Axiom.Demos.FrustumCulling.CreateScene C# (CSharp) Метод

CreateScene() публичный Метод

public CreateScene ( ) : void
Результат void
		public override void CreateScene()
		{
			scene.AmbientLight = new ColorEx( .4f, .4f, .4f );

			Light light = scene.CreateLight( "MainLight" );
			light.Position = new Vector3( 50, 80, 0 );

			Entity head = scene.CreateEntity( "OgreHead", "ogrehead.mesh" );
			entityList.Add( head );
			scene.RootSceneNode.CreateChildSceneNode().AttachObject( head );

			Entity box = scene.CreateEntity( "Box1", "cube.mesh" );
			entityList.Add( box );
			scene.RootSceneNode.CreateChildSceneNode( new Vector3( -100, 0, 0 ), Quaternion.Identity ).AttachObject( box );

			box = scene.CreateEntity( "Box2", "cube.mesh" );
			entityList.Add( box );
			scene.RootSceneNode.CreateChildSceneNode( new Vector3( 100, 0, -300 ), Quaternion.Identity ).AttachObject( box );

			box = scene.CreateEntity( "Box3", "cube.mesh" );
			entityList.Add( box );
			scene.RootSceneNode.CreateChildSceneNode( new Vector3( -200, 100, -200 ), Quaternion.Identity ).AttachObject( box );

			frustum = new Frustum( "PlayFrustum" );
			frustum.Near = 10;
			frustum.Far = 300;

			// create a node for the frustum and attach it
			frustumNode = scene.RootSceneNode.CreateChildSceneNode( new Vector3( 0, 0, 200 ), Quaternion.Identity );

			// set the camera in a convenient position
			camera.Position = new Vector3( 0, 759, 680 );
			camera.LookAt( Vector3.Zero );

			frustumNode.AttachObject( frustum );
			frustumNode.AttachObject( camera2 );
		}