public void SceneNode_AddRenameEntity_ShouldNotThrowException() { sceneNode.AttachObject(entity); entity.Name = "newName_" + "SceneNode_AddRenameEntity"; Assert.IsTrue(sceneNode.GetObject(entity.Name) != null); sceneNode.DetachAllObjects(); }
public override void Destroy() { Node.DetachAllObjects(); Engine.Singleton.SceneManager.DestroySceneNode(Node); Engine.Singleton.SceneManager.DestroyEntity(Entity); Body.Dispose(); Body = null; base.Destroy(); }
/// <summary> /// /// </summary> public void Clear() { if (mRenderMethod == BillboardMethod.Accelerated) { //Delete the entity and mesh data if (mEntity != null) { //Delete entity mNode.DetachAllObjects(); mSceneMgr.RemoveEntity(mEntity); mEntity = null; //Delete mesh Debug.Assert(mMesh != null); string meshName = mMesh.Name; mMesh = null; if (MeshManager.Instance != null) { MeshManager.Instance.Remove(meshName); } } //Remove any billboard data which might be left over if the user forgot to call build() mBillboardBuffer.Clear(); } else { mFallbackSet.Clear(); } }
/// <summary> /// This method detaches and dispode of all the elements of the compound model /// </summary> public void Dispose() { if (wheelsGroupNode != null) // Start removing from the leaves of the sub-graph { if (wheelsGroupNode.Parent != null) { wheelsGroupNode.Parent.RemoveChild(wheelsGroupNode); } wheelsGroupNode.DetachAllObjects(); wheelsGroupNode.Dispose(); sphere.Dispose(); } if (hullGroupNode != null) { if (hullGroupNode.Parent != null) { hullGroupNode.Parent.RemoveChild(hullGroupNode); } hullGroupNode.DetachAllObjects(); hullGroupNode.Dispose(); hull.Dispose(); } if (model != null) // Stop removing with the sub-graph root { if (model.Parent != null) { model.Parent.RemoveChild(model); } model.Dispose(); } }
/// <summary> /// Dispose method to remove the borderNode. /// </summary> public void Dispose() { borderNode.DetachAllObjects(); borderNode.Parent.RemoveChild(borderNode); borderNode.Dispose(); borderEntity.Dispose(); }
/// <summary> /// This method disposes of the Cube /// </summary> public void Dispose() { groundNode.DetachAllObjects(); groundNode.Parent.RemoveChild(groundNode); groundNode.Dispose(); groundEntity.Dispose(); }
public override void Dispose() { if (EngineConfig.DisplayingMinimap && minimapItem != null) { minimapItem.Dispose(); minimapItem = null; } if (innerNode != null) { innerNode.DetachAllObjects(); innerNode.Dispose(); innerNode = null; } if (ammunitionModel != null) { ammunitionModel.Dispose(); ammunitionModel = null; } missileAnimation = null; if (ammunitionNode != null) { ammunitionNode.DetachAllObjects(); ammunitionNode.Dispose(); ammunitionNode = null; } }
/// <summary> /// This method disposes of all noes and entities in the scene /// </summary> protected override void DestroyScene() { cameraNode.DetachAllObjects(); cameraNode.Dispose(); player.Model.Dispose(); if (robot != null) { robot.Model.Dispose(); } //cube.Dispose(); gameHMD.Dispose(); int a; for (a = 0; a < cubeNum; a++) { obstacle_cube[a].Dispose(); } foreach (GemAmmo gemAmmo in gems_ammo) { gemAmmo.Dispose(); } foreach (GemHealth gemHealth in gems_health) { gemHealth.Dispose(); } physics.Dispose(); base.DestroyScene(); }
public void Dispose() { gemNode.Parent.RemoveChild(gemNode); gemNode.DetachAllObjects(); gemNode.Dispose(); gemEntity.Dispose(); }
/// <summary> /// This method is detaches from the scene graph and derstroies the game node and the game entity /// </summary> public virtual void Dispose() { //Console.WriteLine("Delete Object"); if (physObj != null) { Physics.RemovePhysObj(physObj); physObj = null; //Console.WriteLine("Delete Physics"); } if (gameNode != null) { if (gameNode.Parent != null) { gameNode.DetachAllObjects(); gameNode.RemoveAndDestroyAllChildren(); gameNode.Parent.RemoveChild(gameNode.Name); } gameNode.Dispose(); } if (gameEntity != null) { gameEntity.Dispose(); } }
public void Dispose() { cubeNode.Parent.RemoveChild(cubeNode); cubeNode.DetachAllObjects(); cubeNode.Dispose(); cubeEntity.Dispose(); }
