本文整理汇总了C#中Axiom.Core.SceneManager.ClearScene方法的典型用法代码示例。如果您正苦于以下问题:C# SceneManager.ClearScene方法的具体用法?C# SceneManager.ClearScene怎么用?C# SceneManager.ClearScene使用的例子?那么, 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Axiom.Core.SceneManager
的用法示例。
在下文中一共展示了SceneManager.ClearScene方法的7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: OnLoad
public void OnLoad()
{
var dir = Directory.GetCurrentDirectory();
ResourceGroupManager.Instance.AddResourceLocation(dir, "Folder");
//MaterialManager.Instance.Initialize();
_scene = _root.CreateSceneManager("DefaultSceneManager", "SLSharpInstance");
_scene.ClearScene();
Bindings.Axiom.SLSharp.Init();
Shader.DebugMode = true;
//Shader.DebugMode = true;
_clipmap = new Clipmap(_scene);
RecalcHeight();
_camera = _scene.CreateCamera("MainCamera");
_camera.Position = new Vector3(0, 0, 5);
_camera.LookAt(Vector3.Zero);
_camera.Near = 0.001f;
_camera.Far = 20.0f;
_camera.AutoAspectRatio = true;
var vp = _window.AddViewport(_camera);
vp.BackgroundColor = ColorEx.CornflowerBlue;
}
示例2: OnLoad
public void OnLoad()
{
//ResourceGroupManager.Instance.AddResourceLocation("media", "Folder", true);
_root.SceneManager = _sceneManager = _root.CreateSceneManager(SceneType.ExteriorClose);
_sceneManager.ClearScene();
_camera = _sceneManager.CreateCamera("MainCamera");
_camera.Position = new Vector3(0, 0, 500);
_camera.LookAt(new Vector3(0, 0, -300));
_camera.Near = 5;
_camera.AutoAspectRatio = true;
_camera.FieldOfView = 0.70f;
_viewport = _renderWindow.AddViewport(_camera, 0, 0, 1.0f, 1.0f, 100);
_viewport.BackgroundColor = ColorEx.Black; ;
_light = _sceneManager.CreateLight("light1");
_light.Type = LightType.Directional;
_light.Position = new Vector3(0, 150, 300);
_light.Diffuse = ColorEx.Blue;
_light.Specular = ColorEx.Blue;
//_light.Direction = new Vector3(0, 0, -300);
_sceneManager.AmbientLight = ColorEx.White;// new ColorEx(0.2f, 0.2f, 0.2f);
ResourceGroupManager.Instance.InitializeAllResourceGroups();
_inputReader = PlatformManager.Instance.CreateInputReader();
_inputReader.Initialize(_renderWindow, true, true, false, false);
_inputReader.UseKeyboardEvents = true;
_inputReader.UseMouseEvents = false;
//_renderItems.Add(new BasicCube());
_renderItems.Add(new CubeBrowser());
foreach (var i in _renderItems)
{
i.Initialise(_root);
}
}
示例3: DestroyInstance
public override void DestroyInstance( SceneManager instance )
{
instance.ClearScene();
}
示例4: ChooseSceneManager
public virtual void ChooseSceneManager()
{
// Get the SceneManager, a generic one by default
scene = engine.CreateSceneManager("DefaultSceneManager", "TechDemoSMInstance");
scene.ClearScene();
}
示例5: InitializeSystem
public void InitializeSystem()
{
configManager = new Config.DefaultConfigurationManager();
root = new Root(configManager.LogFilename);
root.FrameRenderingQueued += RootFrameRenderingQueued;
// Load Config.
configManager.RestoreConfiguration(root);
// Render System.
if (root.RenderSystem == null)
renderSystem = root.RenderSystem = root.RenderSystems.First().Value;
else
renderSystem = root.RenderSystem;
// Render Window.
Root.Instance.Initialize(false);
var parameterList = new NamedParameterList
{
{"vsync", "true"},
{"Anti aliasing", "Level 2"},
{"FSAA", 1},
{"colorDepth", 32},
{"border", "fixed"}
};
window = Root.Instance.CreateRenderWindow("EvolutionWarWindow", Constants.Width, Constants.Height, false, parameterList);
WindowEventMonitor.Instance.RegisterListener(window, this);
// Content.
