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C# SceneObject类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中SceneObject的典型用法代码示例。如果您正苦于以下问题:C# SceneObject类的具体用法?C# SceneObject怎么用?C# SceneObject使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



SceneObject类属于命名空间,在下文中一共展示了SceneObject类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: InstanceEntity

 /// <summary>
 ///   Creates a new instance of the InstanceEntity
 /// </summary>
 /// <param name = "name">The name of the instance</param>
 /// <param name = "index">The index used in the SceneObject.SkinBones array</param>
 /// <param name = "sceneObject">The SceneObject this instance pertains to</param>
 /// <param name = "transform">The matrix used to place the instance in the world</param>
 protected internal InstanceEntity(string name, int index, SceneObject sceneObject, Matrix transform)
     : base(name, false)
 {
     Index = index;
     Parent = sceneObject;
     World = transform;
 }
开发者ID:Indiefreaks,项目名称:igf,代码行数:14,代码来源:InstanceEntity.cs


示例2: SceneInfo

		/// <summary>
		/// Initializes a new instance of the <see cref="WhatPumpkin.SceneInfo"/> class.
		/// I'm using this constructor primarily for receiving save/load data.
		/// </summary>
		/// <param name="key">Key.</param>
		/// <param name="sceneObjects">Scene objects.</param>
		/*
		public SceneInfo(string key, IEnumerable sceneObjects) {
				
			_key = key;

		}*/

		/// <summary>
		/// Initializes a new instance of the <see cref="WhatPumpkin.SceneInfo"/> class.
		/// </summary>
		/// <param name="key">Key.</param>

		public SceneInfo(string key) {
		
			_key = key;

			// TODO: Abstract this data

			foreach (Entity entity in  GameObject.FindObjectsOfType<Entity>()) {
				
				
							ISceneObject<string> item = (ISceneObject<string>)entity;
				
							if (item != null) {
									try {
						
											SceneObject sceneObject = new SceneObject ();

											_sceneObjects.Add (sceneObject);

											sceneObject.ReceiveData(item);
									} catch (System.Exception e) {
											Debug.LogException(e);
									}
							}

			}
		}
开发者ID:SuperAnthony,项目名称:AdventureSpace1999,代码行数:44,代码来源:SceneInfo.cs


示例3: CloneSO

        /// <summary>
        /// Creates new a scene object by cloning an existing object.
        /// </summary>
        /// <param name="so">Scene object to clone.</param>
        /// <param name="description">Optional description of what exactly the command does.</param>
        /// <returns>Cloned scene object.</returns>
        public static SceneObject CloneSO(SceneObject so, string description = "")
        {
            if (so != null)
                return Internal_CloneSO(so.GetCachedPtr(), description);

            return null;
        }
开发者ID:Ruu,项目名称:BansheeEngine,代码行数:13,代码来源:UndoRedo.cs


示例4: ApplyPrefab

        /// <summary>
        /// Updates the contents of the prefab with the contents of the provided prefab instance. If the provided object
        /// is not a prefab instance nothing happens.
        /// </summary>
        /// <param name="obj">Prefab instance whose prefab to update.</param>
        /// <param name="refreshScene">If true, all prefab instances in the current scene will be updated so they consistent
        ///                            with the newly saved data.</param>
        public static void ApplyPrefab(SceneObject obj, bool refreshScene = true)
        {
            if (obj == null)
                return;

            SceneObject prefabInstanceRoot = GetPrefabParent(obj);
            if (prefabInstanceRoot == null)
                return;

            if (refreshScene)
            {
                SceneObject root = Scene.Root;
                if (root != null)
                    Internal_RecordPrefabDiff(root.GetCachedPtr());
            }

            string prefabUUID = GetPrefabUUID(prefabInstanceRoot);
            string prefabPath = ProjectLibrary.GetPath(prefabUUID);
            Prefab prefab = ProjectLibrary.Load<Prefab>(prefabPath);
            if (prefab != null)
            {
                IntPtr soPtr = prefabInstanceRoot.GetCachedPtr();
                IntPtr prefabPtr = prefab.GetCachedPtr();

                Internal_ApplyPrefab(soPtr, prefabPtr);
                ProjectLibrary.Save(prefab);
            }

            if (refreshScene)
            {
                SceneObject root = Scene.Root;
                if (root != null)
                    Internal_UpdateFromPrefab(root.GetCachedPtr());
            }
        }
开发者ID:BearishSun,项目名称:BansheeEngine,代码行数:42,代码来源:PrefabUtility.cs