/// <summary> /// This method detaches and dispode of all the elements of the compound model /// </summary> public void Dispose() { if (sphere != null) // Start removing from the leaves of the sub-graph { if (sphere.Parent != null) { sphere.Parent.RemoveChild(sphere); } sphere.DetachAllObjects(); sphere.Dispose(); sphereEntity.Dispose(); } if (mainHull != null) { if (mainHull.Parent != null) { mainHull.Parent.RemoveChild(mainHull); } mainHull.DetachAllObjects(); mainHull.Dispose(); hullEntity.Dispose(); } if (model != null) // Stop removing with the sub-graph root { if (model.Parent != null) { model.Parent.RemoveChild(model); } model.Dispose(); } }
/// <summary> /// This method detaches the robot node from the scene graph and destroies it and the robot enetity /// </summary> public void Dispose() { robotNode.Parent.RemoveChild(robotNode); robotNode.DetachAllObjects(); robotNode.Dispose(); robotEntity.Dispose(); }
protected override void DestroyScene() { base.DestroyScene(); player.Model.GameNode.Dispose(); //robot1.Dispose(); //robot2.Dispose(); //robot3.Dispose(); cameraNode.DetachAllObjects(); cameraNode.Dispose(); foreach (Bomb bomb in testGun.bombs) { bomb.Dispose(); } foreach (BlueGem blueGem in blueGems) { blueGem.Dispose(); } foreach (RedGem redGem in redGems) { redGem.Dispose(); } foreach (ShieldPU shield in shieldPU) { shield.Dispose(); } hudElement.Dispose(); physics.Dispose(); environment.Dispose(); }
public void Dispose() { wallNode1.DetachAllObjects(); wallNode1.Parent.RemoveChild(wallNode1); wallNode1.Dispose(); wallNode2.DetachAllObjects(); wallNode2.Parent.RemoveChild(wallNode2); wallNode2.Dispose(); //wallNode3.DetachAllObjects(); //wallNode3.Parent.RemoveChild(wallNode3); //wallNode3.Dispose(); //wallNode4.DetachAllObjects(); //wallNode4.Parent.RemoveChild(wallNode4); //wallNode4.Dispose(); wallMainNode.DetachAllObjects(); wallMainNode.Parent.RemoveChild(wallMainNode); wallMainNode.Dispose(); wallEntity1.Dispose(); wallEntity2.Dispose(); //wallEntity3.Dispose(); //wallEntity4.Dispose(); }
/// <summary> // Disposes of the physObj and gamenode /// </summary> public override void Dispose() { base.Dispose(); Physics.RemovePhysObj(PhysObj); physObj = null; gemNode.DetachAllObjects(); gemNode.Dispose(); }
public void DeleteLevel() { GraphicsNode.DetachAllObjects(); CollisionNode.DetachAllObjects(); Body.Dispose(); Engine.Singleton.SceneManager.RootSceneNode.RemoveChild(GraphicsNode); Engine.Singleton.SceneManager.RootSceneNode.RemoveChild(CollisionNode); }
public override void Dispose() { Physics.RemovePhysObj(physObj); physObj = null; //gameNode.Parent.RemoveChild(gameNode); gameNode.DetachAllObjects(); gameNode.Dispose(); gameEntity.Dispose(); }
public void Dispose() { bodyNode.DetachAllObjects(); sceneMgr.RootSceneNode.RemoveChild(bodyNode); if (controlled) { removeCamera(); } }
/// <summary> /// This method detaches the robot node from the scene graph and destroies it and the robot enetity /// </summary> public override void Dispose() { Physics.RemovePhysObj(physObj); physObj = null; robotNode.Parent.RemoveChild(robotNode); robotNode.DetachAllObjects(); robotNode.Dispose(); robotEntity.Dispose(); }
/// <summary> /// This method destroys the scene & components within it /// </summary> protected override void DestroyScene() { base.DestroyScene(); gameHMD.Dispose(); cameraNode.DetachAllObjects(); cameraNode.Dispose(); environment.Dispose(); physics.Dispose(); }
/// <summary> /// This method remove from the 3D overlay and destries the passed scene node /// </summary> /// <param name="life"></param> private void RemoveAndDestroyLife(SceneNode life) { overlay3D.Remove3D(life); lives.Remove(life); MovableObject heart = life.GetAttachedObject(0); life.DetachAllObjects(); life.Dispose(); heart.Dispose(); }
/// <summary> /// This method dispose of the bomb, destroying the physics object, and removing the bomb and its mesh from the scenegraph /// </summary> public void Dispose() { Physics.RemovePhysObj(physObj); physObj = null; bombNode.Parent.RemoveChild(bombNode); bombNode.DetachAllObjects(); bombNode.Dispose(); bombEntity.Dispose(); }
