public void CreateMultipleControllers() { using (CreateCoreAndScene()) { ControllerManager manager = this.Scene.CreateControllerManager(); BoxControllerDescription descA = new BoxControllerDescription(new Vector3(1.0f, 1.0f, 1.0f), Vector3.Zero); BoxController boxControllerA = manager.CreateController(descA) as BoxController; boxControllerA.Dispose(); BoxControllerDescription descB = new BoxControllerDescription(new Vector3(1.0f, 1.0f, 1.0f), Vector3.Zero); BoxController boxControllerB = manager.CreateController(descB) as BoxController; } }
public static void RunCharacterTest() { Core core = new Core(); StillDesign.PhysX.Scene scene = core.CreateScene(); ControllerManager manager = scene.CreateControllerManager(); CapsuleControllerDescription desc = new CapsuleControllerDescription(2, 10); CapsuleController capsuleController = manager.CreateController <CapsuleController>(desc); BoxShapeDescription boxShapeDesc = new BoxShapeDescription(1, 1, 1); ActorDescription actorDesc = new ActorDescription(boxShapeDesc); actorDesc.BodyDescription = new BodyDescription(1f); Actor actor = scene.CreateActor(actorDesc); //capsuleController.Move( Vector3.Up ); // Update Physics scene.Simulate(1.0f / 60.0f); scene.FlushStream(); scene.FetchResults(SimulationStatus.RigidBodyFinished, true); capsuleController.Move(Vector3.Up); core.Dispose(); }
public void Initialize(StillDesign.PhysX.Scene _scene) { scene = _scene; manager = scene.CreateControllerManager(); CapsuleControllerDescription capsuleControllerDesc = new CapsuleControllerDescription(0.5f, 1); controllerHitReport = new PlayerControllerHitReport(); capsuleControllerDesc.Callback = controllerHitReport; /*{ * Callback = new ControllerHitReport() * };*/ CapsuleController capsuleController = manager.CreateController <CapsuleController>(capsuleControllerDesc); capsuleController.Position = player.Position.xna(); capsuleController.Actor.Name = "PlayerController"; capsuleController.SetCollisionEnabled(true); controller = capsuleController; }
public void CreateControllerTest_InputAlienWave() { //Erzeugung Testumgebung ControllerManager target = new ControllerManager(); //Nicht benötigt object sender = null; BehaviourEnum behaviour = BehaviourEnum.BlockMovement; LinkedList <IGameItem> controllees = new LinkedList <IGameItem>(); controllees.AddFirst(new Alien(Vector2.Zero, new Vector2(5, 5), 1, 1, new PlayerNormalWeapon(), 7)); DifficultyLevel difficultyLevel = DifficultyLevel.EasyDifficulty; ControllerEventArgs desiredController = new ControllerEventArgs(behaviour, controllees, difficultyLevel); // TODO: Initialize to an appropriate value //Test start target.CreateController(sender, desiredController); //Testergebnis Assert.AreEqual(target.Controllers.Count, 1); }
public override void AddObject(IPhysicObject obj) { if (obj is PhysxPhysicObject) { PhysxPhysicObject PhysxPhysicObject = obj as PhysxPhysicObject; if (PhysxPhysicObject.Actor == null) { PhysxPhysicObject.Actor = Scene.CreateActor(PhysxPhysicObject.ActorDesc, int.MaxValue); PhysxPhysicObject.Actor.UserData = obj; for (int i = 0; i < PhysxPhysicObject.ActorDesc.Shapes.Count; i++) { PhysxPhysicObject.Actor.Shapes[i].UserData = PhysxPhysicObject.ActorDesc.Shapes[i].UserData; } } else { PhysxPhysicObject.Actor.UserData = obj; } } else if (obj is PhysxClothObject) { PhysxClothObject PhysxPhysicObject = obj as PhysxClothObject; PhysxPhysicObject.Cloth = Scene.CreateCloth(PhysxPhysicObject.ClothDesc); PhysxPhysicObject.Cloth.UserData = obj; } else if (obj is PhysxFluidObject) { PhysxFluidObject PhysxPhysicObject = obj as PhysxFluidObject; PhysxPhysicObject.Fluid = Scene.CreateFluid(PhysxPhysicObject.FluidDesc); PhysxPhysicObject.Fluid.UserData = obj; } else if (obj is