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C# Camera.LookAt方法代码示例

本文整理汇总了C#中Camera.LookAt方法的典型用法代码示例。如果您正苦于以下问题:C# Camera.LookAt方法的具体用法?C# Camera.LookAt怎么用?C# Camera.LookAt使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Camera的用法示例。


在下文中一共展示了Camera.LookAt方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: OnLoad

        public void OnLoad()
        {
            var dir = Directory.GetCurrentDirectory();
            ResourceGroupManager.Singleton.AddResourceLocation(dir, "FileSystem");
            MaterialManager.Singleton.Initialise();

            _scene = _root.CreateSceneManager("DefaultSceneManager", "SLSharpInstance");
            _scene.ClearScene();

            Bindings.MOGRE.SLSharp.Init();
            Shader.DebugMode = true;

            //Shader.DebugMode = true;

            _clipmap = new Clipmap(_scene);
            RecalcHeight();

            _camera = _scene.CreateCamera("MainCamera");
            _camera.Position = new Vector3(0, 0, 5);
            _camera.LookAt(Vector3.ZERO);
            _camera.NearClipDistance = 0.001f;
            _camera.FarClipDistance = 20.0f;
            _camera.AutoAspectRatio = true;

            var vp = _window.AddViewport(_camera);
            vp.BackgroundColour = ColourValue.Blue;
        }
开发者ID:hach-que,项目名称:SLSharp,代码行数:27,代码来源:DemoWindow.cs

示例2: ChooseSceneManager

 protected virtual void ChooseSceneManager()
 {
     sceneMgr = mRoot.CreateSceneManager(SceneType.ST_GENERIC);
     camera = sceneMgr.CreateCamera("Camera");
     camera.Position = new Vector3(0, 0, 150);
     camera.LookAt(Vector3.ZERO);
     mViewport = mRenderWindow.AddViewport(camera);
 }
开发者ID:andyhebear,项目名称:Mccs,代码行数:8,代码来源:MyGameApp.cs

示例3: CreateCamera

 protected void CreateCamera()
 {
     mCamera = mSceneMgr.CreateCamera("PlayerCam");
     mCamera.Position = new Vector3(50, 200, 1000);
     mCamera.LookAt(Vector3.ZERO);
     //mCamera.Yaw(new Degree(45));
     //mCamera.NearClipDistance = 100;
     //mCamera.FarClipDistance = 500;
     //mCameraMan = new CameraMan(mCamera);
 }
开发者ID:scauglog,项目名称:sma_mogre,代码行数:10,代码来源:Tutorial.cs

示例4: CreateCamera

        public virtual void CreateCamera()
        {
            // Create the camera
            camera = sceneMgr.CreateCamera("PlayerCam");

            // Position it at 500 in Z direction
            camera.Position = new Vector3(0, 0, 500);
            // Look back along -Z
            camera.LookAt(new Vector3(0, 0, -300));
            camera.NearClipDistance = 5;
        }
开发者ID:joproulx,项目名称:FrisbeeSimulator,代码行数:11,代码来源:Example.cs

示例5: CreateCamera

        protected virtual void CreateCamera()
        {
            mCamera = mSceneMgr.CreateCamera("PlayerCam");

            mCamera.Position = new Vector3(0, 100, 250);

            mCamera.LookAt(new Vector3(0, 50, 0));
            mCamera.NearClipDistance = 5;

            mCameraMan = new CameraMan(mCamera);
        }
开发者ID:vavrekmichal,项目名称:StrategyGame,代码行数:11,代码来源:BaseApplication.cs

示例6: Program

        /// <summary>
        /// set up ogre
        /// </summary>
        public Program()
        {
            root = new Root("plugins.cfg", "", "Ogre.log");

            renderSystem = root.GetRenderSystemByName("Direct3D9 Rendering Subsystem");
            renderSystem.SetConfigOption("Full Screen", "No");
            renderSystem.SetConfigOption("Video Mode", "1920 x 1200 @ 32-bit colour");
            root.RenderSystem = renderSystem;

            SetupResources();
            window = root.Initialise(true, "shadow test");

            sceneMgr = root.CreateSceneManager(SceneType.ST_GENERIC, "sceneMgr");
            sceneMgr.AmbientLight = new ColourValue(0.8f, 0.8f, 0.8f);

            camera = sceneMgr.CreateCamera("cam");
            camera.Position = new Vector3(0.8f, 0.8f, 0.8f);
            camera.LookAt(new Vector3(-1, 1, -1));
            camera.SetAutoTracking(true, sceneMgr.RootSceneNode.CreateChildSceneNode(new Vector3(0, 0.4f, 0)));
            camera.NearClipDistance = 0.1f;
            camera.FarClipDistance = 2000;

            viewport = window.AddViewport(camera);
            viewport.BackgroundColour = ColourValue.Black;
            camera.AspectRatio = (float) viewport.ActualWidth / (float) viewport.ActualHeight;