示例5: Objekte

        public Objekte(SceneObject Objekt, int Lebenspunkte, String Material)
        {
            objekt = Objekt;
            lebenspunkte = Lebenspunkte;

            setMaterial(Material);
        }
开发者ID:ClemensTechmer,项目名称:Projektpraktikum.Multimedia.CrazyCastleCrush,代码行数:7,代码来源:Objekte.cs


示例6: NativeRigidbody

        public NativeRigidbody(SceneObject linkedSO)
        {
            IntPtr linkedSOPtr = IntPtr.Zero;
            if (linkedSO != null)
                linkedSOPtr = linkedSO.GetCachedPtr();

            Internal_CreateInstance(this, linkedSOPtr);
        }
开发者ID:Ruu,项目名称:BansheeEngine,代码行数:8,代码来源:NativeRigidbody.cs


示例7: IsPrefabInstance

        /// <summary>
        /// Checks if a scene object has a prefab link. Scene objects with a prefab link will be automatically updated
        /// when their prefab changes in order to reflect its changes.
        /// </summary>
        /// <param name="obj">Scene object to check if it has a prefab link.</param>
        /// <returns>True if the object is a prefab instance (has a prefab link), false otherwise.</returns>
        public static bool IsPrefabInstance(SceneObject obj)
        {
            if (obj == null)
                return false;

            IntPtr objPtr = obj.GetCachedPtr();
            return Internal_HasPrefabLink(objPtr);
        }
开发者ID:Ruu,项目名称:BansheeEngine,代码行数:14,代码来源:PrefabUtility.cs


示例8: NativeRenderable

        public NativeRenderable(SceneObject sceneObject)
        {
            IntPtr sceneObjPtr = IntPtr.Zero;
            if (sceneObject != null)
                sceneObjPtr = sceneObject.GetCachedPtr();

            Internal_Create(this, sceneObjPtr);
        }
开发者ID:Ruu,项目名称:BansheeEngine,代码行数:8,代码来源:NativeRenderable.cs


示例9: SerializedSceneObject

        /// <summary>
        /// Records the current state of the provided scene object.
        /// </summary>
        /// <param name="so">Scene object to record the state for.</param>
        /// <param name="hierarchy">If true, state will be recorded for the scene object and all of its children. Otherwise
        ///                         the state will only be recorded for the provided scene object.</param>
        public SerializedSceneObject(SceneObject so, bool hierarchy)
        {
            IntPtr soPtr = IntPtr.Zero;
            if (so != null)
                soPtr = so.GetCachedPtr();

            Internal_CreateInstance(this, soPtr, hierarchy);
        }
开发者ID:BearishSun,项目名称:BansheeEngine,代码行数:14,代码来源:SerializedSceneObject.cs


示例10: GetPrefabParent

        /// <summary>
        /// Returns the root object of the prefab instance that this object belongs to, if any. 
        /// </summary>
        /// <param name="obj">Scene object to retrieve the prefab parent for.</param>
        /// <returns>Prefab parent of the provided object, or null if the object is not part of a prefab instance.</returns>
        public static SceneObject GetPrefabParent(SceneObject obj)
        {
            if (obj == null)
                return null;

            IntPtr objPtr = obj.GetCachedPtr();
            return Internal_GetPrefabParent(objPtr);
        }
开发者ID:Ruu,项目名称:BansheeEngine,代码行数:13,代码来源:PrefabUtility.cs


示例11: BreakPrefab

        /// <summary>
        /// Breaks the link between a prefab instance and its prefab. Object will retain all current values but will
        /// no longer be influenced by modifications to its parent prefab.
        /// </summary>
        /// <param name="obj">Prefab instance whose link to break.</param>
        public static void BreakPrefab(SceneObject obj)
        {
            if (obj == null)
                return;

            IntPtr objPtr = obj.GetCachedPtr();
            Internal_BreakPrefab(objPtr);
        }
开发者ID:Ruu,项目名称:BansheeEngine,代码行数:13,代码来源:PrefabUtility.cs


