本文整理汇总了C#中SceneNode.Rotate方法的典型用法代码示例。如果您正苦于以下问题:C# SceneNode.Rotate方法的具体用法?C# SceneNode.Rotate怎么用?C# SceneNode.Rotate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SceneNode
的用法示例。
在下文中一共展示了SceneNode.Rotate方法的5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: Elevator
public Elevator(string meshName, float mass, Vector3 v, bool flaga)
{
//tworzy grafike playera i podczepia mu kontroler, obsluguje animacje i uaktualnia kontroler
m_HeadOffset = new Vector3(0, 0.1f, 0);
//headoffset powinien byc chyba zmienny dla croucha itp
m_Entity = Core.Singleton.SceneManager.CreateEntity(meshName);
m_Node = Core.Singleton.SceneManager.RootSceneNode.CreateChildSceneNode();
m_Node.AttachObject(m_Entity);
m_Node.Rotate(new Mogre.Quaternion(new Mogre.Radian(Mogre.Math.RadiansToDegrees(20)), new Mogre.Vector3(0f, 1f, 0f)));
m_Node.SetPosition(v.x, v.y, v.z);
SetPhysics(m_Entity, m_Node, mass);
}
示例2: setupTapMotion
//.........这里部分代码省略.........
mNode = mSceneManager.RootSceneNode.CreateChildSceneNode("WiimoteNode",
new Vector3(0f, 0f, 0f));
SceneNode l_WimmoteTapMotionNode = mNode.CreateChildSceneNode("WiimoteTapMotionNode",
new Vector3(0f, 0f, 0f));
SceneNode l_Wiimote1LineNode = l_WimmoteTapMotionNode.CreateChildSceneNode("Wiimote1LineNode",
new Vector3(0f, 0f, 0f));
drawLine(l_Wiimote1LineNode, "Wiimote1LineNode", new Vector3(0f, l_StartingYPosition, l_StartingZPosition),
new Vector3(0f, l_EndingYPosition, l_EndingZPosition));
SceneNode l_Wiimote1LineShoeNode = l_Wiimote1LineNode.CreateChildSceneNode("Wiimote1LineShoeNode", new Vector3(0f, l_EndingYPosition / 8, l_EndingZPosition / 8));
drawCircle(l_Wiimote1LineShoeNode, "WiimoteLine1Shoe");
l_Wiimote1LineNode.Translate(l_Wiimote1XPosition, 0f, 0f);
l_Wiimote1LineNode.Translate(0, 0f, 0f);
SceneNode l_Wiimote2LineNode = l_WimmoteTapMotionNode.CreateChildSceneNode("Wiimote2LineNode",
new Vector3(0f, 0f, 0f));
drawLine(l_Wiimote2LineNode, "Wiimote2LineNode", new Vector3(0, l_StartingYPosition, l_StartingZPosition),
new Vector3(0, l_EndingYPosition, l_EndingZPosition));
SceneNode l_Wiimote2LineShoeNode = l_Wiimote2LineNode.CreateChildSceneNode("Wiimote2LineShoeNode", new Vector3(0f, l_EndingYPosition / 8, l_EndingZPosition / 8));
drawCircle(l_Wiimote2LineShoeNode, "WiimoteLine2Shoe");
l_Wiimote2LineNode.Translate(l_Wiimote2XPosition, 0f, 0f);
mWiimote1SceneNode = l_Wiimote1LineShoeNode.CreateChildSceneNode("Wiimote1SceneNode",
new Vector3(0f, 0f, 0f));
mWiimote2SceneNode = l_Wiimote2LineShoeNode.CreateChildSceneNode("Wiimote2SceneNode",
new Vector3(0f, 0f, 0f));
WiimoteOrgeControlCSVParser l_Parser = new WiimoteOrgeControlCSVParser();
l_Parser.loadShapeData(mDynamicShapes);
int l_ShapeIndex = 0;
SceneNode l_SceneNode = null;
Mogre.Degree l_ShoeYawAngle = new Mogre.Degree(90);
Mogre.Degree l_ShoePitchAngle = new Mogre.Degree(-20);
Mogre.Degree l_DegreeRollAngle = new Mogre.Degree(30);
foreach (WiimoteOrgeControlShape l_Shape in mDynamicShapes)
{
l_ShapeIndex++;
if (l_Shape.Foot.CompareTo(ProjectCommon.ProjectConstants.SHAPE_LEFT_FOOT) == 0)
l_SceneNode = mWiimote1SceneNode.CreateChildSceneNode("Wiimote1Node" + l_ShapeIndex, new Vector3(0,//l_Wiimote1XPosition,
l_StartingYPosition * l_Shape.Time,
l_StartingZPosition * l_Shape.Time));
else
l_SceneNode = mWiimote2SceneNode.CreateChildSceneNode("Wiimote2Node" + l_ShapeIndex, new Vector3(0,//l_Wiimote2XPosition,
l_StartingYPosition * l_Shape.Time,
l_StartingZPosition * l_Shape.Time));
l_SceneNode.Scale(2f, 2f, 2f);
l_SceneNode.Yaw(l_ShoeYawAngle);
// l_SceneNode.Pitch(l_ShoePitchAngle);
// l_SceneNode.Roll(30);
InitialShoeRollAngle = l_SceneNode.Orientation.Roll.ValueDegrees;
InitialShoePitchAngle = l_SceneNode.Orientation.Pitch.ValueDegrees;
mInitialShoeAxis = l_SceneNode.Orientation;
mInitialShoeAxis.w = InitialShoeRollAngle;
drawShoe(l_SceneNode, "Shoe" + l_ShapeIndex);
//TODO : Need to get back movable text
// create entity
// MovableText msg = new MovableText("txt001", l_Shape.Message, "BlueHighway", 6, new ColourValue(200, 50, 200));