            ResourceGroupManager.Singleton.InitialiseAllResourceGroups();

            TextureManager.Singleton.DefaultNumMipmaps = 1;

            CreateThings();

            //SetupParticles();
            //SetupShadows();

            SetupInput();

            root.FrameStarted += FrameStarted;

            Console.WriteLine(
            @"

            Press 1, 2, 3, 4 to enable/disable lights, or Esc to quit.
            The red and blue textures have PSSM and self-shadowing enabled.
            The yellow one does not.
            You can also use WASDQE to move the camera around."
            );
        }
开发者ID:CisciarpMaster,项目名称:PonyKart,代码行数:51,代码来源:Program.cs

示例7: Init

        public void Init(String handle)
        {
            try
            {
                // Create root object
                mRoot = new Root();

                // Define Resources
                ConfigFile cf = new ConfigFile();
                cf.Load("./resources.cfg", "\t:=", true);
                ConfigFile.SectionIterator seci = cf.GetSectionIterator();
                String secName, typeName, archName;

                while (seci.MoveNext())
                {
                    secName = seci.CurrentKey;
                    ConfigFile.SettingsMultiMap settings = seci.Current;
                    foreach (KeyValuePair<string, string> pair in settings)
                    {
                        typeName = pair.Key;
                        archName = pair.Value;
                        ResourceGroupManager.Singleton.AddResourceLocation(archName, typeName, secName);
                    }
                }

                //Load the resources from resources.cfg and selected tab (_ConfigurationPaths)
                //LoadResourceLocations(_ConfigurationPaths);

                //example of manual add: _FileSystemPaths.Add("../../Media/models");
                foreach (string foo in _ConfigurationPaths)
                {
                    AddResourceLocation(foo);
                }

                // Setup RenderSystem
                mRSys = mRoot.GetRenderSystemByName("Direct3D9 Rendering Subsystem");
                //mRSys = mRoot.GetRenderSystemByName("OpenGL Rendering Subsystem");

                // or use "OpenGL Rendering Subsystem"
                mRoot.RenderSystem = mRSys;

                mRSys.SetConfigOption("Full Screen", "No");
                mRSys.SetConfigOption("Video Mode", "800 x 600 @ 32-bit colour");

                // Create Render Window
                mRoot.Initialise(false, "Main Ogre Window");
                NameValuePairList misc = new NameValuePairList();
                misc["externalWindowHandle"] = handle;
                misc["FSAA"] = "4";
                // misc["VSync"] = "True"; //not sure how to enable vsync to remove those warnings in Ogre.log
                mWindow = mRoot.CreateRenderWindow("Main RenderWindow", 800, 600, false, misc);

                // Init resources
                MaterialManager.Singleton.SetDefaultTextureFiltering(TextureFilterOptions.TFO_ANISOTROPIC);
                TextureManager.Singleton.DefaultNumMipmaps = 5;
                ResourceGroupManager.Singleton.InitialiseAllResourceGroups();

                // Create a Simple Scene
                //SceneNode node = null;
                // mMgr = mRoot.CreateSceneManager(SceneType.ST_GENERIC, "SceneManager");
                mMgr = mRoot.CreateSceneManager(SceneType.ST_EXTERIOR_CLOSE, "SceneManager");

                mMgr.AmbientLight = new ColourValue(0.8f, 0.8f, 0.8f);

                mCamera = mMgr.CreateCamera("Camera");
                mWindow.AddViewport(mCamera);

                mCamera.AutoAspectRatio = true;
                mCamera.Viewport.SetClearEveryFrame(false);

                //Entity ent = mMgr.CreateEntity(displayMesh, displayMesh);

                //ent.SetMaterialName(displayMaterial);
                //node = mMgr.RootSceneNode.CreateChildSceneNode(displayMesh + "node");
                //node.AttachObject(ent);

                mCamera.Position = new Vector3(0, 0, 0);
                //mCamera.Position = new Vector3(0, 0, -400);
                mCamera.LookAt(0, 0, 1);

                //Create a single point light source
                Light light2 = mMgr.CreateLight("MainLight");
                light2.Position = new Vector3(0, 10, -25);
                light2.Type = Light.LightTypes.LT_POINT;
                light2.SetDiffuseColour(1.0f, 1.0f, 1.0f);
                light2.SetSpecularColour(0.1f, 0.1f, 0.1f);

                mWindow.WindowMovedOrResized();

                IsInitialized = true;

