public ScaleTexture ( float scale, float scale2 ) : void | ||
scale | float | The scaling amount. Values above 1.0 increase the number of time the texture is drawn on the terrain. Values below 0 will decrease the number of times the texture is drawn on the terrain. Using negative values will flip the texture, as well as still scaling it. |
scale2 | float | If set to 0 (default value), this will set the second texture coordinate set to the same values as in the first set. If this is another value than zero, it will scale the second texture coordinate set by this value. |
Результат | void |
public static void Main() { IrrlichtDevice device = new IrrlichtDevice(DriverType.OpenGL, new Dimension2D(640, 480), 32, false, true, true, true); device.FileSystem.WorkingDirectory = "../../medias"; device.OnEvent += new OnEventDelegate(device_OnEvent); string caption = "Irrlicht .NET CP ATMOSpere test"; driver = device.VideoDriver; scene = device.SceneManager; terrain = scene.AddTerrainSceneNode( "terrain-heightmap.bmp", null, -1, new Vector3D(0,0,0), new Vector3D(1,1,1), new Vector3D(40, 4.4f, 40), new Color(255, 255, 255, 255),5,TerrainPatchSize.TPS17); terrain.SetMaterialFlag(MaterialFlag.Lighting, false); terrain.SetMaterialType(MaterialType.DetailMap); terrain.SetMaterialTexture(0, driver.GetTexture("terrain-texture.jpg")); terrain.SetMaterialTexture(1, driver.GetTexture("detail2.tga")); terrain.ScaleTexture(1.0f, 20.0f); atmo = new ATMOSphere(device.Timer, null, scene, -1); atmo.SkyTexture = driver.GetTexture("sky2.tga"); atmo.SunTexture = driver.GetTexture("sun.tga"); atmo.StarsTexture = driver.GetTexture("stars.bmp"); atmo.CreateSkyPalette(); atmo.Speed = 600.0f; KeyMap keyMap = new KeyMap(); keyMap.AssignAction(KeyAction.MoveForward,KeyCode.Key_W); keyMap.AssignAction(KeyAction.MoveBackward,KeyCode.Key_S); keyMap.AssignAction(KeyAction.StrafeLeft,KeyCode.Key_A); keyMap.AssignAction(KeyAction.StrafeRight,KeyCode.Key_D); CameraSceneNode fpsCam = scene.AddCameraSceneNodeFPS(null, 50, 200, false, keyMap); fpsCam.Position = Vector3D.From(2200,440,2000); device.CursorControl.Visible = false; driver.SetTextureFlag(TextureCreationFlag.Always32Bit, true); Timer timer = device.Timer; new ATMOSkytest(); while (device.Run() && !Exit) { driver.BeginScene(true, true, Color.Gray); atmo.Update(device.Timer.RealTime); scene.DrawAll(); driver.EndScene(); } }
public void Initialize3D() { device = new IrrlichtDevice(DriverType.Direct3D9, /* TODO: for Linux/OSX it should be OpenGL */ new Dimension2D(800, 600), 32, false, true, true, true, GetHandle()); device.FileSystem.WorkingDirectory = "3d"; device.Resizeable = true; // setup a simple 3d scene SceneManager sceneManager = device.SceneManager; VideoDriver driver = device.VideoDriver; camera = sceneManager.AddCameraSceneNodeFPS(null, 100.0f, 50000.0f, false); camera.Position = new Vector3D(1900 * 2, 255 * 2, 3700 * 2); camera.Target = new Vector3D(2397 * 2, 343 * 2, 2700 * 2); camera.FarValue = 12000.0f; camera.InputReceiverEnabled = false; /* Here comes the terrain renderer scene node: We add it just like any other scene node to the scene using ISceneManager::addTerrainSceneNode(). The only parameter we use is a file name to the heightmap we use. A heightmap is simply a gray scale texture. The terrain renderer loads it and creates the 3D terrain from it. To make the terrain look more big, we change the scale factor of it to (40, 4.4, 40). Because we don't have any dynamic lights in the scene, we switch off the lighting, and we set the file terrain-texture.jpg as texture for the terrain and detailmap3.jpg as second