当前位置: 首页>>代码示例>>C#>>正文


C# SceneNode.Roll方法代码示例

本文整理汇总了C#中SceneNode.Roll方法的典型用法代码示例。如果您正苦于以下问题:C# SceneNode.Roll方法的具体用法?C# SceneNode.Roll怎么用?C# SceneNode.Roll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.Roll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()
        {
            // Set ambient light
            sceneMgr.AmbientLight = new ColourValue(0.2f, 0.2f, 0.2f);
            // Skybox
            sceneMgr.SetSkyBox(true, "Examples/MorningSkyBox");

            // Create a light
            Light l = sceneMgr.CreateLight("MainLight");
            l.Type = Light.LightTypes.LT_DIRECTIONAL;
            Vector3 dir = new Vector3(0.5f, -1, 0);
            dir.Normalise();
            l.Direction = dir;
            l.DiffuseColour = new ColourValue(1.0f, 1.0f, 0.8f);
            l.SpecularColour= new ColourValue(1.0f, 1.0f, 1.0f);

            // Create a prefab plane
            mPlane = new MovablePlane(Vector3.UNIT_Y, 0);

            MeshManager.Singleton.CreatePlane("ReflectionPlane",
                                              ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME,
                                              mPlane._getDerivedPlane(), 2000, 2000,
                                              1, 1, true, 1, 1, 1, Vector3.UNIT_Z);
            mPlaneEnt = sceneMgr.CreateEntity( "Plane", "ReflectionPlane" );

            // Create an entity from a model (will be loaded automatically)
            Entity knotEnt = sceneMgr.CreateEntity("Knot", "knot.mesh");

            // Create an entity from a model (will be loaded automatically)
            Entity ogreHead = sceneMgr.CreateEntity("Head", "ogrehead.mesh");

            knotEnt.SetMaterialName("Examples/TextureEffect2");

            // Attach the rtt entity to the root of the scene
            SceneNode rootNode = sceneMgr.RootSceneNode;
            mPlaneNode = rootNode.CreateChildSceneNode();

            // Attach both the plane entity, and the plane definition
            mPlaneNode.AttachObject(mPlaneEnt);
            mPlaneNode.AttachObject(mPlane);
            mPlaneNode.Translate(0, -10, 0);
            // Tilt it a little to make it interesting
            mPlaneNode.Roll(new Degree(5));

            rootNode.CreateChildSceneNode( "Head" ).AttachObject( ogreHead );

            TexturePtr texture = TextureManager.Singleton.CreateManual( "RttTex",
                                                                       ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME,
                                                                       TextureType.TEX_TYPE_2D,
                                                                       512, 512, 0,
                                                                       PixelFormat.PF_R8G8B8,
                                                                       (int) TextureUsage.TU_RENDERTARGET );
            RenderTarget rttTex = texture.GetBuffer().GetRenderTarget();

                mReflectCam = sceneMgr.CreateCamera("ReflectCam");
                mReflectCam.NearClipDistance = camera.NearClipDistance;
                mReflectCam.FarClipDistance = camera.FarClipDistance;
                mReflectCam.AspectRatio =
                    (float)window.GetViewport(0).ActualWidth /
                    (float)window.GetViewport(0).ActualHeight;
                mReflectCam.FOVy = camera.FOVy;

                Viewport v = rttTex.AddViewport( mReflectCam );
                v.SetClearEveryFrame(true);
                v.BackgroundColour = ColourValue.Black;

                MaterialPtr mat = MaterialManager.Singleton.Create("RttMat",
                                                                   ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME);
                TextureUnitState t = mat.GetTechnique(0).GetPass(0).CreateTextureUnitState("RustedMetal.jpg");
                t = mat.GetTechnique(0).GetPass(0).CreateTextureUnitState("RttTex");
                // Blend with base texture
                t.SetColourOperationEx(LayerBlendOperationEx.LBX_BLEND_MANUAL,
                                       LayerBlendSource.LBS_TEXTURE,
                                       LayerBlendSource.LBS_CURRENT,
                                       ColourValue.White,
                                       ColourValue.White, 0.25f);
                t.SetTextureAddressingMode(TextureUnitState.TextureAddressingMode.TAM_CLAMP);
                t.SetProjectiveTexturing(true, mReflectCam);
                rttTex.PostRenderTargetUpdate += postRenderTargetUpdate;
                rttTex.PreRenderTargetUpdate += preRenderTargetUpdate;

                // set up linked reflection
                mReflectCam.EnableReflection(mPlane);
                // Also clip
                mReflectCam.EnableCustomNearClipPlane(mPlane);

            // Give the plane a texture
            mPlaneEnt.SetMaterialName("RttMat");

            // Add a whole bunch of extra transparent entities
            Entity cloneEnt;
            for (int n = 0; n < 10; ++n)
            {
                // Create a new node under the root
                SceneNode node = sceneMgr.CreateSceneNode();
                // Random translate
                Vector3 nodePos;
                nodePos.x = Mogre.Math.SymmetricRandom() * 750.0f;
                nodePos.y = Mogre.Math.SymmetricRandom() * 100.0f + 25;
//.........这里部分代码省略.........
开发者ID:andyhebear,项目名称:mogresdk,代码行数:101,代码来源:RenderToTextureApplication.cs


注:本文中的SceneNode.Roll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。