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C# Entity.SetMaterialName方法代码示例

本文整理汇总了C#中System.Entity.SetMaterialName方法的典型用法代码示例。如果您正苦于以下问题:C# Entity.SetMaterialName方法的具体用法?C# Entity.SetMaterialName怎么用?C# Entity.SetMaterialName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System.Entity的用法示例。


在下文中一共展示了Entity.SetMaterialName方法的6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: GroundPlane

        /// <summary>
        /// This method generates a plane in an Entity which will be used as a ground
        /// </summary>
        private void GroundPlane()
        {
            plane = new Plane(Vector3.UNIT_Y, 0);

            MeshPtr groundMeshPtr = MeshManager.Singleton.CreatePlane("ground",
                ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, plane, groundWidth,
                groundHeight, groundXSegs, groundZSegs, true, 1, uTiles, vTiles,
                Vector3.UNIT_Z);

            groundEntity = mSceneMgr.CreateEntity("ground");
            groundNode = mSceneMgr.CreateSceneNode();
            groundNode.AttachObject(groundEntity);
            mSceneMgr.RootSceneNode.AddChild(groundNode);
            groundEntity.SetMaterialName("Meteor");
        }
开发者ID:Bobbylon5,项目名称:Mogre14,代码行数:18,代码来源:Ground.cs

示例2: CreateHeart

 /// <summary>
 /// This method initializes the heart node and entity
 /// </summary>
 /// <param name="n"> A numeric tag used to determine the heart postion on sceen </param>
 /// <returns></returns>
 private SceneNode CreateHeart(int n)
 {
     lifeEntity = mSceneMgr.CreateEntity("Heart.mesh");
     lifeEntity.SetMaterialName("HeartHMD");
     SceneNode livesNode;
     livesNode = new SceneNode(mSceneMgr);
     livesNode.AttachObject(lifeEntity);
     livesNode.Scale(new Vector3(0.15f, 0.15f, 0.15f));
     //livesNode.Position = new Vector3(3f, 3f, -8) - n * 0.5f * Vector3.UNIT_X; ;
     livesNode.Position = new Vector3(3f, 3.5f, -5.5f) - n * 0.5f * Vector3.UNIT_X; ;
     livesNode.SetVisible(true);
     return livesNode;
 }
开发者ID:Bobbylon5,项目名称:Mogre14,代码行数:18,代码来源:GameInterface.cs

示例3: 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();
        }
开发者ID:MSylvia,项目名称:mspriterenderer,代码行数:66,代码来源:Program.cs

示例4: CreateScene

        public override void CreateScene()
        {
            //init spline array
            for (int i = 0; i < NUM_FISH; i++)
            {
                fishSplines[i] = new SimpleSpline();
            }

            // Check prerequisites first
            RenderSystemCapabilities caps = Root.Singleton.RenderSystem.Capabilities;
            if (!caps.HasCapability(Capabilities.RSC_VERTEX_PROGRAM) || !(caps.HasCapability(Capabilities.RSC_FRAGMENT_PROGRAM)))
            {
                throw new System.Exception("Your card does not support vertex and fragment programs, so cannot run this demo. Sorry!");
            }
            else
            {
                if (!GpuProgramManager.Singleton.IsSyntaxSupported("arbfp1") &&
                    !GpuProgramManager.Singleton.IsSyntaxSupported("ps_2_0") &&
                    !GpuProgramManager.Singleton.IsSyntaxSupported("ps_1_4")
                    )
                {
                    throw new System.Exception("Your card does not support advanced fragment programs, so cannot run this demo. Sorry!");
                }
            }

            camera.SetPosition(-50, 125, 760);
            camera.SetDirection(0, 0, -1);
            // Set ambient light
            sceneMgr.AmbientLight = new ColourValue(0.5f, 0.5f, 0.5f);

            // Create a point light
            Light l = sceneMgr.CreateLight("MainLight");
            l.Type = Light.LightTypes.LT_DIRECTIONAL;
            l.Direction = -Vector3.UNIT_Y;

            Entity pEnt;

            TexturePtr mTexture = TextureManager.Singleton.CreateManual("Refraction",
                ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, TextureType.TEX_TYPE_2D,
                512, 512, 0, PixelFormat.PF_R8G8B8, (int)TextureUsage.TU_RENDERTARGET);
            //RenderTexture* rttTex = mRoot.getRenderSystem().createRenderTexture( "Refraction", 512, 512 );
            RenderTarget rttTex = mTexture.GetBuffer().GetRenderTarget();