texture, called detail map. At last, we set the scale values for the texture: The first texture will be repeated only one time over the whole terrain, and the second one (detail map) 20 times. */ terrain = sceneManager.AddTerrainSceneNode("terrain-heightmap.bmp", null, // parent node -1, // node id new Vector3D(0f, 0f, 0f), // position new Vector3D(0f, 0f, 0f), // rotation new Vector3D(40f, 4.4f, 40f), // scale new Color(255, 255, 255, 255), // vertexColor, 5, // maxLOD TerrainPatchSize.TPS17 // patchSize ); terrain.SetMaterialFlag(MaterialFlag.Lighting, false); terrain.SetMaterialTexture(0, driver.GetTexture("terrain-texture.jpg")); terrain.SetMaterialTexture(1, driver.GetTexture("detailmap3.jpg")); terrain.SetMaterialType(MaterialType.DetailMap); terrain.ScaleTexture(1.0f, 20.0f); //terrain->setDebugDataVisible ( true ); /* To be able to do collision with the terrain, we create a triangle selector. If you want to know what triangle selectors do, just take a look into the collision tutorial. The terrain triangle selector works together with the terrain. To demonstrate this, we create a collision response animator and attach it to the camera, so that the camera will not be able to fly through the terrain. */ // create triangle selector for the terrain TriangleSelector selector = sceneManager.CreateTerrainTriangleSelector(terrain, 0); terrain.TriangleSelector = selector; // create collision response animator and attach it to the camera Animator animator = sceneManager.CreateCollisionResponseAnimator(selector, camera, new Vector3D(60, 100, 60), new Vector3D(0, 0, 0), new Vector3D(0, 50, 0), 0); selector.Dispose(); camera.AddAnimator(animator); animator.Dispose(); ; /* To make the user be able to switch between normal and wireframe mode, we create an instance of the event reciever from above and let Irrlicht know about it. In addition, we add the skybox which we already used in lots of Irrlicht examples. */ // create skybox driver.SetTextureFlag(TextureCreationFlag.CreateMipMaps, false); sceneManager.AddSkyBoxSceneNode(null, new Texture[] { driver.GetTexture("irrlicht2_up.jpg"), driver.GetTexture("irrlicht2_dn.jpg"), driver.GetTexture("irrlicht2_lf.jpg"), driver.GetTexture("irrlicht2_rt.jpg"), driver.GetTexture("irrlicht2_ft.jpg"), driver.GetTexture("irrlicht2_bk.jpg") }, -1); while (device.Run()) { driver.BeginScene(true, true, new Color()); sceneManager.DrawAll(); driver.EndScene(); } device.Dispose(); return; }
static void Main(string[] args) { // ask user for driver DriverType driverType = DriverType.OpenGL; // Ask user to select driver: // Create device and exit if creation fails: device = new IrrlichtDevice(driverType, new Dimension2D(640, 480), 32, false, true, true, true); device.FileSystem.WorkingDirectory = "../../medias"; //We set Irrlicht's current directory to %application directory%/media //MyEventReceiver receiver(room, env, driver); device.OnEvent += new OnEventDelegate(device_OnEvent); //We had a simple delegate that will handle every event /*************************************************/ /* First, we add standard stuff to the scene: A nice irrlicht engine logo, a small help text, a user controlled camera, and we disable the mouse cursor.