/// <summary> /// This method detaches the robot node from the scene graph and destroies it and the robot enetity /// </summary> public void Dispose() { robotNode.RemoveAllChildren(); robotNode.Parent.RemoveChild(robotNode); robotNode.DetachAllObjects(); robotNode.Dispose(); robotEntity.Dispose(); Physics.RemovePhysObj(physObj); physObj = null; }
public override void Dispose() { Physics.RemovePhysObj(physObj); physObj = null; if (gemNode.Parent != null) { gemNode.Parent.RemoveChild(gemNode); } gemNode.DetachAllObjects(); gemNode.Dispose(); gemEntity.Dispose(); } /////////
public override void Dispose() { Physics.RemovePhysObj(physObj); physObj = null; if (projectileNode.Parent != null) { projectileNode.Parent.RemoveChild(projectileNode); } projectileNode.DetachAllObjects(); projectileNode.Dispose(); projectileEntity.Dispose(); }
public void DeleteLevel() { if (DeleteWithAutoSave) { Engine.Singleton.AutoSave(null); } GraphicsNode.DetachAllObjects(); CollisionNode.DetachAllObjects(); Body.Dispose(); Engine.Singleton.SceneManager.RootSceneNode.RemoveChild(GraphicsNode); Engine.Singleton.SceneManager.RootSceneNode.RemoveChild(CollisionNode); }
public Camera removeCamera() { Camera cam = (Camera)cameraNode.GetAttachedObjectIterator().ElementAt(0); cameraNode.DetachAllObjects(); sceneManager.DestroySceneNode(cameraNode); sceneManager.DestroySceneNode(cameraGoal); sceneManager.DestroySceneNode(cameraPivot); cameraNode = null; cameraGoal = null; cameraPivot = null; return(cam); }
public void xRemoveEmitterModels(string name) { try { SceneNode node = sceneMgr.GetSceneNode(name); node.DetachAllObjects(); sceneMgr.DestroySceneNode(node); sceneMgr.DestroyManualObject(name); // destroy dummy model } catch (Exception err) { MessageBox.Show("Error: " + err); } }
/// <summary> /// This method disposes of the Cube /// </summary> public void Dispose() { if (manualObjNode != null) { manualObjNode.Parent.RemoveChild(manualObjNode); manualObjNode.DetachAllObjects(); manualObjNode.Dispose(); manualObjNode = null; } if (manualObjEntity != null) { manualObjEntity.Dispose(); manualObjEntity = null; } }
public List<String> SetViewModel(String _model) { String nameOnly = Path.GetFileNameWithoutExtension(_model); String filename = Path.GetFileName(_model); String modelDir = Path.GetDirectoryName(_model); AddResourcesDirectory(nameOnly, modelDir); if (sceneMgr.HasEntity(nameOnly)) sceneMgr.DestroyEntity(nameOnly); modelEntity = sceneMgr.CreateEntity(nameOnly, filename, nameOnly); if (sceneMgr.HasSceneNode(MODEL_NODE)) sceneMgr.DestroySceneNode(MODEL_NODE); modelNode = sceneMgr.RootSceneNode.CreateChildSceneNode(MODEL_NODE); modelNode.SetInitialState(); modelNode.DetachAllObjects(); modelNode.AttachObject(modelEntity); // check for material textures foreach (var subMesh in modelEntity.GetMesh().GetSubMeshIterator()) { bool needsReload = false; var matPtr = (MaterialPtr)MaterialManager.Singleton.GetByName(subMesh.MaterialName); if (matPtr != null) { foreach (var mtrPass in matPtr.GetTechnique(0).GetPassIterator()) { foreach (var mtrTex in mtrPass.GetTextureUnitStateIterator()) { if (mtrTex.IsTextureLoadFailing) { mtrTex.SetTextureName(mtrTex.TextureName.Replace(".png", ".dds")); needsReload = true; } } } } if (needsReload) matPtr.Reload(); } //if (modelEntity.HasSkeleton) //{ // foreach (String skltFiles in Directory.GetFiles(modelDir, "*.skeleton")) // { // try // { // SkeletonPtr source = SkeletonManager.Singleton.Load(Path.GetFileName(skltFiles), "General"); // Skeleton.BoneHandleMap boneHandleMap = new Skeleton.BoneHandleMap(); // source._buildMapBoneByHandle(source, boneHandleMap); // modelEntity.Skeleton._mergeSkeletonAnimations(source, boneHandleMap); // modelEntity.Skeleton._refreshAnimationState(modelEntity.AllAnimationStates); // } // catch { } // } // modelEntity.DisplaySkeleton = true; //} SetInitialCamera(modelEntity, modelNode); if (sceneMgr.HasLight("SimpleLight")) sceneMgr.DestroyLight("SimpleLight"); Light light = sceneMgr.CreateLight("SimpleLight"); sceneMgr.RootSceneNode.AttachObject(light); light.DiffuseColour = new ColourValue(1f, 1f, 1f); light.Position = this.camera.Position; light.Direction = this.camera.Direction; return GetAnimationNames(modelEntity); }