            {
                Viewport v = rttTex.AddViewport(camera);
                MaterialPtr mat = MaterialManager.Singleton.GetByName("Examples/FresnelReflectionRefraction");
                mat.GetTechnique(0).GetPass(0).GetTextureUnitState(2).SetTextureName("Refraction");
                v.OverlaysEnabled = false;
                rttTex.PreRenderTargetUpdate += new RenderTargetListener.PreRenderTargetUpdateHandler(Refraction_PreRenderTargetUpdate);
                rttTex.PostRenderTargetUpdate += new RenderTargetListener.PostRenderTargetUpdateHandler(Refraction_PostRenderTargetUpdate);
            }

            mTexture = TextureManager.Singleton.CreateManual("Reflection",
                ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME, TextureType.TEX_TYPE_2D,
                512, 512, 0, PixelFormat.PF_R8G8B8, (int)TextureUsage.TU_RENDERTARGET);
            //rttTex = mRoot.getRenderSystem().createRenderTexture( "Reflection", 512, 512 );
            rttTex = mTexture.GetBuffer().GetRenderTarget();
            {
                Viewport v = rttTex.AddViewport(camera);
                MaterialPtr mat = MaterialManager.Singleton.GetByName("Examples/FresnelReflectionRefraction");
                mat.GetTechnique(0).GetPass(0).GetTextureUnitState(1).SetTextureName("Reflection");
                v.OverlaysEnabled = false;
                rttTex.PreRenderTargetUpdate += new RenderTargetListener.PreRenderTargetUpdateHandler(Reflection_PreRenderTargetUpdate);
                rttTex.PostRenderTargetUpdate += new RenderTargetListener.PostRenderTargetUpdateHandler(Reflection_PostRenderTargetUpdate);
            }

            // Define a floor plane mesh
            reflectionPlane.normal = Vector3.UNIT_Y;
            reflectionPlane.d = 0;
            MeshManager.Singleton.CreatePlane("ReflectPlane",
                ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME,
                reflectionPlane,
                1500, 1500, 10, 10, true, 1, 5, 5, Vector3.UNIT_Z);
            pPlaneEnt = sceneMgr.CreateEntity("plane", "ReflectPlane");
            pPlaneEnt.SetMaterialName("Examples/FresnelReflectionRefraction");
            sceneMgr.RootSceneNode.CreateChildSceneNode().AttachObject(pPlaneEnt);

            sceneMgr.SetSkyBox(true, "Examples/CloudyNoonSkyBox");

            // My node to which all objects will be attached
            SceneNode myRootNode = sceneMgr.RootSceneNode.CreateChildSceneNode();

            // above water entities
            pEnt = sceneMgr.CreateEntity( "RomanBathUpper", "RomanBathUpper.mesh" );
            myRootNode.AttachObject(pEnt);
            aboveWaterEnts.Add(pEnt);

            pEnt = sceneMgr.CreateEntity( "Columns", "Columns.mesh" );
            myRootNode.AttachObject(pEnt);
            aboveWaterEnts.Add(pEnt);

            SceneNode headNode = myRootNode.CreateChildSceneNode ();
            pEnt = sceneMgr.CreateEntity( "OgreHead", "ogrehead.mesh" );
            pEnt.SetMaterialName ("RomanBath/OgreStone");
            headNode.AttachObject(pEnt);
            headNode.SetPosition(-350,55,130);
            headNode.Rotate(Vector3.UNIT_Y, new Degree (90));
            aboveWaterEnts.Add(pEnt);

            // below water entities
//.........这里部分代码省略.........
开发者ID:andyhebear,项目名称:likeleon,代码行数:101,代码来源:Fresnel.cs

示例5: CreateThings

        /// <summary>
        /// create a bunch of crap
        /// </summary>
        void CreateThings()
        {
            Light light = mogreImageSource.SceneManager.CreateLight("sun2");
            light.Type = Light.LightTypes.LT_DIRECTIONAL;
            light.Direction = new Vector3(-0.1f, -1, 0.1f);
            light.Direction.Normalise();
            light.DiffuseColour = new ColourValue(1f, 1f, 1f);
            light.SpecularColour = new ColourValue(1f, 1f, 1f);
            light.Position = new Vector3(0, 10, 0);
            light.CastShadows = true;

            ponyNode = sceneMgr.RootSceneNode.CreateChildSceneNode();
            ponyEnt = sceneMgr.CreateEntity("BgPonyColtBody.mesh");
            ponyNode.AttachObject(ponyEnt);
            ponyNode.Position = new Vector3(0, 0, 0);
            ponyEnt.SetMaterialName("BgPony");

