本文整理汇总了C#中SceneNode._getDerivedPosition方法的典型用法代码示例。如果您正苦于以下问题:C# SceneNode._getDerivedPosition方法的具体用法?C# SceneNode._getDerivedPosition怎么用?C# SceneNode._getDerivedPosition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._getDerivedPosition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: KnightyCamera
public KnightyCamera(string name)
: base(name)
{
var sceneMgr = LKernel.GetG<SceneManager>();
// make our camera and set some properties
Camera = sceneMgr.CreateCamera(name);
Camera.NearClipDistance = 0.1f;
Camera.FarClipDistance = 700f;
Camera.AutoAspectRatio = true;
// create the nodes we're going to interpolate
CameraNode = sceneMgr.RootSceneNode.CreateChildSceneNode(name + "_KnightyCameraNode", new Vector3(0, Settings.Default.CameraNodeYOffset, Settings.Default.CameraNodeZOffset));
TargetNode = sceneMgr.RootSceneNode.CreateChildSceneNode(name + "_KnightyCameraTargetNode", new Vector3(0, Settings.Default.CameraTargetYOffset, 0));
CameraNode.SetAutoTracking(true, TargetNode);
CameraNode.SetFixedYawAxis(true);
CameraNode.AttachObject(Camera);
// create the fixed nodes that are attached to the kart
followKart = LKernel.GetG<PlayerManager>().MainPlayer.Kart;
kartCamNode = followKart.RootNode.CreateChildSceneNode(name + "_KartKnightyCameraNode", new Vector3(0, Settings.Default.CameraNodeYOffset, Settings.Default.CameraNodeZOffset));
kartTargetNode = followKart.RootNode.CreateChildSceneNode(name + "_KartKnightyCameraTargetNode", new Vector3(0, Settings.Default.CameraTargetYOffset, 0));
CameraNode.Position = kartCamNode._getDerivedPosition();
TargetNode.Position = kartTargetNode._getDerivedPosition();
// initialise some stuff for the ray casting
rayLength = (CameraNode.Position - TargetNode.Position).Length;
world = LKernel.GetG<PhysicsMain>().World;
}
示例2: ConvertToHull
/// <summary>
/// Give it an entity and it'll create a BulletSharp.ConvexHullShape out of it
/// </summary>
/// <param name="ent">The entity to convert. It'll grab its mesh and use all of its submeshes</param>
/// <param name="node">The node the entity is attached to. We aren't modifying it, but we'll use its transforms</param>
/// <returns>A bullet trimesh</returns>
public static ConvexHullShape ConvertToHull(Entity ent, SceneNode node)
{
return ConvertToHull(ent.GetMesh(), node._getDerivedPosition(), node._getDerivedOrientation(), node._getDerivedScale());
}
示例3: Convert
/// <summary>
/// Give it an entity and it'll create a BulletSharp.TriangleMesh out of it
/// </summary>
/// <param name="ent">The entity to convert. It'll grab its mesh and use all of its submeshes</param>
/// <param name="node">The node the entity is attached to. We aren't modifying it, but we'll use its transforms</param>
/// <returns>A bullet trimesh</returns>
public static TriangleMesh Convert(Entity ent, SceneNode node)
{
return Convert(ent.GetMesh(), node._getDerivedPosition(), node._getDerivedOrientation(), node._getDerivedScale());
}