public BillboardSystem(SceneManager sceneManager, SceneNode worldNode, string materialName, Mogre.BillboardType type, Vector2 defaultDimension, float defaultTimeToLive) { BillboardSet = sceneManager.CreateBillboardSet(); BillboardSet.SetMaterialName(materialName); BillboardSet.SetBillboardsInWorldSpace(true); BillboardSet.BillboardType = type; worldNode.AttachObject(BillboardSet); this.DefaultDimension = defaultDimension; this.DefaultTimeToLive = defaultTimeToLive; }
void setupLighting() { /****/ // Set ambient light mSceneManager.SetAmbientLight(Converter.GetColor(0.2f, 0.2f, 0.2f)); // Point light, movable, reddish mLight = mSceneManager.CreateLight("Light2"); mLight.SetDiffuseColour(mMinLightColour); mLight.SetSpecularColour(1.0f, 1.0f, 1.0f); mLight.SetAttenuation(8000.0f, 1.0f, 0.0005f, 0.0f); // Create light node mLightNode = mSceneManager.GetRootSceneNode().CreateChildSceneNode("MovingLightNode"); mLightNode.AttachObject(mLight); // create billboard set BillboardSet bbs = mSceneManager.CreateBillboardSet("lightbbs", 1); bbs.SetMaterialName("Examples/Flare"); Billboard bb = bbs.CreateBillboard(0, 0, 0, mMinLightColour); // attach mLightNode.AttachObject(bbs); // create controller, after this is will get updated on its own mWFCF = new WaveformControllerFunction(WaveformType.Sine, 0.0f, 0.5f); mCFFPtr = new ControllerFunctionFloatPtr(mWFCF); mLightWibbler = new LightWibbler(mLight, bb, mMinLightColour, mMaxLightColour, mMinFlareSize, mMaxFlareSize); mCVFPtr = new ControllerValueFloatPtr(mLightWibbler.mCVFH); ControllerManager contMgr = ControllerManager.GetSingleton(); mLightCtlFlt = contMgr.CreateController(contMgr.GetFrameTimeSource(), mCVFPtr, mCFFPtr); mLightNode.SetPosition(new Vector3(300, 250, -300)); // Create a track for the light Animation anim = mSceneManager.CreateAnimation("LightTrack", 20.0f); // Spline it for nice curves anim.SetInterpolationMode(Animation.InterpolationMode.Spline); // Create a track to animate the camera's node NodeAnimationTrack track = anim.CreateNodeTrack(0, mLightNode); // Setup keyframes TransformKeyFrame key = new TransformKeyFrame(KeyFrame.getCPtr(track.CreateKeyFrame(0.0f)).Handle, false); // A startposition key.SetTranslate(new Vector3(300.0f, 550.0f, -300.0f)); key = new TransformKeyFrame(KeyFrame.getCPtr(track.CreateKeyFrame(2.0f)).Handle, false); //B key.SetTranslate(new Vector3(150.0f, 600.0f, -250.0f)); key = new TransformKeyFrame(KeyFrame.getCPtr(track.CreateKeyFrame(4.0f)).Handle, false); //C key.SetTranslate(new Vector3(-150.0f, 650.0f, -100.0f)); key = new TransformKeyFrame(KeyFrame.getCPtr(track.CreateKeyFrame(6.0f)).Handle, false); //D key.SetTranslate(new Vector3(-400.0f, 500.0f, -200.0f)); key = new TransformKeyFrame(KeyFrame.getCPtr(track.CreateKeyFrame(8.0f)).Handle, false); //E key.SetTranslate(new Vector3(-200.0f, 500.0f, -400.0f)); key = new TransformKeyFrame(KeyFrame.getCPtr(track.CreateKeyFrame(10.0f)).Handle, false); //F key.SetTranslate(new Vector3(-100.0f, 450.0f, -200.0f)); key = new TransformKeyFrame(KeyFrame.getCPtr(track.CreateKeyFrame(12.0f)).Handle, false); //G key.SetTranslate(new Vector3(-100.0f, 