本文整理汇总了C#中SceneNode._setDerivedPosition方法的典型用法代码示例。如果您正苦于以下问题:C# SceneNode._setDerivedPosition方法的具体用法?C# SceneNode._setDerivedPosition怎么用?C# SceneNode._setDerivedPosition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._setDerivedPosition方法的1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: BeginNextTask
protected void BeginNextTask()
{
//If we're transitioning from a previous task, lets tear that shit down
if (currentRenderTask != null)
TearDownPreviousTask();
if (currentRenderTask == null && renderTasks.Count == 0)
{
mShutDown = true;
return;
}
//Dequeue the next task
currentRenderTask = renderTasks.Dequeue();
_playerEntity = mSceneMgr.CreateEntity(currentRenderTask.PlayerModelConfig.EntityName, currentRenderTask.PlayerModelConfig.ModelName);
_playerNode = mSceneMgr.RootSceneNode.CreateChildSceneNode("PlayerNode");
_playerNode.AttachObject(_playerEntity);
_playerNode._setDerivedPosition(_playerNode.Position + new Vector3(0, -0.5f * _playerEntity.BoundingRadius, 0));
//Set up name of dat animation collection
var animationCollectionName = currentRenderTask.PlayerModelConfig.EntityName;
switch (currentRenderTask.TaskType)
{
case TaskType.Item:
animationCollectionName += "_" + currentRenderTask.ItemConfig.EntityName;
break;
case TaskType.Wearable:
animationCollectionName += "_" + currentRenderTask.WearableConfig.EntityName;
break;
}
mAnimationCollection = new AnimationCollection { Name = animationCollectionName };
mStateIterator = _playerEntity.AllAnimationStates.GetAnimationStateIterator();
if (_playerEntity != null)
{
switch (currentRenderTask.TaskType)
{
case TaskType.Item:
{
_currentItem = mSceneMgr.CreateEntity(currentRenderTask.ItemConfig.EntityName,
currentRenderTask.ItemConfig.ModelName);
var ic = currentRenderTask.ItemConfig;
_playerEntity.AttachObjectToBone(currentRenderTask.PlayerModelConfig.RHandBoneName, _currentItem,
new Quaternion(ic.QuatW, ic.QuatX, ic.QuatY, ic.QuatZ),
new Vector3(ic.OffsetX, ic.OffsetY, ic.OffsetZ));
//Make player entity transparent so all we see is the item
_playerEntity.SetMaterialName("transparent_mask");
}
break;
case TaskType.Wearable:
_playerEntity.SetMaterialName(currentRenderTask.WearableConfig.Material);
break;
}
}
//_ent.SetMaterialName("Normal");
/*
var sub = _ent.GetSubEntity(0);
sub.SetCustomParameter(CUSTOM_SHININESS, new Vector4(10.0f, 0.0f, 0.0f, 0.0f));
sub.SetCustomParameter(CUSTOM_DIFFUSE, new Vector4(1.0f, 1.0f, 0.7f, 1.0f));
sub.SetCustomParameter(CUSTOM_SPECULAR, new Vector4(1.0f, 1.0f, 1.0f, 1.0f));*/
NextAnimation();
}