            wingsEnt = sceneMgr.CreateEntity("BgPonyColtWings.mesh");
            wingsEnt.SetMaterialName("BgPonyWings");

            hornEnt = sceneMgr.CreateEntity("BgPonyHorn.mesh");
            hornEnt.SetMaterialName("BgPonyHorn");

            eyesEnt = sceneMgr.CreateEntity("BgPonyColtEyes.mesh");
            eyesEnt.SetMaterialName("BgPonyEyes");

            foldedWingsEnt = sceneMgr.CreateEntity("BgPonyColtWingsFolded.mesh");
            foldedWingsEnt.SetMaterialName("BgPonyWingsFolded");

            hairEnts = new Entity[NUMBER_OF_HAIRSTYLES];
            maneEnts = new Entity[NUMBER_OF_HAIRSTYLES];
            tailEnts = new Entity[NUMBER_OF_HAIRSTYLES];

            for (int a = 0; a < NUMBER_OF_HAIRSTYLES; a++) {
                hairEnts[a] = sceneMgr.CreateEntity("BgPonyHair" + (a + 1) + ".mesh");
                hairEnts[a].SetMaterialName("BgPonyHair_Double_" + (a + 1));

                maneEnts[a] = sceneMgr.CreateEntity("BgPonyMane" + (a + 1) + ".mesh");
                maneEnts[a].SetMaterialName("BgPonyHair_Double_" + (a + 1));

                tailEnts[a] = sceneMgr.CreateEntity("BgPonyTail" + (a + 1) + ".mesh");
                tailEnts[a].SetMaterialName("BgPonyHair_Double_" + (a + 1));
            }

            wingsEnt.Visible = false;
            foldedWingsEnt.Visible = false;
            hornEnt.Visible = false;

            for (int a = 1; a < NUMBER_OF_HAIRSTYLES; a++) {
                hairEnts[a].Visible = false;
                maneEnts[a].Visible = false;
                tailEnts[a].Visible = false;
            }

            AdjustBodyColour(bodyColour);
            AdjustBodyAOColour(bodyAOColour);
            AdjustHairColour1(hairColour1);
            AdjustHairColour2(hairColour2);
            AdjustHairAOColour1(hairAOColour1);
            AdjustHairAOColour2(hairAOColour2);

            // attach stuff

            ponyEnt.AttachObjectToBone("Eyes", eyesEnt);
            ponyEnt.AttachObjectToBone("Horn", hornEnt);
            ponyEnt.AttachObjectToBone("Wings", wingsEnt);
            ponyEnt.AttachObjectToBone("Wings", foldedWingsEnt);
            for (int a = 0; a < NUMBER_OF_HAIRSTYLES; a++) {
                ponyEnt.AttachObjectToBone("Hair", hairEnts[a]);
                ponyEnt.AttachObjectToBone("Mane", maneEnts[a]);
                ponyEnt.AttachObjectToBone("Tail", tailEnts[a]);
            }

            // setup animations

            Skeleton skeleton = ponyEnt.Skeleton;
            skeleton.BlendMode = SkeletonAnimationBlendMode.ANIMBLEND_CUMULATIVE;
            // set up the blink animation state with some stuff
            blinkState = ponyEnt.GetAnimationState("Blink2");
            blinkState.Enabled = true;
            blinkState.Loop = true;
            blinkState.Weight = 1;

            blinkState.CreateBlendMask(skeleton.NumBones, 0f);
            ushort handle = skeleton.GetBone("EyeBrowTop.R").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowBottom.R").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowTop.L").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);
            handle = skeleton.GetBone("EyeBrowBottom.L").Handle;
            blinkState.SetBlendMaskEntry(handle, 1f);

            animState = ponyEnt.GetAnimationState("Stand1");
            wingsState = wingsEnt.GetAnimationState("Flap1");
            maneStates = new AnimationState[NUMBER_OF_HAIRSTYLES];
            tailStates = new AnimationState[NUMBER_OF_HAIRSTYLES];
//.........这里部分代码省略.........
开发者ID:Nuke928,项目名称:PonyKart,代码行数:101,代码来源:MainWindow.xaml.cs

示例6: CreateScene

        // Just override the mandatory create scene method
        public override void CreateScene()
        {
            // Set ambient light
            sceneMgr.AmbientLight = new ColourValue(0.2f, 0.2f, 0.2f);
            // Skybox
            sceneMgr.SetSkyBox(true, "Examples/MorningSkyBox");

            // Create a light
            Light l = sceneMgr.CreateLight("MainLight");
            l.Type = Light.LightTypes.LT_DIRECTIONAL;
            Vector3 dir = new Vector3(0.5f, -1, 0);
            dir.Normalise();
            l.Direction = dir;
            l.DiffuseColour = new ColourValue(1.0f, 1.0f, 0.8f);
            l.SpecularColour= new ColourValue(1.0f, 1.0f, 1.0f);