示例12: Form_Load

 private void Form_Load(object sender, EventArgs e)
 {
     {
         var camera = new Camera(
             new vec3(0, 0, 5), new vec3(0, 0, 0), new vec3(0, 1, 0),
             CameraType.Perspecitive, this.glCanvas1.Width, this.glCanvas1.Height);
         var rotator = new SatelliteManipulater();
         rotator.Bind(camera, this.glCanvas1);
         this.scene = new Scene(camera, this.glCanvas1);
         this.scene.RootViewPort.ClearColor = Color.SkyBlue;
         this.glCanvas1.Resize += this.scene.Resize;
     }
     {
         const int gridsPer2Unit = 20;
         const int scale = 2;
         var ground = GroundRenderer.Create(new GroundModel(gridsPer2Unit * scale));
         ground.Scale = new vec3(scale, scale, scale);
         var obj = new SceneObject();
         obj.Renderer = ground;
         this.scene.RootObject.Children.Add(obj);
     }
     {
         SimpleRenderer movableRenderer = SimpleRenderer.Create(new Teapot());
         movableRenderer.RotationAxis = new vec3(0, 1, 0);
         movableRenderer.Scale = new vec3(0.1f, 0.1f, 0.1f);
         this.movableRenderer = movableRenderer;
         SceneObject obj = movableRenderer.WrapToSceneObject();
         this.scene.RootObject.Children.Add(obj);
     }
     {
         BillboardRenderer billboardRenderer = BillboardRenderer.Create(new BillboardModel());
         SceneObject obj = billboardRenderer.WrapToSceneObject(new UpdateBillboardPosition(movableRenderer));
         this.scene.RootObject.Children.Add(obj);
     }
     {
         LabelRenderer labelRenderer = LabelRenderer.Create();
         labelRenderer.Text = "Teapot - CSharpGL";
         SceneObject obj = labelRenderer.WrapToSceneObject(new UpdateLabelPosition(movableRenderer));
         this.scene.RootObject.Children.Add(obj);
     }
     {
         var uiAxis = new UIAxis(AnchorStyles.Left | AnchorStyles.Bottom,
             new Padding(3, 3, 3, 3), new Size(128, 128));
         this.scene.RootUI.Children.Add(uiAxis);
     }
     {
         var frmPropertyGrid = new FormProperyGrid(this.scene);
         frmPropertyGrid.Show();
     }
     {
         var frmPropertyGrid = new FormProperyGrid(this.glCanvas1);
         frmPropertyGrid.Show();
     }
     {
         this.scene.Start();
     }
 }
开发者ID:bitzhuwei,项目名称:CSharpGL,代码行数:57,代码来源:Form12Billboard.Load.cs


示例13: delWatcher

	public void delWatcher(SceneObject obj)
	{
		for(int i=0; i<watcherobjs.Count; i++)
		{
			if(watcherobjs[i] == obj){
				watcherobjs.RemoveAt(i);
				return;
			}
		}
	}
开发者ID:GamesDesignArt,项目名称:kbengine_unity3d_warring,代码行数:10,代码来源:LoadAssetsPool.cs


示例14: Initialize

 public override void Initialize()
 {
     base.Initialize();
     this.SO = new SceneObject(((ReadOnlyCollection<ModelMesh>)ResourceManager.GetModel("Model/SpaceObjects/planet_" + (object)this.moonType).Meshes)[0]);
     this.SO.ObjectType = ObjectType.Static;
     this.SO.Visibility = ObjectVisibility.Rendered;
     this.WorldMatrix = ((Matrix.Identity * Matrix.CreateScale(this.scale)) * Matrix.CreateTranslation(new Vector3(this.Position, 2500f)));
     this.SO.World = this.WorldMatrix;
     base.Radius = this.SO.ObjectBoundingSphere.Radius * this.scale * 0.65f;
 }
开发者ID:castroev,项目名称:StardriveBlackBox-verRadicalElements-,代码行数:10,代码来源:Moon.cs


示例15: Scene

		public Scene(Window window)
		{
			this.window = window;

			eventManager = new EventManager(this);

			SetupEventSystems();

			rootSceneObject = new SceneObject("Root", this);
		}
开发者ID:KurtLoeffler,项目名称:EnvyEngine,代码行数:10,代码来源:Scene.cs