*/ SceneManager smgr = device.SceneManager; VideoDriver driver = device.VideoDriver; GUIEnvironment env = device.GUIEnvironment; driver.SetTextureFlag(TextureCreationFlag.Always32Bit, true); // add irrlicht logo env.AddImage(driver.GetTexture("NETCPlogo.png"), new Position2D(10, 10), true, null, 0, ""); // add some help text GUIStaticText text = env.AddStaticText( "Press 'W' to change wireframe mode\nPress 'D' to toggle detail map", new Rect(new Position2D(10, 453), new Position2D(200, 475)), true, true, null, -1,true); // add camera CameraSceneNode camera = smgr.AddCameraSceneNodeFPS(null, 100.0f, 1200.0f, false); camera.Position = new Vector3D(1900 * 2, 255 * 2, 3700 * 2); camera.Target = new Vector3D(2397 * 2, 343 * 2, 2700 * 2); camera.FarValue = 120000.0f; // disable mouse cursor device.CursorControl.Visible = false; /* Here comes the terrain renderer scene node: We add it just like any other scene node to the scene using ISceneManager::addTerrainSceneNode(). The only parameter we use is a file name to the heightmap we use. A heightmap is simply a gray scale texture. The terrain renderer loads it and creates the 3D terrain from it. To make the terrain look more big, we change the scale factor of it to (40, 4.4, 40). Because we don't have any dynamic lights in the scene, we switch off the lighting, and we set the file terrain-texture.jpg as texture for the terrain and detailmap3.jpg as second texture, called detail map. At last, we set the scale values for the texture: The first texture will be repeated only one time over the whole terrain, and the second one (detail map) 20 times. */ // add terrain scene node terrain = smgr.AddTerrainSceneNode( "terrain-heightmap.bmp", null, -1, new Vector3D(0,0,0), new Vector3D(1,1,1), new Vector3D(40, 4.4f, 40), new Color(255, 255, 255, 255),3,TerrainPatchSize.TPS9); terrain.SetMaterialFlag(MaterialFlag.Lighting, false); terrain.SetMaterialType(MaterialType.DetailMap); terrain.SetMaterialTexture(0, driver.GetTexture("terrain-texture.jpg")); terrain.SetMaterialTexture(1, driver.GetTexture("detailmap3.jpg")); terrain.ScaleTexture(1.0f, 20.0f); /*WaterSceneNode water = new WaterSceneNode(null, smgr, new Dimension2Df(64,64), new Dimension2D(100,100)); water.Position = new Vector3D(1900 * 2, 255 * 2, 3700 * 2);*/ /* To be able to do collision with the terrain, we create a triangle selector. If you want to know what triangle selectors do, just take a look into the collision tutorial. The terrain triangle selector works together with the terrain. To demonstrate this, we create a collision response animator and attach it to the camera, so that the camera will not be able to fly through the terrain.*/ // create triangle selector for the terrain TriangleSelector selector = smgr.CreateTerrainTriangleSelector(terrain, 0); // create collision response animator and attach it to the camera Animator anim = smgr.CreateCollisionResponseAnimator( selector, camera, new Vector3D(60, 100, 60), new Vector3D(0, 0, 0), new Vector3D(0, 50, 0), 0.0005f); camera.AddAnimator(anim); //we add the skybox which we already used in lots of Irrlicht examples. driver.SetTextureFlag(TextureCreationFlag.CreateMipMaps, false); smgr.AddSkyBoxSceneNode(null, new Texture[] { driver.GetTexture("irrlicht2_up.jpg"), driver.GetTexture("irrlicht2_dn.jpg"), driver.GetTexture("irrlicht2_rt.jpg"), driver.GetTexture("irrlicht2_lf.jpg"), driver.GetTexture("irrlicht2_ft.jpg"), driver.GetTexture("irrlicht2_bk.jpg")}, 0); driver.SetTextureFlag(TextureCreationFlag.CreateMipMaps, true); /* That's it, draw everything. Now you know how to use terrain in Irrlicht. */ int lastFPS = -1; while (device.Run()) { if (device.WindowActive) { driver.BeginScene(true, true, new Color(0, 200, 200, 200)); smgr.DrawAll(); env.DrawAll(); driver.EndScene(); int fps = device.VideoDriver.FPS; if (lastFPS != fps) { device.WindowCaption = "Terrain Renderer - Irrlicht Engine " + "FPS:" + fps.ToString(); lastFPS = fps; } } } /* In the end, delete the Irrlicht device. */ device.Close(); }