本文整理汇总了C#中SceneNode.SetPosition方法的典型用法代码示例。如果您正苦于以下问题:C# SceneNode.SetPosition方法的具体用法?C# SceneNode.SetPosition怎么用?C# SceneNode.SetPosition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.SetPosition方法的4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);
}
示例2: 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3: SetGrid
public void SetGrid()
{
mainGrid = sceneMgr.RootSceneNode.CreateChildSceneNode("mainGrid_node");
mainGrid.SetPosition(0, -0.05f, 0);
mainGrid.AttachObject(CreateGrid(sceneMgr, 30f, 1f, "main"));
mainGrid.SetVisible(false);
}
示例4: CreateScene
protected override void CreateScene()
{
// Set ambient light
sceneMgr.AmbientLight = new ColourValue(0.75f, 0.75f, 0.75f);
// 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(200, 700, 100);
sceneMgr.ShadowTechnique = ShadowTechnique.SHADOWTYPE_TEXTURE_MODULATIVE;
// Create a skydome
sceneMgr.SetSkyDome(true, "Examples/CloudySky", 30, 5);
// Put in a bit of fog for the hell of it
sceneMgr.SetFog(FogMode.FOG_EXP, ColourValue.White, 0.0001f, 0.5f);
// Define a floor plane mesh
Plane p = new Plane();
p.normal = Vector3.UNIT_Y;
p.d = 180;
MeshManager.Singleton.CreatePlane("FloorPlane",
ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME,
p, PLANE_SIZE * 1000, PLANE_SIZE * 1000, 20, 20, true, 1, 50, 50, Vector3.UNIT_Z);
Entity ent = sceneMgr.CreateEntity("floorEntity", "FloorPlane");
ent.SetMaterialName("Examples/RustySteel");
ent.CastShadows = false;
SceneNode floorNode = sceneMgr.RootSceneNode.CreateChildSceneNode("floorSceneNode");
floorNode.AttachObject(ent);
// Add a head, give it it's own node
// The Ogre head faces to Z
headNode = sceneMgr.RootSceneNode.CreateChildSceneNode("headSceneNode");
ent = sceneMgr.CreateEntity("head", "ogrehead.mesh");
ent.CastShadows = true;
headNode.AttachObject(ent);
atheneNode = sceneMgr.RootSceneNode.CreateChildSceneNode("atheneSceneNode");
//Entity *Athene = mSceneMgr->createEntity( "Razor", "razor.mesh" );
Entity Athene = sceneMgr.CreateEntity("Athene", "athene.mesh");
Athene.SetMaterialName("Examples/Athene/NormalMapped");
Athene.CastShadows = true;
atheneNode.AttachObject(Athene);
atheneNode.SetPosition(500, -100, 500);
// Obstacle for collisions detection
SceneNode barrelNode = sceneMgr.RootSceneNode.CreateChildSceneNode("barrelSceneNode");
Entity barrel = sceneMgr.CreateEntity("barrel", "barrel.mesh");
barrel.CastShadows = true;
barrelNode.AttachObject(barrel);
barrelNode.SetPosition(1300, -100, 500);
barrelNode.SetScale(40, 40, 40);
// Create light node
SceneNode lightNode = sceneMgr.RootSceneNode.CreateChildSceneNode("lightSceneNode");
lightNode.AttachObject(l);
goto cameraControl;
// set up spline animation of node
Animation anim = sceneMgr.CreateAnimation("HeadTrack", 20);
// Spline it for nice curves
anim.SetInterpolationMode(Mogre.Animation.InterpolationMode.IM_SPLINE);
// Create a track to animate the camera's node
NodeAnimationTrack track = anim.CreateNodeTrack(0, headNode);
// Setup keyframes
TransformKeyFrame key = track.CreateNodeKeyFrame(0); // startposition
key.Translate = new Vector3(0, 0, 0);
key.Rotation = Quaternion.IDENTITY;
key = track.CreateNodeKeyFrame(2.5f);
key.Translate = new Vector3(0, 0, 1000);
key.Rotation = Vector3.UNIT_Z.GetRotationTo(new Vector3(1000, 0, 1000));
key = track.CreateNodeKeyFrame(5);
key.Translate = new Vector3(1000, 0, 1000);
key.Rotation = Vector3.UNIT_Z.GetRotationTo(new Vector3(1000, 0, 0));
key = track.CreateNodeKeyFrame(7.5f);
key.Translate = new Vector3(1000, 0, 0);
key.Rotation = Vector3.UNIT_Z.GetRotationTo(Vector3.NEGATIVE_UNIT_X);
key = track.CreateNodeKeyFrame(10);
key.Translate = new Vector3(0, 0, 0);
// Second round
key = track.CreateNodeKeyFrame(11);
key.Translate = new Vector3(0, 0, 400);
key.Rotation = new Quaternion(new Radian(3.14f / 4.0f), Vector3.UNIT_Z);
key = track.CreateNodeKeyFrame(11.5f);
key.Translate = new Vector3(0, 0, 600);
key.Rotation = new Quaternion(new Radian(-3.14f / 4.0f), Vector3.UNIT_Z);
key = track.CreateNodeKeyFrame(12.5f);
key.Translate = new Vector3(0, 0, 1000);
//.........这里部分代码省略.........