PhysxCapsuleCharacterObject) { PhysxCapsuleCharacterObject PhysxPhysicObject = obj as PhysxCapsuleCharacterObject; PhysxPhysicObject.Controller = ControllerManager.CreateController <CapsuleController>(PhysxPhysicObject.CapsuleControllerDescription); PhysxPhysicObject.Controller.UserData = obj; } else if (obj is PhysxBoxCharacterObject) { PhysxBoxCharacterObject PhysxPhysicObject = obj as PhysxBoxCharacterObject; PhysxPhysicObject.Controller = ControllerManager.CreateController <BoxController>((PhysxPhysicObject.BoxControllerDescription)); PhysxPhysicObject.Controller.UserData = obj; } objs.Add(obj); }
private void setupPhysics() { CapsuleControllerDesc desc = new CapsuleControllerDesc(); desc.Position = entityNode.Position; desc.StepOffset = 0.01f; desc.SlopeLimit = 0.5f; // max slope the character can walk desc.Radius = 2.5f; //radius of the capsule desc.Height = CHAR_HEIGHT; //height of the controller desc.ClimbingMode = CapsuleClimbingModes.Easy; desc.UpDirection = HeightFieldAxes.Y; // Specifies the 'up' direction desc.Position = entityNode.Position; physicsController = cotrollerManager.CreateController(physicsScene, desc); physicsController.Actor.Group = 3; }
public void LoadPhysics() { Core _core = this.Core; Scene _scene = this.Scene; #region Some Boxes for (int x = 0; x < 5; x++) { BoxShapeDescription boxShapeDesc = new BoxShapeDescription(2, 3, 8); ActorDescription actorDesc = new ActorDescription() { Name = String.Format("Box {0}", x), BodyDescription = new BodyDescription(10.0f), GlobalPose = Matrix.Translation(100, 15 + 3 * x, 20), Shapes = { boxShapeDesc } }; Actor actor = _scene.CreateActor(actorDesc); } #endregion //#region Cloth (Flag) //{ // // Create a Grid of Points // VertexGrid grid = VertexGrid.CreateGrid( 10, 10 ); // ClothMeshDescription clothMeshDesc = new ClothMeshDescription(); // clothMeshDesc.AllocateVertices<Vector3>( grid.Points.Length ); // clothMeshDesc.AllocateTriangles<int>( grid.Indices.Length / 3 ); // clothMeshDesc.VertexCount = grid.Points.Length; // clothMeshDesc.TriangleCount = grid.Indices.Length / 3; // clothMeshDesc.VerticesStream.SetData( grid.Points ); // clothMeshDesc.TriangleStream.SetData( grid.Indices ); // // We are using 32 bit integers, so make sure the 16 bit flag is removed. // // 32 bits are the default, so this isn't technically needed // clothMeshDesc.Flags &= ~MeshFlag.Indices16Bit; // // Write the cooked data to memory // MemoryStream memoryStream = new MemoryStream(); // Cooking.InitializeCooking(); // Cooking.CookClothMesh( clothMeshDesc, memoryStream ); // Cooking.CloseCooking(); // // Need to reset the position of the stream to the beginning // memoryStream.Position = 0; // ClothMesh clothMesh = _core.CreateClothMesh( memoryStream ); // // // ClothDescription clothDesc = new ClothDescription() // { // ClothMesh = clothMesh, // Flags = ClothFlag.Gravity | ClothFlag.Bending | ClothFlag.CollisionTwoway | ClothFlag.Visualization, // GlobalPose = // Matrix.CreateFromYawPitchRoll( 0, (float)Math.PI / 2.0f, (float)Math.PI / 2.0f ) * // Matrix.CreateTranslation( 0, 20, 0 ) // }; // clothDesc.MeshData.AllocatePositions<Vector3>( grid.Points.Length ); // clothDesc.MeshData.AllocateIndices<int>( grid.Indices.Length ); // clothDesc.MeshData.MaximumVertices = grid.Points.Length; // clothDesc.MeshData.MaximumIndices = grid.Indices.Length; // clothDesc.MeshData.NumberOfVertices = grid.Points.Length; // clothDesc.MeshData.NumberOfIndices = grid.Indices.Length; // _flag = _scene.CreateCloth( clothDesc ); // // Flag Pole // ActorDescription flagPoleActorDesc = new ActorDescription() // { // GlobalPose = Matrix.CreateTranslation( 0, 10, 0 ), // Shapes = { new BoxShapeDescription( 1.0f, 20.0f, 1.0f ) } // }; // Actor flagPoleActor = _scene.CreateActor( flagPoleActorDesc ); // _flag.AttachToShape( flagPoleActor.Shapes[ 0 ], 0 ); // _flag.WindAcceleration = new Vector3( 10, 10, 10 ); // _flag.BendingStiffness = 0.1f; //} //#endregion #region Revolute Joint { BoxShapeDescription boxShapeDescA = new BoxShapeDescription(3, 3, 3); BoxShapeDescription boxShapeDescB = new BoxShapeDescription(3, 3, 3); ActorDescription actorDescA = new ActorDescription() { BodyDescription = new BodyDescription(10.0f), GlobalPose = Matrix.Translation(75, 1.5f, 55), Shapes = { boxShapeDescA } }; Actor actorA = _scene.CreateActor(actorDescA); ActorDescription actorDescB = new ActorDescription() { BodyDescription = new BodyDescription(10.0f), GlobalPose = Matrix.Translation(70, 1.5f, 55), Shapes = { boxShapeDescB } }; Actor actorB = _scene.CreateActor(actorDescB); // RevoluteJointDescription revoluteJointDesc = new RevoluteJointDescription() { Actor1 = actorA, Actor2 = actorB, Motor = new MotorDescription(20, 20.1f, true) }; revoluteJointDesc.Flags |= RevoluteJointFlag.MotorEnabled; revoluteJointDesc.SetGlobalAnchor(new Vector3(73.5f, 1.5f, 55)); revoluteJointDesc.SetGlobalAxis(new Vector3(1, 0, 0)); RevoluteJoint revoluteJoint = _scene.CreateJoint(revoluteJointDesc) as RevoluteJoint; } #endregion #region Prismatic Joint with Limit { Actor actorA, actorB; { BoxShapeDescription boxShapeDesc = new BoxShapeDescription(3, 3, 3); BodyDescription bodyDesc = new BodyDescription(10.0f); bodyDesc.BodyFlags |= BodyFlag.Kinematic; ActorDescription actorDesc = new ActorDescription() { BodyDescription = bodyDesc, GlobalPose = Matrix.Translation(70, 25, 65), Shapes = { boxShapeDesc } }; actorA = _scene.CreateActor(actorDesc); } { BoxShapeDescription boxShapeDesc = new BoxShapeDescription(3, 3, 3); ActorDescription actorDesc = new ActorDescription() { BodyDescription = new BodyDescription(10.0f), GlobalPose = Matrix.Translation(70, 15, 65), Shapes = { boxShapeDesc } }; actorB = _scene.CreateActor(actorDesc); } PrismaticJointDescription prismaticJointDesc = new PrismaticJointDescription() { Actor1 = actorA, Actor2 = actorB, }; prismaticJointDesc.SetGlobalAnchor(new Vector3(70, 20, 65)); prismaticJointDesc.SetGlobalAxis(new Vector3(0, 1, 0)); PrismaticJoint prismaticJoint = _scene.CreateJoint(prismaticJointDesc) as PrismaticJoint; LimitPlane limitPlane = new LimitPlane(new Vector3(0, 1, 0), new Vector3(-30, 8, -30), 0); prismaticJoint.AddLimitPlane(limitPlane); } #endregion #region Fluid { const int maximumParticles = 1000; FluidEmitterDescription fluidEmitterDesc = new FluidEmitterDescription() { DimensionX = 0.5f, DimensionY = 0.5f, Rate = 15, RelativePose = Matrix.Translation(-40, 10, 50), Shape = EmitterShape.Rectangular, Type = EmitterType.ConstantFlowRate, RandomAngle = 0.5f }; fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization); FluidDescription fluidDesc = new FluidDescription() { Emitters = { fluidEmitterDesc }, Flags = FluidFlag.Enabled | FluidFlag.Visualization, MaximumParticles = maximumParticles }; fluidDesc.ParticleWriteData.AllocatePositionBuffer <Vector3>(maximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles; Fluid fluid = _scene.CreateFluid(fluidDesc); // Ledge { BoxShapeDescription boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); ActorDescription drainActorDesc = new ActorDescription() { GlobalPose = Matrix.RotationX(0.5f) * Matrix.Translation(-40, 5, 52), Shapes = { boxShapeDesc } }; Actor drianActor = _scene.CreateActor(drainActorDesc); } // Drain { BoxShapeDescription boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); boxShapeDesc.Flags |= ShapeFlag.FluidDrain; ActorDescription drainActorDesc = new ActorDescription() { GlobalPose = Matrix.Translation(-40, 0, 55), Shapes = { boxShapeDesc } }; Actor drianActor = _scene.CreateActor(drainActorDesc); } } #endregion #region Force Field { BoxForceFieldShapeDescription boxForceFieldShapeDesc = new BoxForceFieldShapeDescription() { Size = new Vector3(10, 10, 10) }; ForceFieldLinearKernelDescription kernelDesc = new ForceFieldLinearKernelDescription() { Constant = new Vector3(0, 100.0f, 0) }; ForceFieldLinearKernel kernel = _scene.CreateForceFieldLinearKernel(kernelDesc); ForceFieldShapeGroupDescription shapeGroupDesc = new ForceFieldShapeGroupDescription() { Shapes = { boxForceFieldShapeDesc } }; ForceFieldShapeGroup shapeGroup = _scene.CreateForceFieldShapeGroup(shapeGroupDesc); BoxForceFieldShape boxForceFieldShape = shapeGroup.CreateShape(boxForceFieldShapeDesc) as BoxForceFieldShape; boxForceFieldShape.Pose = Matrix.Translation(30, 5, 0); ForceFieldDescription forceFieldDesc = new ForceFieldDescription() { Kernel = kernel, ShapeGroups = { shapeGroup } }; ForceField forceField = _scene.CreateForceField(forceFieldDesc); } #endregion #region Heightfield { int rows = 25; int columns = 25; HeightFieldSample[] samples = new HeightFieldSample[rows * columns]; for (int r = 0; r < rows; r++) { for (int c = 0; c < columns; c++) { // Put a z and x curve together double h = Math.Sin(c) * Math.Cos(r) * short.MaxValue; HeightFieldSample sample = new HeightFieldSample() { Height = (short)h, MaterialIndex0 = 0, MaterialIndex1 = 1, TessellationFlag = 0 }; samples[r * columns + c] = sample; } } HeightFieldDescription heightFieldDesc = new HeightFieldDescription() { NumberOfRows = rows, NumberOfColumns = columns }; heightFieldDesc.SetSamples(samples); HeightField heightField = _core.CreateHeightField(heightFieldDesc); // HeightFieldShapeDescription heightFieldShapeDesc = new HeightFieldShapeDescription() { HeightField = heightField, HoleMaterial = 2, // The max height of our samples is short.MaxValue and we want it to be 1 HeightScale = 1.0f / (float)short.MaxValue, RowScale = 3, ColumnScale = 3 }; heightFieldShapeDesc.LocalPosition = new Vector3(-0.5f * rows * 1 * heightFieldShapeDesc.RowScale, 0, -0.5f * columns * 1 * heightFieldShapeDesc.ColumnScale); ActorDescription actorDesc = new ActorDescription() { GlobalPose = Matrix.Translation(100, 0, 0), Shapes = { heightFieldShapeDesc } }; Actor actor = _scene.CreateActor(actorDesc); } #endregion //#region Convex Mesh //{ // ModelMesh mesh = _torusModel.Meshes.First(); // Matrix[] transforms = new Matrix[ _torusModel.Bones.Count ]; // _torusModel.CopyAbsoluteBoneTransformsTo( transforms ); // // Gets the vertices from the mesh // VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[ mesh.MeshParts[ 0 ].NumVertices ]; // mesh.VertexBuffer.GetData<VertexPositionNormalTexture>( vertices ); // // // // Allocate memory for the points and triangles // var convexMeshDesc = new ConvexMeshDescription() // { // PointCount = vertices.Length // }; // convexMeshDesc.Flags |= ConvexFlag.ComputeConvex; // convexMeshDesc.AllocatePoints<Vector3>( vertices.Length ); // // Write in the points and triangles // // We only want the Position component of the vertex. Also scale down the mesh // foreach( VertexPositionNormalTexture vertex in vertices ) // { // Vector3 position = Vector3.Transform( vertex.Position, Matrix.CreateScale( 0.1f, 0.1f, 0.1f ) * transforms[ 0 ] ); // convexMeshDesc.PointsStream.Write( position ); // } // // // // Cook to memory or to a file // MemoryStream stream = new MemoryStream(); // //FileStream stream = new FileStream( @"Convex Mesh.cooked", FileMode.CreateNew ); // Cooking.InitializeCooking( new ConsoleOutputStream() ); // Cooking.CookConvexMesh( convexMeshDesc, stream ); // Cooking.CloseCooking(); // stream.Position = 0; // ConvexMesh convexMesh = _core.CreateConvexMesh( stream ); // ConvexShapeDescription