400.0f, 180.0f)); key = new TransformKeyFrame(KeyFrame.getCPtr(track.CreateKeyFrame(14.0f)).Handle, false); //H key.SetTranslate(new Vector3(0.0f, 250.0f, 600.0f)); key = new TransformKeyFrame(KeyFrame.getCPtr(track.CreateKeyFrame(16.0f)).Handle, false); //I key.SetTranslate(new Vector3(100.0f, 650.0f, 100.0f)); key = new TransformKeyFrame(KeyFrame.getCPtr(track.CreateKeyFrame(18.0f)).Handle, false); //J key.SetTranslate(new Vector3(250.0f, 600.0f, 0.0f)); key = new TransformKeyFrame(KeyFrame.getCPtr(track.CreateKeyFrame(20.0f)).Handle, false); //K == A key.SetTranslate(new Vector3(300.0f, 550.0f, -300.0f)); // Create a new animation state to track this mAnimState = mSceneManager.CreateAnimationState("LightTrack"); mAnimState.SetEnabled(true); /****/ }
private void SetupLighting() { scene.AmbientLight = new ColorEx(0.2f, 0.2f, 0.2f); Light = scene.CreateLight("Light2"); Light.DiffuseColour = MinLightColour; Light.SetAttenuation(8000, 1, 0.0005f, 0); Light.SpecularColour = new ColorEx(1, 1, 1); LightNode = scene.RootSceneNode.CreateChildSceneNode("MovingLightNode"); LightNode.AttachObject(Light); //create billboard set BillboardSet bbs = scene.CreateBillboardSet("lightbbs", 1); bbs.SetMaterialName("Examples/Flare"); Billboard bb = bbs.CreateBillboard(new Vector3(0, 0, 0), MinLightColour); LightNode.AttachObject(bbs); mLightController = new LightGrassWibbler(Light, bb, MinLightColour, this.MaxLightColour, MinFlareSize, MaxFlareSize); // create controller, after this is will get updated on its own //WaveformControllerFunction func = new WaveformControllerFunction(WaveformType.Sine, 0.0f, 0.5f); //ControllerManager.Instance.CreateController(val, func); LightNode.Position = new Vector3(300, 250, -300); Animation anim = scene.CreateAnimation("LightTrack", 20); //Spline it for nce curves anim.SetInterpolationMode(Animation.InterpolationMode.IM_SPLINE);// = Mogre.Animation.InterpolationMode.IM_SPLINE; //create a srtack to animte the camera's node NodeAnimationTrack track = anim.CreateNodeTrack(0, LightNode); //setup keyframes TransformKeyFrame key = track.CreateNodeKeyFrame(0); key.Translate = new Vector3(300, 550, -300); key = track.CreateNodeKeyFrame(2); //B key.Translate = new Vector3(150, 600, -250); key = track.CreateNodeKeyFrame(4); //C key.Translate = new Vector3(-150, 650, -100); key = track.CreateNodeKeyFrame(6); //D key.Translate = new Vector3(-400, 500, -200); key = track.CreateNodeKeyFrame(8); //E key.Translate = new Vector3(-200, 500, -400); key = track.CreateNodeKeyFrame(10); //F key.Translate = new Vector3(-100, 450, -200); key = track.CreateNodeKeyFrame(12); //G key.Translate = new Vector3(-100, 400, 180); key = track.CreateNodeKeyFrame(14); //H key.Translate = new Vector3(0, 250, 600); key = track.CreateNodeKeyFrame(16); //I key.Translate = new Vector3(100, 650, 100); key = track.CreateNodeKeyFrame(18); //J key.Translate = new Vector3(250, 600, 0); key = track.CreateNodeKeyFrame(20); //K == A key.Translate = new Vector3(300, 550, -300); // Create a new animation state to track this AnimState = scene.CreateAnimationState("LightTrack"); AnimState.Enabled = true; }