// msg.SetTextAlignment(MovableText.HorizontalAlignment.H_CENTER, MovableText.VerticalAlignment.V_ABOVE);
// msg.AdditionalHeight = 8.0f;
// attach to a SceneNode
// l_SceneNode.AttachObject(msg);
}
/*
// SceneNode l_TestShoeNode = mNode.CreateChildSceneNode("TestShoeNode",new Vector3(0f, 0f, 0f));
SceneNode l_TestShoeNode = SceneManager.RootSceneNode.CreateChildSceneNode("TestShoeNode",new Vector3(0f, 0f, 0f));
drawShoe(l_TestShoeNode,"TestShoe");
l_TestShoeNode.Scale(5f, 5f, 5f);
Mogre.Degree l_ShoeYawAngle = new Mogre.Degree(90);
l_TestShoeNode.Yaw(l_ShoeYawAngle.ValueRadians);
Mogre.Degree l_ShoePitchAngle = new Mogre.Degree(-20);
l_TestShoeNode.Pitch(l_ShoePitchAngle.ValueRadians);
*/
mNode.Translate(new Vector3(mWidth / 8, 0f, 0f));
Mogre.Degree l_DegreeAngle = new Mogre.Degree(-15);
// l_WimmoteTapMotionNode.Yaw(l_DegreeAngle.ValueRadians);
mQuatDirection = new Quaternion(l_DegreeAngle.ValueRadians, Vector3.UNIT_Z);
mNode.Rotate(mQuatDirection);
mDirection = new Vector3(0f, l_EndingYPosition / 8, l_EndingZPosition / 8).NormalisedCopy;
mTapNodePosition = mDirection;
}
示例3: CreateScene
// Scene creation
public override void CreateScene()
{
// Set ambient light
sceneMgr.AmbientLight = new ColourValue(0.2F, 0.2F, 0.2F);
// Create a skydome
sceneMgr.SetSkyDome(true, "Examples/CloudySky", 5, 8);
// Create a light
Light l = sceneMgr.CreateLight("MainLight");
// Accept default settings: point light, white diffuse, just set position
// NB I could attach the light to a SceneNode if I wanted it to move automatically with
// other objects, but I don't
l.Position = new Vector3(20F, 80F, 50F);
// Define a floor plane mesh
Plane p;
p.normal = Vector3.UNIT_Y;
p.d = 200;
MeshManager.Singleton.CreatePlane("FloorPlane", ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, p, 200000F, 20000F, 20, 20, true, 1, 50F, 50F, Vector3.UNIT_Z);
Entity ent;
// Create an entity (the floor)
ent = sceneMgr.CreateEntity("floor", "FloorPlane");
ent.SetMaterialName("Examples/RustySteel");
// Attach to child of root node, better for culling (otherwise bounds are the combination of the 2)
sceneMgr.RootSceneNode.CreateChildSceneNode().AttachObject(ent);
// Add a head, give it it's own node
headNode = sceneMgr.RootSceneNode.CreateChildSceneNode();
ent = sceneMgr.CreateEntity("head", "cylinder.mesh");
//ent.SetMaterialName("materials/texturesRustySteel");
// y
// ^
// |
// x <---x z
headNode.AttachObject(ent);
headNode.Scale(2,10,10);
//headNode.Rotate(new Vector3(0,0,1), new Radian(Math.PI / 2F));
headNode.Rotate(new Vector3(0, 0, 1F), Math.HALF_PI);
// Make sure the camera track this node
//camera.SetAutoTracking(true, headNode);
// Create the camera node & attach camera
SceneNode camNode = sceneMgr.RootSceneNode.CreateChildSceneNode();
camNode.AttachObject(camera);
// set up spline animation of node
//Animation anim = sceneMgr.CreateAnimation("CameraTrack", 10F);
// Spline it for nice curves
//anim.SetInterpolationMode(Animation.InterpolationMode.IM_SPLINE);
//// Create a track to animate the camera's node
//NodeAnimationTrack track = anim.CreateNodeTrack(0, camNode);
//// Setup keyframes
//TransformKeyFrame key = track.CreateNodeKeyFrame(0F); // startposition
//key = track.CreateNodeKeyFrame(2.5F);
//key.Translate = new Vector3(500F, 500F, -1000F);
//key = track.CreateNodeKeyFrame(5F);
//key.Translate = new Vector3(-1500F, 1000F, -600F);
//key = track.CreateNodeKeyFrame(7.5F);
//key.Translate = new Vector3(0F, 100F, 0F);
//key = track.CreateNodeKeyFrame(10F);
//key.Translate = new Vector3(0F, 0F, 0F);
//// Create a new animation state to track this
//animState = sceneMgr.CreateAnimationState("CameraTrack");
//animState.Enabled = true;
// Put in a bit of fog for the hell of it
//sceneMgr.SetFog(FogMode.FOG_EXP, ColourValue.White, 0.0002F);
}
示例4: ChangeVisible
/// <summary>
/// Changes the bullet visibility. Visible is true -> Creates SceneNode and checks Entity (if is null -> initializes).