            // Create a prefab plane
            mPlane = new MovablePlane(Vector3.UNIT_Y, 0);

            MeshManager.Singleton.CreatePlane("ReflectionPlane",
                                              ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME,
                                              mPlane._getDerivedPlane(), 2000, 2000,
                                              1, 1, true, 1, 1, 1, Vector3.UNIT_Z);
            mPlaneEnt = sceneMgr.CreateEntity( "Plane", "ReflectionPlane" );

            // Create an entity from a model (will be loaded automatically)
            Entity knotEnt = sceneMgr.CreateEntity("Knot", "knot.mesh");

            // Create an entity from a model (will be loaded automatically)
            Entity ogreHead = sceneMgr.CreateEntity("Head", "ogrehead.mesh");

            knotEnt.SetMaterialName("Examples/TextureEffect2");

            // Attach the rtt entity to the root of the scene
            SceneNode rootNode = sceneMgr.RootSceneNode;
            mPlaneNode = rootNode.CreateChildSceneNode();

            // Attach both the plane entity, and the plane definition
            mPlaneNode.AttachObject(mPlaneEnt);
            mPlaneNode.AttachObject(mPlane);
            mPlaneNode.Translate(0, -10, 0);
            // Tilt it a little to make it interesting
            mPlaneNode.Roll(new Degree(5));

            rootNode.CreateChildSceneNode( "Head" ).AttachObject( ogreHead );

            TexturePtr texture = TextureManager.Singleton.CreateManual( "RttTex",
                                                                       ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME,
                                                                       TextureType.TEX_TYPE_2D,
                                                                       512, 512, 0,
                                                                       PixelFormat.PF_R8G8B8,
                                                                       (int) TextureUsage.TU_RENDERTARGET );
            RenderTarget rttTex = texture.GetBuffer().GetRenderTarget();

                mReflectCam = sceneMgr.CreateCamera("ReflectCam");
                mReflectCam.NearClipDistance = camera.NearClipDistance;
                mReflectCam.FarClipDistance = camera.FarClipDistance;
                mReflectCam.AspectRatio =
                    (float)window.GetViewport(0).ActualWidth /
                    (float)window.GetViewport(0).ActualHeight;
                mReflectCam.FOVy = camera.FOVy;

                Viewport v = rttTex.AddViewport( mReflectCam );
                v.SetClearEveryFrame(true);
                v.BackgroundColour = ColourValue.Black;

                MaterialPtr mat = MaterialManager.Singleton.Create("RttMat",
                                                                   ResourceGroupManager.DEFAULT_RESOURCE_GROUP_NAME);
                TextureUnitState t = mat.GetTechnique(0).GetPass(0).CreateTextureUnitState("RustedMetal.jpg");
                t = mat.GetTechnique(0).GetPass(0).CreateTextureUnitState("RttTex");
                // Blend with base texture
                t.SetColourOperationEx(LayerBlendOperationEx.LBX_BLEND_MANUAL,
                                       LayerBlendSource.LBS_TEXTURE,
                                       LayerBlendSource.LBS_CURRENT,
                                       ColourValue.White,
                                       ColourValue.White, 0.25f);
                t.SetTextureAddressingMode(TextureUnitState.TextureAddressingMode.TAM_CLAMP);
                t.SetProjectiveTexturing(true, mReflectCam);
                rttTex.PostRenderTargetUpdate += postRenderTargetUpdate;
                rttTex.PreRenderTargetUpdate += preRenderTargetUpdate;

                // set up linked reflection
                mReflectCam.EnableReflection(mPlane);
                // Also clip
                mReflectCam.EnableCustomNearClipPlane(mPlane);

            // Give the plane a texture
            mPlaneEnt.SetMaterialName("RttMat");

            // Add a whole bunch of extra transparent entities
            Entity cloneEnt;
            for (int n = 0; n < 10; ++n)
            {
                // Create a new node under the root
                SceneNode node = sceneMgr.CreateSceneNode();
                // Random translate
                Vector3 nodePos;
                nodePos.x = Mogre.Math.SymmetricRandom() * 750.0f;
                nodePos.y = Mogre.Math.SymmetricRandom() * 100.0f + 25;
//.........这里部分代码省略.........
开发者ID:andyhebear,项目名称:mogresdk,代码行数:101,代码来源:RenderToTextureApplication.cs


注:本文中的System.Entity.SetMaterialName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。