check for material textures
            foreach (var subMesh in modelEntity.GetMesh().GetSubMeshIterator())
            {
                bool needsReload = false;
                var matPtr = (MaterialPtr)MaterialManager.Singleton.GetByName(subMesh.MaterialName);
                if (matPtr != null)
                {
                    foreach (var mtrPass in matPtr.GetTechnique(0).GetPassIterator())
                    {
                        foreach (var mtrTex in mtrPass.GetTextureUnitStateIterator())
                        {
                            if (mtrTex.IsTextureLoadFailing)
                            {
                                mtrTex.SetTextureName(mtrTex.TextureName.Replace(".png", ".dds"));
                                needsReload = true;
                            }
                        }
                    }
                }
                if (needsReload) matPtr.Reload();
            }

            //if (modelEntity.HasSkeleton)
            //{
            //    foreach (String skltFiles in Directory.GetFiles(modelDir, "*.skeleton"))
            //    {
            //        try
            //        {
            //            SkeletonPtr source = SkeletonManager.Singleton.Load(Path.GetFileName(skltFiles), "General");
            //            Skeleton.BoneHandleMap boneHandleMap = new Skeleton.BoneHandleMap();
            //            source._buildMapBoneByHandle(source, boneHandleMap);
            //            modelEntity.Skeleton._mergeSkeletonAnimations(source, boneHandleMap);
            //            modelEntity.Skeleton._refreshAnimationState(modelEntity.AllAnimationStates);
            //        }
            //        catch { }
            //    }
            //    modelEntity.DisplaySkeleton = true;
            //}

            SetInitialCamera(modelEntity, modelNode);

            if (sceneMgr.HasLight("SimpleLight"))
                sceneMgr.DestroyLight("SimpleLight");

            Light light = sceneMgr.CreateLight("SimpleLight");
            sceneMgr.RootSceneNode.AttachObject(light);
            light.DiffuseColour = new ColourValue(1f, 1f, 1f);
            light.Position = this.camera.Position;
            light.Direction = this.camera.Direction;

            return GetAnimationNames(modelEntity);
        }
开发者ID:realmzero,项目名称:RZModelViewer,代码行数:74,代码来源:OgreWindow.cs


注:本文中的SceneNode.DetachAllObjects方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。