                // Create the camera's top node (which will only handle position).
                cameraNode = mMgr.RootSceneNode.CreateChildSceneNode();
                cameraNode.Position = new Vector3(0, 0, 0);

                //cameraNode = mMgr->getRootSceneNode()->createChildSceneNode();
                //cameraNode->setPosition(0, 0, 500);

                // Create the camera's yaw node as a child of camera's top node.
                cameraYawNode = cameraNode.CreateChildSceneNode();
//.........这里部分代码省略.........
开发者ID:zinick,项目名称:Ogre3D-Level-Editor,代码行数:101,代码来源:OgreForm.cs

示例8: InitMogre

        public void InitMogre()
        {
            //-----------------------------------------------------
            // 1 enter ogre
            //-----------------------------------------------------
            root = new Root();

            //-----------------------------------------------------
            // 2 configure resource paths
            //-----------------------------------------------------
            ConfigFile cf = new ConfigFile();
            cf.Load("resources.cfg", "\t:=", true);

            // Go through all sections & settings in the file
            ConfigFile.SectionIterator seci = cf.GetSectionIterator();

            String secName, typeName, archName;

            // Normally we would use the foreach syntax, which enumerates the values, but in this case we need CurrentKey too;
            while (seci.MoveNext()) {
                secName = seci.CurrentKey;
                ConfigFile.SettingsMultiMap settings = seci.Current;
                foreach (KeyValuePair<string, string> pair in settings) {
                    typeName = pair.Key;
                    archName = pair.Value;
                    ResourceGroupManager.Singleton.AddResourceLocation(archName, typeName, secName);
                }
            }

            //-----------------------------------------------------
            // 3 Configures the application and creates the window
            //-----------------------------------------------------
            bool foundit = false;
            foreach (RenderSystem rs in root.GetAvailableRenderers()) {
                root.RenderSystem = rs;
                String rname = root.RenderSystem.Name;
                if (rname == "Direct3D9 Rendering Subsystem") {
                    foundit = true;
                    break;
                }
            }

            if (!foundit)
                return; //we didn't find it... Raise exception?

            //we found it, we might as well use it!
            root.RenderSystem.SetConfigOption("Full Screen", "No");
            root.RenderSystem.SetConfigOption("Video Mode", "640 x 480 @ 32-bit colour");

            root.Initialise(false);
            NameValuePairList misc = new NameValuePairList();
            misc["externalWindowHandle"] = hWnd.ToString();
            window = root.CreateRenderWindow("Simple Mogre Form Window", 0, 0, false, misc);
            ResourceGroupManager.Singleton.InitialiseAllResourceGroups();

            //-----------------------------------------------------
            // 4 Create the SceneManager
            //
            //		ST_GENERIC = octree
            //		ST_EXTERIOR_CLOSE = simple terrain
            //		ST_EXTERIOR_FAR = nature terrain (depreciated)
            //		ST_EXTERIOR_REAL_FAR = paging landscape
            //		ST_INTERIOR = Quake3 BSP
            //-----------------------------------------------------
            sceneMgr = root.CreateSceneManager(SceneType.ST_GENERIC, "SceneMgr");
            sceneMgr.AmbientLight = new ColourValue(0.5f, 0.5f, 0.5f);

            //-----------------------------------------------------
            // 5 Create the camera
            //-----------------------------------------------------
            camera = sceneMgr.CreateCamera("SimpleCamera");
            camera.Position = new Vector3(0f, 0f, 100f);
            // Look back along -Z
            camera.LookAt(new Vector3(0f, 0f, -300f));
            camera.NearClipDistance = 5;

            viewport = window.AddViewport(camera);
            viewport.BackgroundColour = new ColourValue(0.0f, 0.0f, 0.0f, 1.0f);

            Entity ent = sceneMgr.CreateEntity("ogre", "ogrehead.mesh");
            SceneNode node = sceneMgr.RootSceneNode.CreateChildSceneNode("ogreNode");
            node.AttachObject(ent);
        }
开发者ID:andyhebear,项目名称:mogrelibrarys,代码行数:83,代码来源:MogreForm.cs

示例9: Open

        public void Open(string fileName)
        {
            FrameDescription frame;
            using (var frameFile = new FileStream(fileName, FileMode.Open, FileAccess.Read))
            {
                using (var reader = new StreamReader(frameFile))
                    frame = (FrameDescription)SerializationService.Deserialize(reader.ReadToEnd(), typeof(FrameDescription));
            }

            frame.FrameName = Path.GetFileNameWithoutExtension(fileName);
            Directory.SetCurrentDirectory(frame.WorkingDir);

            scn = new SceneDescription();
            try
            {
                scn.LightOrientation = (int)frame["LightOrientation"];
            }
            catch
            {
                scn.LightOrientation = -1.0f;
            }