convexShapeDesc = new ConvexShapeDescription( convexMesh ); // ActorDescription actorDesc = new ActorDescription() // { // BodyDescription = new BodyDescription( 10.0f ), // GlobalPose = Matrix.CreateTranslation( 30, 30, 0 ) // }; // actorDesc.Shapes.Add( convexShapeDesc ); // _torusActor = _scene.CreateActor( actorDesc ); //} //#endregion //#region SoftBody //if( false ) // Enable to view soft bodies, they run slowly //{ // XmlDocument doc = new XmlDocument(); // doc.Load( "Teapot.xml" ); // // Not how NxuStream are meant to used but what ever :S // Vector3[] vertices = ReadVertices( doc.SelectSingleNode( "/NXUSTREAM2/NxuPhysicsCollection/NxSoftBodyMeshDesc/vertices" ) ); // int[] tetrahedraSingles = ReadTetrahedra( doc.SelectSingleNode( "/NXUSTREAM2/NxuPhysicsCollection/NxSoftBodyMeshDesc/tetrahedra" ) ); // var softBodyMeshDesc = new SoftBodyMeshDescription() // { // VertexCount = vertices.Length, // TetrahedraCount = tetrahedraSingles.Length / 4 // Tetrahedras come in quadruples of ints // }; // softBodyMeshDesc.AllocateVertices<Vector3>( softBodyMeshDesc.VertexCount ); // softBodyMeshDesc.AllocateTetrahedra<int>( softBodyMeshDesc.TetrahedraCount ); // Note: T is an int. T is the type of each point // softBodyMeshDesc.VertexStream.SetData( vertices ); // softBodyMeshDesc.TetrahedraStream.SetData( tetrahedraSingles ); // MemoryStream memoryStream = new MemoryStream(); // Cooking.InitializeCooking(); // Cooking.CookSoftBodyMesh( softBodyMeshDesc, memoryStream ); // Cooking.CloseCooking(); // memoryStream.Position = 0; // SoftBodyMesh softBodyMesh = _core.CreateSoftBodyMesh( memoryStream ); // SoftBodyDescription desc = new SoftBodyDescription() // { // GlobalPose = Matrix.CreateTranslation( -30, 20, -30 ), // SoftBodyMesh = softBodyMesh // }; // desc.Flags |= SoftBodyFlag.Visualization; // desc.MeshData.AllocatePositions<Vector3>( vertices.Length ); // desc.MeshData.AllocateIndices<int>( tetrahedraSingles.Length ); // SoftBody softBody = _scene.CreateSoftBody( desc ); //} //#endregion //#region Reports //// Contact report //// When the capsule actor hits the ground make it bounce by using the conact report //{ // CapsuleShapeDescription capsuleShapeDesc = new CapsuleShapeDescription( 1, 5 ); // ActorDescription actorDesc = new ActorDescription() // { // GlobalPose = Matrix.CreateTranslation( -30, 20, 0 ), // BodyDescription = new BodyDescription( 10.0f ), // Name = "Report Capsule", // Shapes = { capsuleShapeDesc } // }; // _contactReportActor = _scene.CreateActor( actorDesc ); // _scene.SetActorPairFlags( _contactReportActor, _groundActor, ContactPairFlag.All ); // _scene.UserContactReport = new ContactReport( this ); //} //// Trigger Reports //{ // BoxShapeDescription boxShapeDesc = new BoxShapeDescription( 15, 8, 15 ); // boxShapeDesc.Flags |= ( ShapeFlag.TriggerOnEnter | ShapeFlag.TriggerOnLeave ); // ActorDescription actorDesc = new ActorDescription() // { // GlobalPose = Matrix.CreateTranslation( -30, 4, 0 ), // Shapes = { boxShapeDesc } // }; // _scene.CreateActor( actorDesc ); // _scene.UserTriggerReport = new TriggerReport( this ); //} //_scene.UserNotify = new Notify( this ); //#endregion //#region Wheel //{ // _basicVehicle = new Vehicle( this ); //} //#endregion #region Controller { ControllerManager manager = _scene.CreateControllerManager(); CapsuleControllerDescription capsuleControllerDesc = new CapsuleControllerDescription(4, 3); CapsuleController capsuleController = manager.CreateController <CapsuleController>(capsuleControllerDesc); capsuleController.Position = new Vector3(0, 1.5f + 2, -15); capsuleController.Actor.Name = "BoxController"; capsuleController.SetCollisionEnabled(true); } #endregion }
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); /****/ }