本文整理汇总了C#中Axiom.Core.SceneNode.Roll方法的典型用法代码示例。如果您正苦于以下问题:C# SceneNode.Roll方法的具体用法?C# SceneNode.Roll怎么用?C# SceneNode.Roll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.SceneNode
的用法示例。
在下文中一共展示了SceneNode.Roll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: CreateScene
public override void CreateScene()
{
// set ambient light
scene.AmbientLight = new ColorEx( 0.2f, 0.2f, 0.2f );
scene.SetSkyBox( true, "Skybox/Morning", 5000 );
// create a default point light
Light light = scene.CreateLight( "MainLight" );
light.Type = LightType.Directional;
Vector3 dir = new Vector3( 0.5f, -1, 0 );
dir.Normalize();
light.Direction = dir;
light.Diffuse = new ColorEx( 1.0f, 1.0f, 0.8f );
light.Specular = ColorEx.White;
// create a plane
plane = new MovablePlane( "ReflectPlane" );
plane.D = 0;
plane.Normal = Vector3.UnitY;
// create another plane to create the mesh. Ogre's MovablePlane uses multiple inheritance, bah!
Plane tmpPlane = new Plane();
tmpPlane.D = 0;
tmpPlane.Normal = Vector3.UnitY;
MeshManager.Instance.CreatePlane( "ReflectionPlane", ResourceGroupManager.DefaultResourceGroupName, tmpPlane, 2000, 2000, 1, 1, true, 1, 1, 1, Vector3.UnitZ );
planeEntity = scene.CreateEntity( "Plane", "ReflectionPlane" );
// create an entity from a model
Entity knot = scene.CreateEntity( "Knot", "knot.mesh" );
knot.MaterialName = "TextureFX/Knot";
// create an entity from a model
Entity head = scene.CreateEntity( "Head", "ogrehead.mesh" );
// attach the render to texture entity to the root of the scene
SceneNode rootNode = scene.RootSceneNode;
planeNode = rootNode.CreateChildSceneNode();
planeNode.AttachObject( planeEntity );
planeNode.AttachObject( plane );
planeNode.Translate( new Vector3( 0, -10, 0 ) );
// tilt it a little to make it interesting
planeNode.Roll( 5 );
rootNode.CreateChildSceneNode( "Head" ).AttachObject( head );
// create a render texture
Texture texture = TextureManager.Instance.CreateManual( "RttTex", ResourceGroupManager.DefaultResourceGroupName, TextureType.TwoD, 512, 512, 0, Axiom.Media.PixelFormat.R8G8B8, TextureUsage.RenderTarget );
RenderTarget rttTex = texture.GetBuffer().GetRenderTarget();
reflectCam = scene.CreateCamera( "ReflectCam" );
reflectCam.Near = camera.Near;
reflectCam.Far = camera.Far;
reflectCam.AspectRatio = (float)window.GetViewport( 0 ).ActualWidth / (float)window.GetViewport( 0 ).ActualHeight;
Viewport viewport = rttTex.AddViewport( reflectCam );
viewport.SetClearEveryFrame( true );
viewport.ShowOverlays = false;
viewport.BackgroundColor = ColorEx.Black;
Material mat = (Material)MaterialManager.Instance.Create( "RttMat", ResourceGroupManager.DefaultResourceGroupName );
TextureUnitState t = mat.GetTechnique( 0 ).GetPass( 0 ).CreateTextureUnitState( "RustedMetal.jpg" );
t = mat.GetTechnique( 0 ).GetPass( 0 ).CreateTextureUnitState( "RttTex" );
// blend with base texture
t.SetColorOperationEx( LayerBlendOperationEx.BlendManual, LayerBlendSource.Texture, LayerBlendSource.Current,
ColorEx.White, ColorEx.White, 0.25f );
t.SetProjectiveTexturing( true, reflectCam );
// register events for viewport before/after update
rttTex.AfterUpdate += new RenderTargetEventHandler( rttTex_AfterUpdate );
rttTex.BeforeUpdate += new RenderTargetEventHandler( rttTex_BeforeUpdate );
// set up linked reflection
reflectCam.EnableReflection( plane );
// also clip
reflectCam.EnableCustomNearClipPlane( plane );
planeEntity.MaterialName = "RttMat";
Entity clone = null;
for ( int i = 0; i < 10; i++ )
{
// create a new node under the root
SceneNode node = scene.CreateSceneNode();
// calculate a random position
Vector3 nodePosition = new Vector3();
nodePosition.x = Utility.SymmetricRandom() * 750.0f;
nodePosition.y = Utility.SymmetricRandom() * 100.0f + 25;
nodePosition.z = Utility.SymmetricRandom() * 750.0f;
// set the new position
node.Position = nodePosition;
//.........这里部分代码省略.........