/// Visible is false -> Destroys SceneNode and save actual position.
/// </summary>
public virtual void ChangeVisible(bool visible)
{
if (visible && sceneNode == null) {
// Controls if the entity is inicialized
if (entity == null) {
entity = Game.SceneManager.CreateEntity(name, mesh);
}
sceneNode = Game.SceneManager.RootSceneNode.CreateChildSceneNode(name + "Node", position);
sceneNode.AttachObject(entity);
Vector3 src = sceneNode.Orientation * Vector3.NEGATIVE_UNIT_Z;
// SceneNode rotation
if ((1.0f + src.DotProduct(direction)) < 0.0001f) {
sceneNode.Yaw(new Angle(180.0f));
} else {
Quaternion quat = src.GetRotationTo(direction);
sceneNode.Rotate(quat);
}
} else {
if (sceneNode != null) {
position = sceneNode.Position;
Game.SceneManager.DestroySceneNode(sceneNode);
sceneNode = null;
}
}
}
示例5: setWindow
public override void setWindow(OgreWindow win)
{
this.win = win;
//// Create a slot machine barrel
entity_myentity = win.mSceneMgr.CreateEntity("cylinder123", "cylinder.mesh");
entity_myentity.CastShadows = true;
sn_barrel1 = win.mSceneMgr.RootSceneNode.CreateChildSceneNode();
sn_barrel1.AttachObject(entity_myentity);
sn_barrel1.Position -= new Mogre.Vector3(8f, 6f, 14f);
sn_barrel1.Rotate(new Mogre.Vector3(0.0f, 0.0f, 1.0f), new Radian(1.55f));
//// Create a slot machine barrel
entity_myentity2 = win.mSceneMgr.CreateEntity("cylinder2", "cylinder.mesh");
entity_myentity2.CastShadows = true;
sn_barrel2 = win.mSceneMgr.RootSceneNode.CreateChildSceneNode();
sn_barrel2.AttachObject(entity_myentity2);
sn_barrel2.Position -= new Mogre.Vector3(7.42f, 6f, 14f);
sn_barrel2.Rotate(new Mogre.Vector3(0.0f, 0.0f, 1.0f), new Radian(1.55f));
//// Create a slot machine barrel
entity_myentity3 = win.mSceneMgr.CreateEntity("cylinder3", "cylinder.mesh");
entity_myentity3.CastShadows = true;
sn_barrel3 = win.mSceneMgr.RootSceneNode.CreateChildSceneNode();
sn_barrel3.AttachObject(entity_myentity3);
sn_barrel3.Position -= new Mogre.Vector3(6.84f, 6f, 14f);
sn_barrel3.Rotate(new Mogre.Vector3(0.0f, 0.0f, 1.0f), new Radian(1.55f));
//// Create a slot machine barrel
entity_myentity4 = win.mSceneMgr.CreateEntity("cylinder4", "cylinder.mesh");
entity_myentity4.CastShadows = true;
sn_barrel4 = win.mSceneMgr.RootSceneNode.CreateChildSceneNode();
sn_barrel4.AttachObject(entity_myentity4);
sn_barrel4.Position -= new Mogre.Vector3(6.26f, 6f, 14f);
sn_barrel4.Rotate(new Mogre.Vector3(0.0f, 0.0f, 1.0f), new Radian(1.55f));
ent1 = win.mSceneMgr.CreateEntity("border", "border.mesh");
ent1.CastShadows = true;
sn1 = win.mSceneMgr.RootSceneNode.CreateChildSceneNode();
sn1.AttachObject(ent1);
sn1.Position -= new Mogre.Vector3(8.14f, 6f, 14f);
//ent1 = win.mSceneMgr.CreateEntity("zeliard", "zeliard.mesh");
//ent1.CastShadows = true;
//sn1 = win.mSceneMgr.RootSceneNode.CreateChildSceneNode();
//sn1.AttachObject(ent1);
//sn1.Position -= new Mogre.Vector3(3f, 6f, 14f);
}