本文整理汇总了C#中Axiom.Core.SceneManager.CreateManualObject方法的典型用法代码示例。如果您正苦于以下问题:C# SceneManager.CreateManualObject方法的具体用法?C# SceneManager.CreateManualObject怎么用?C# SceneManager.CreateManualObject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Axiom.Core.SceneManager
的用法示例。
在下文中一共展示了SceneManager.CreateManualObject方法的2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: createRoom
public ManualObject createRoom( SceneManager scene,
string name,
short doorFlags,
bool isEnclosure,
Vector3 dimensions,
Vector3 doorDimensions )
{
addMaterial( name, new ColorEx( .75f, 1f, 1f, 1f ), SceneBlendType.TransparentAlpha );
ManualObject room = scene.CreateManualObject( name );
room.Begin( name, OperationType.TriangleList );
// create points
createPoints( dimensions, doorDimensions );
float fade = .5f;
float solid = .8f;
ColorEx color = new ColorEx( solid, 0, solid, 0 );
// copy to room
for ( int i = 0; i < 32; i++ )
{
room.Position( points[ i ] );
room.Color( color );
}
createWalls( room, doorFlags, isEnclosure );
room.End();
return room;
}
示例2: RenderCompositeMap
/// <summary>
/// Helper method to render a composite map.
/// </summary>
/// <param name="size"> The requested composite map size</param>
/// <param name="rect"> The region of the composite map to update, in image space</param>
/// <param name="mat">The material to use to render the map</param>
/// <param name="destCompositeMap"></param>
public virtual void RenderCompositeMap(int size, Rectangle rect,
Material mat, Texture destCompositeMap)
{
//return;
if (mCompositeMapSM == null)
{
//dedicated SceneManager
mCompositeMapSM = Root.Instance.CreateSceneManager(SceneType.ExteriorClose, "TerrainMaterialGenerator_SceneManager");
float camDist = 100;
float halfCamDist = camDist * 0.5f;
mCompositeMapCam = mCompositeMapSM.CreateCamera("TerrainMaterialGenerator_Camera");
mCompositeMapCam.Position = new Vector3(0, 0, camDist);
//mCompositeMapCam.LookAt(Vector3.Zero);
mCompositeMapCam.ProjectionType = Projection.Orthographic;
mCompositeMapCam.Near = 10;
mCompositeMapCam.Far = 999999* 3;
//mCompositeMapCam.AspectRatio = camDist / camDist;
mCompositeMapCam.SetOrthoWindow(camDist, camDist);
// Just in case material relies on light auto params
mCompositeMapLight = mCompositeMapSM.CreateLight("TerrainMaterialGenerator_Light");
mCompositeMapLight.Type = LightType.Directional;
RenderSystem rSys = Root.Instance.RenderSystem;
float hOffset = rSys.HorizontalTexelOffset / (float)size;
float vOffset = rSys.VerticalTexelOffset / (float)size;
//setup scene
mCompositeMapPlane = mCompositeMapSM.CreateManualObject("TerrainMaterialGenerator_ManualObject");
mCompositeMapPlane.Begin(mat.Name, OperationType.TriangleList);
mCompositeMapPlane.Position(-halfCamDist, halfCamDist, 0);
mCompositeMapPlane.TextureCoord(0 - hOffset, 0 - vOffset);
mCompositeMapPlane.Position(-halfCamDist, -halfCamDist, 0);
mCompositeMapPlane.TextureCoord(0 - hOffset, 1 - vOffset);
mCompositeMapPlane.Position(halfCamDist, -halfCamDist, 0);
mCompositeMapPlane.TextureCoord(1 - hOffset, 1 - vOffset);
mCompositeMapPlane.Position(halfCamDist, halfCamDist, 0);
mCompositeMapPlane.TextureCoord(1 - hOffset, 0 - vOffset);
mCompositeMapPlane.Quad(0, 1, 2, 3);
mCompositeMapPlane.End();
mCompositeMapSM.RootSceneNode.AttachObject(mCompositeMapPlane);
}//end if
// update
mCompositeMapPlane.SetMaterialName(0, mat.Name);
mCompositeMapLight.Direction = TerrainGlobalOptions.LightMapDirection;
mCompositeMapLight.Diffuse = TerrainGlobalOptions.CompositeMapDiffuse;
mCompositeMapSM.AmbientLight =TerrainGlobalOptions.CompositeMapAmbient;
//check for size change (allow smaller to be reused)
if (mCompositeMapRTT != null && size != mCompositeMapRTT.Width)
{
TextureManager.Instance.Remove(mCompositeMapRTT);
mCompositeMapRTT = null;
}
if (mCompositeMapRTT == null)
{
mCompositeMapRTT = TextureManager.Instance.CreateManual(
mCompositeMapSM.Name + "/compRTT",
ResourceGroupManager.DefaultResourceGroupName,
TextureType.TwoD,
size,
size,
0,
PixelFormat.BYTE_RGBA,
TextureUsage.RenderTarget);
RenderTarget rtt = mCompositeMapRTT.GetBuffer().GetRenderTarget();
// don't render all the time, only on demand
rtt.IsAutoUpdated = false;
Viewport vp = rtt.AddViewport(mCompositeMapCam);
// don't render overlays
vp.ShowOverlays = false;
}
// calculate the area we need to update
float vpleft = (float)rect.Left / (float)size;
float vptop = (float)rect.Top / (float)size;
float vpright = (float)rect.Right / (float)size;
float vpbottom = (float)rect.Bottom / (float)size;
float vpwidth = (float)rect.Width / (float)size;
float vpheight = (float)rect.Height / (float)size;
RenderTarget rtt2 = mCompositeMapRTT.GetBuffer().GetRenderTarget();
Viewport vp2 = rtt2.GetViewport(0);
mCompositeMapCam.SetWindow(vpleft, vptop, vpright, vpbottom);
rtt2.Update();
vp2.Update();
// We have an RTT, we want to copy the results into a regular texture
// That's because in non-update scenarios we don't want to keep an RTT
// around. We use a single RTT to serve all terrain pages which is more
// efficient.
//.........这里部分代码省略.........