Constants.Load();
ResourceGroupManager.Instance.AddResourceLocation("Meshes", "Folder", true);
ResourceGroupManager.Instance.AddResourceLocation("Fonts", "Folder", true);
ResourceGroupManager.Instance.InitializeAllResourceGroups();
// Fonts.
var font = FontManager.Instance.Create("Candara", ResourceGroupManager.DefaultResourceGroupName) as Font;
if (font != null)
{
font.Type = FontType.TrueType;
font.Source = "Candarab.ttf";
font.TrueTypeSize = 36;
font.TrueTypeResolution = 96;
font.AntialiasColor = false;
font.Load();
}
// Scene Manager.
sceneManager = root.CreateSceneManager("DefaultSceneManager", "GameSMInstance");
sceneManager.ClearScene();
}
示例6: OnLoad
public void OnLoad()
{
// Create patch with positions, normals, and 1 set of texcoords
var patchDeclaration = HardwareBufferManager.Instance.CreateVertexDeclaration();
patchDeclaration.AddElement(0, 0, VertexElementType.Float3, VertexElementSemantic.Position);
patchDeclaration.AddElement(0, 12, VertexElementType.Float3, VertexElementSemantic.Normal);
patchDeclaration.AddElement(0, 24, VertexElementType.Float2, VertexElementSemantic.TexCoords, 0);
var patchVertices = new PatchVertex[9];
patchVertices[0].X = -500;
patchVertices[0].Y = 200;
patchVertices[0].Z = -500;
patchVertices[0].Nx = -0.5f;
patchVertices[0].Ny = 0.5f;
patchVertices[0].Nz = 0;
patchVertices[0].U = 0;
patchVertices[0].V = 0;
patchVertices[1].X = 0;
patchVertices[1].Y = 500;
patchVertices[1].Z = -750;
patchVertices[1].Nx = 0;
patchVertices[1].Ny = 0.5f;
patchVertices[1].Nz = 0;
patchVertices[1].U = 0.5f;
patchVertices[1].V = 0;
patchVertices[2].X = 500;
patchVertices[2].Y = 1000;
patchVertices[2].Z = -500;
patchVertices[2].Nx = 0.5f;
patchVertices[2].Ny = 0.5f;
patchVertices[2].Nz = 0;
patchVertices[2].U = 1;
patchVertices[2].V = 0;
patchVertices[3].X = -500;
patchVertices[3].Y = 0;
patchVertices[3].Z = 0;
patchVertices[3].Nx = -0.5f;
patchVertices[3].Ny = 0.5f;
patchVertices[3].Nz = 0;
patchVertices[3].U = 0;
patchVertices[3].V = 0.5f;
patchVertices[4].X = 0;
patchVertices[4].Y = 500;
patchVertices[4].Z = 0;
patchVertices[4].Nx = 0;
patchVertices[4].Ny = 0.5f;
patchVertices[4].Nz = 0;
patchVertices[4].U = 0.5f;
patchVertices[4].V = 0.5f;
patchVertices[5].X = 500;
patchVertices[5].Y = -50;
patchVertices[5].Z = 0;
patchVertices[5].Nx = 0.5f;
patchVertices[5].Ny = 0.5f;
patchVertices[5].Nz = 0;
patchVertices[5].U = 1;
patchVertices[5].V = 0.5f;
patchVertices[6].X = -500;
patchVertices[6].Y = 0;
patchVertices[6].Z = 500;
patchVertices[6].Nx = -0.5f;
patchVertices[6].Ny = 0.5f;
patchVertices[6].Nz = 0;
patchVertices[6].U = 0;
patchVertices[6].V = 1;
patchVertices[7].X = 0;
patchVertices[7].Y = 500;
patchVertices[7].Z = 500;
patchVertices[7].Nx = 0;
patchVertices[7].Ny = 0.5f;
patchVertices[7].Nz = 0;
patchVertices[7].U = 0.5f;
patchVertices[7].V = 1;
patchVertices[8].X = 500;
patchVertices[8].Y = 200;
patchVertices[8].Z = 800;
patchVertices[8].Nx = 0.5f;
patchVertices[8].Ny = 0.5f;
patchVertices[8].Nz = 0;
patchVertices[8].U = 1;
patchVertices[8].V = 1;
_patch = MeshManager.Instance.CreateBezierPatch("Bezier1", ResourceGroupManager.DefaultResourceGroupName, patchVertices, patchDeclaration, 3, 3, 5, 5, VisibleSide.Both, BufferUsage.StaticWriteOnly, BufferUsage.DynamicWriteOnly, true, true);
_patch.Subdivision = 1.0f;
_scene = _root.CreateSceneManager("DefaultSceneManager", "SLSharpInstance");
_scene.ClearScene();
_patchEntity = _scene.CreateEntity("Entity1", "Bezier1");
_camera = _scene.CreateCamera("MainCamera");
//.........这里部分代码省略.........
示例7: CreateSceneManager
public virtual void CreateSceneManager()
{
// Get the SceneManager, a generic one by default
SceneManager = Engine.CreateSceneManager( "DefaultSceneManager", "GameSMInstance" );
SceneManager.ClearScene();
}