本文整理汇总了C#中SceneNode.Translate方法的典型用法代码示例。如果您正苦于以下问题:C# SceneNode.Translate方法的具体用法?C# SceneNode.Translate怎么用?C# SceneNode.Translate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.Translate方法的3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: WallPlane1
/// <summary>
/// This method generates a plane in an Entity which will be used as a wall
/// </summary>
private void WallPlane1()
{
plane1 = new Plane(Vector3.UNIT_X, -0);
MeshPtr wallMeshPtr = MeshManager.Singleton.CreatePlane("wall1",
ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, plane1, wallWidth,
wallHeight, wallXSegs, wallZSegs, true, 1, uTiles, vTiles,
Vector3.UNIT_Z);
wallEntity1 = mSceneMgr.CreateEntity("wall1");
wallNode1 = mSceneMgr.CreateSceneNode();
wallNode1.Translate(new Vector3(500, 000, 000));
wallNode1.Yaw(bob);
wallNode1.AttachObject(wallEntity1);
mSceneMgr.RootSceneNode.AddChild(wallNode1);
//wallEntity.SetMaterialName("Meteor");
}
示例2: setupTapMotion
protected void setupTapMotion()
{
float l_Wiimote1XPosition = -1 * mWidth / 32;
float l_Wiimote2XPosition = 1 * mWidth / 32;
float l_StartingYPosition = mHeight / 1.5f;
float l_EndingYPosition = -1 * mHeight / 1.5f;
float l_StartingZPosition = -1 * mWidth / 2;
float l_EndingZPosition = mWidth / 2;
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));
//.........这里部分代码省略.........
示例3: 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.........