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C# SceneManager.ClearScene方法代码示例

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;
        }
开发者ID:hach-que,项目名称:SLSharp,代码行数:27,代码来源:DemoWindow.cs

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);
			}
		}
开发者ID:Azerothian,项目名称:Illisian.Niva,代码行数:41,代码来源:Game.cs

示例3: DestroyInstance

		public override void DestroyInstance( SceneManager instance )
		{
			instance.ClearScene();
		}
开发者ID:ryan-bunker,项目名称:axiom3d,代码行数:4,代码来源:BspSceneManager.cs

示例4: ChooseSceneManager

 public virtual void ChooseSceneManager()
 {
     // Get the SceneManager, a generic one by default
     scene = engine.CreateSceneManager("DefaultSceneManager", "TechDemoSMInstance");
     scene.ClearScene();
 }
开发者ID:siegelpeter,项目名称:UAV-NET,代码行数:6,代码来源:AxiomPad.cs

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();
        }
开发者ID:jonathandlo,项目名称:Evolution_War,代码行数:50,代码来源:Game.cs

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.........
开发者ID:WolfgangSt,项目名称:axiom,代码行数:101,代码来源:DemoWindow.cs

示例7: CreateSceneManager

		public virtual void CreateSceneManager()
		{
			// Get the SceneManager, a generic one by default
			SceneManager = Engine.CreateSceneManager( "DefaultSceneManager", "GameSMInstance" );
			SceneManager.ClearScene();
		}
开发者ID:WolfgangSt,项目名称:axiom,代码行数:6,代码来源:Game.cs


注:本文中的Axiom.Core.SceneManager.ClearScene方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。