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C# SceneNode.Scale方法代码示例

本文整理汇总了C#中SceneNode.Scale方法的典型用法代码示例。如果您正苦于以下问题:C# SceneNode.Scale方法的具体用法?C# SceneNode.Scale怎么用?C# SceneNode.Scale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.Scale方法的6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: Barrel

 public Barrel(string meshName, Vector3 v, float mass)
 {
     m_Entity = Core.Singleton.SceneManager.CreateEntity(meshName);
     m_Node = Core.Singleton.SceneManager.RootSceneNode.CreateChildSceneNode();
     m_Node.AttachObject(m_Entity);
     m_Node.Scale(0.1f, 0.1f, 0.1f);
     m_Node.Scale(new Vector3(0.3f, 0.3f, 0.3f));
     // m_Node.Rotate(new Mogre.Quaternion(new Mogre.Radian(1.57f), new Mogre.Vector3(0f, 0f, 1f) ));
     m_Node.SetPosition(v.x, v.y, v.z);
     SetPhysics(m_Entity, m_Node, mass);
 }
开发者ID:secred,项目名称:Tachycardia,代码行数:11,代码来源:Barrel.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: setupVideo

        protected void setupVideo()
        {
            mCubeSceneNode = mSceneManager.RootSceneNode.CreateChildSceneNode("CubeNode",
                new Vector3(0f, 0f, 0f));
            // Create knot objects so we can see movement
            //            mCubeEntity = mSceneManager.CreateEntity("CubeShape", SceneManager.PrefabType.PT_CUBE);
            mCubeEntity = mSceneManager.CreateEntity("CubeShape", SceneManager.PrefabType.PT_PLANE);
            mCubeSceneNode.AttachObject(mCubeEntity);
            mCubeSceneNode.Scale(1.5f, 1.5f, 1.5f);

            mvideoWidth = 1024;
            mvideoHeight = 768;

            setTextureDimensions(false);

            setupVideoGraphicsObject();

            Thread lRenderVideoThread = new Thread(new ThreadStart(renderVideoThread));
            lRenderVideoThread.Start();

            cam = new Capture(Configuration.getConfiguration().TrainingVideoFile, "Test String", mParentWindow, false, new VideoUserOptions(),null);
            cam.VideoBufferReceivedEvent += new Capture.OnVideoBufferReceivedEvent(OnVideoBufferReceivedEvent);
            cam.Start();
        }
开发者ID:sachindeshpande,项目名称:TRapperProject,代码行数:24,代码来源:MogreWrapperMain.cs

示例4: CreateHeart

 /// <summary>
 /// This method initializes the heart node and entity
 /// </summary>
 /// <param name="n"> A numeric tag used to determine the heart postion on sceen </param>
 /// <returns></returns>
 private SceneNode CreateHeart(int n)
 {
     lifeEntity = mSceneMgr.CreateEntity("Heart.mesh");
     lifeEntity.SetMaterialName("HeartHMD");
     SceneNode livesNode;
     livesNode = new SceneNode(mSceneMgr);
     livesNode.AttachObject(lifeEntity);
     livesNode.Scale(new Vector3(0.15f, 0.15f, 0.15f));
     //livesNode.Position = new Vector3(3f, 3f, -8) - n * 0.5f * Vector3.UNIT_X; ;
     livesNode.Position = new Vector3(3f, 3.5f, -5.5f) - n * 0.5f * Vector3.UNIT_X; ;
     livesNode.SetVisible(true);
     return livesNode;
 }
开发者ID:Bobbylon5,项目名称:Mogre14,代码行数:18,代码来源:GameInterface.cs

示例5: 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);
        }
开发者ID:joproulx,项目名称:FrisbeeSimulator,代码行数:80,代码来源:Program.cs

示例6: Load

        /// <summary>
        /// This method load the bomb mesh and its physics object
        /// </summary>
        private void Load()
        {
            removeMe = false;
            bombEntity = mSceneMgr.CreateEntity("Bomb.mesh");

            bombNode = mSceneMgr.CreateSceneNode();
            bombNode.Scale(2, 2, 2);
            bombNode.AttachObject(bombEntity);
            mSceneMgr.RootSceneNode.AddChild(bombNode);

            physObj = new PhysObj(10, "Bomb", 0.1f, 0.5f);
            physObj.SceneNode = bombNode;
            physObj.AddForceToList(new WeightForce(physObj.InvMass));

            Physics.AddPhysObj(physObj);
        }
开发者ID:Bobbylon5,项目名称:Mogre14,代码行数:19,代码来源:Bomb.cs


注:本文中的SceneNode.Scale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。