示例16: ProjectTop

 public static void ProjectTop(SceneObject obj)
 {
     obj.rebuild();
     Vector min = obj.Min();
     Vector max = obj.Max();
     float du = 1 / (max.X - min.X);
     float dv = 1 / (max.Z - min.Z);
     for (int i = 0; i < obj.vertices; i++)
     {
         obj.vertex[i].Tu = (obj.vertex[i].pos.X - min.X) * du;
         obj.vertex[i].Tv = (obj.vertex[i].pos.Z - min.Z) * dv;
     }
 }
开发者ID:tgjones,项目名称:idx3dsharp,代码行数:13,代码来源:TextureProjector.cs


示例17: ProjectCylindric

 public static void ProjectCylindric(SceneObject obj)
 {
     obj.rebuild();
     Vector min = obj.Min();
     Vector max = obj.Max();
     float dz = 1 / (max.Z - min.Z);
     for (int i = 0; i < obj.vertices; i++)
     {
         obj.vertex[i].pos.BuildCylindric();
         obj.vertex[i].Tu = obj.vertex[i].pos.Theta / (2 * 3.14159265f);
         obj.vertex[i].Tv = (obj.vertex[i].pos.Z - min.Z) * dz;
     }
 }
开发者ID:tgjones,项目名称:idx3dsharp,代码行数:13,代码来源:TextureProjector.cs


示例18: GUIFieldSelector

        /// <summary>
        /// Creates a new GUIFieldSelector and registers its GUI elements in the provided layout.
        /// </summary>
        /// <param name="layout">Layout into which to add the selector GUI hierarchy.</param>
        /// <param name="so">Scene object to inspect the fields for.</param>
        /// <param name="width">Width of the selector area, in pixels.</param>
        /// <param name="height">Height of the selector area, in pixels.</param>
        public GUIFieldSelector(GUILayout layout, SceneObject so, int width, int height)
        {
            rootSO = so;

            scrollArea = new GUIScrollArea();
            scrollArea.SetWidth(width);
            scrollArea.SetHeight(height);

            layout.AddElement(scrollArea);

            GUISkin skin = EditorBuiltin.GUISkin;
            GUIElementStyle style = skin.GetStyle(EditorStyles.Expand);
            foldoutWidth = style.Width;

            Rebuild();
        }
开发者ID:BearishSun,项目名称:BansheeEngine,代码行数:23,代码来源:GUIFieldSelector.cs


示例19: Initialize

 public override void Initialize()
 {
     base.Initialize();
     this.AsteroidSO = new SceneObject(Ship_Game.ResourceManager.GetModel(string.Concat("Model/Asteroids/asteroid", this.whichRoid)).Meshes[0])
     {
         ObjectType = ObjectType.Static,
         Visibility = ObjectVisibility.Rendered
     };
     this.WorldMatrix = ((((Matrix.Identity * Matrix.CreateScale(this.scale)) * Matrix.CreateRotationX(this.Xrotate)) * Matrix.CreateRotationY(this.Yrotate)) * Matrix.CreateRotationZ(this.Zrotate)) * Matrix.CreateTranslation(this.Position3D);
     this.AsteroidSO.World = this.WorldMatrix;
     base.Radius = this.AsteroidSO.ObjectBoundingSphere.Radius * this.scale * 0.65f;
     int radius = (int)base.Radius / 5;
     base.Position = new Vector2(this.Position3D.X, this.Position3D.Y);
     this.Position3D.X = base.Position.X;
     this.Position3D.Y = base.Position.Y;
     this.Center = base.Position;
 }
开发者ID:castroev,项目名称:StardriveBlackBox-verRadicalElements-,代码行数:17,代码来源:Asteroid.cs


示例20: UpdateImageScript

        public UpdateImageScript(Control canvas, SceneObject obj = null)
            : base(obj)
        {
            this.canvas = canvas;

            if (this.openTextureDlg == null)
            {
                {
                    var openTextureDlg = new OpenFileDialog();
                    openTextureDlg.Filter = "Image File(*.BMP;*.JPG;*.GIF;*.PNG)|*.BMP;*.JPG;*.GIF;*.PNG";
                    this.openTextureDlg = openTextureDlg;
                }
                {
                    this.keyPress = this.glCanvas1_KeyPress;
                    this.canvas.KeyPress += this.keyPress;
                }
            }
        }
开发者ID:bitzhuwei,项目名称:CSharpGL,代码行数:18,代码来源:UpdateImageScript.cs



注:本文中的SceneObject类示例整理自Github/MSDocs等源码及文档管理平台,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。


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上一篇:
C# SceneObjectPart类代码示例发布时间:2022-05-24
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