            scn.WorkingDirectory = frame.WorkingDir;
            scn.SceneName = frame.FrameName;
            var lights = new List<Lightsource>();
            var cameras = new List<Camera>();

            foreach (var frameElement in frame.Elements)
            {
                switch (frameElement.GetType().Name.ToString())
                {
                    case "FrameAreaLightTemplate":
                        var templ = (FrameAreaLightTemplate)frameElement;
                        scn.LightNameTemplate = templ.NameTemplate;
                        scn.LightGain = new Vector3(templ.Gain.c1, templ.Gain.c2, templ.Gain.c3);
                        break;
                    case "FrameLightsource":
                        var lt = (FrameLightsource)frameElement;
                        var light = new Lightsource();
                        if (lt.LightType == RayDen.Library.Entity.Frames.LightSourceTypes.Area)
                        {
                            var emission = Vector.FromString(lt.Parameters[FrameLightsource.LightsourcePower].ToString().Replace(" ", string.Empty));
                            light.Type = LightSourceTypes.Area;
                            light.Name = lt.Parameters[FrameLightsource.AreaLightGeometryName].ToString();
                            light.Emission = new Vector3(emission.x, emission.y, emission.z);
                        }
                        else if (lt.LightType == RayDen.Library.Entity.Frames.LightSourceTypes.EnvironmentMap)
                        {
                            light.Type = LightSourceTypes.EnvironmentMap;
                            light["ImagePath"] = scn.EnvMapPath = lt.Parameters[FrameLightsource.InfiniteLightMapPath].ToString();
                        }
                        else if (lt.LightType == RayDen.Library.Entity.Frames.LightSourceTypes.Point)
                        {
                            var pos = Vector.FromString(lt.Parameters[FrameLightsource.PointLightPosition].ToString().Replace(" ", string.Empty));
                            var emission = Vector.FromString(lt.Parameters[FrameLightsource.LightsourcePower].ToString().Replace(" ", string.Empty));
                            light.Emission = new Vector3(emission.x, emission.y, emission.z);
                            light.Type = LightSourceTypes.Point;
                            light.p0 = new Vector3(pos.x, pos.y, pos.z);
                        }
                        Trace.WriteLine(string.Format("Lightsource {0} {1}", light.Type, light.Name));
                        lights.Add(light);
                        break;
                    case "FrameCamera":
                        var cam = (FrameCamera)frameElement;

                        //cameras.Add(new Camera()
                        //{
                        //    Fov = cam.Fov > 0f ? cam.Fov : 30f,
                        //    Position = new Vector3(cam.Position.x, cam.Position.y, cam.Position.z),
                        //    Target = new Vector3(cam.Target.x, cam.Target.y, cam.Target.z),
                        //    Up = new Vector3(cam.Up.x, cam.Up.y, cam.Up.z)
                        //});

                        var camera = new Camera() { Fov = cam.Fov > 0f ? cam.Fov : 30f };
                        camera.LookAt(new Vector3(cam.Position.x, cam.Position.y, cam.Position.z),
                                      new Vector3(cam.Target.x, cam.Target.y, cam.Target.z),
                                      new Vector3(cam.Up.x, cam.Up.y, cam.Up.z));
                        cameras.Add(camera);

                        break;
                    case "FrameObjFileReference":
                        var objFile = (FrameObjFileReference)frameElement;
                        scn.SceneGeo = new GeoGroup()
                        {
                            MatFilePath = frame.WorkingDir + objFile.MtlFilePath,
                            ObjFilePath = frame.WorkingDir + objFile.ObjFilePath
                        };
                        break;
                }
            }

            scn.Cameras = cameras.ToArray();
            Trace.WriteLine(string.Format("{0} cameras", scn.Cameras.Length));
            scn.Lights = lights.ToArray();
        }
开发者ID:HungryBear,项目名称:Phantom,代码行数:95,代码来源:RdfSceneProvider.cs

示例10: CreateCamera

        private void CreateCamera() {
            this.mCam = this.mSceneMgr.CreateCamera("MainCamera");
            this.mCam.NearClipDistance = 0.1f;
            this.mCam.FarClipDistance = 1000f;
            //
            // Position it at 500 in Z direction
            mCam.SetPosition(0, 0, 80);
            // Look back along -Z
            mCam.LookAt(new Vector3(0f, 0f, -300f));
            mCam.NearClipDistance = (0.5f);

            mSceneMgr.ShadowFarDistance = (100.0f);
            //#if OGRE_VERSION < ((2 << 16) | (0 << 8) | 0)
            mSceneMgr.ShadowTechnique = (ShadowTechnique.SHADOWTYPE_TEXTURE_MODULATIVE);
            mSceneMgr.SetShadowTextureSize(1024);
            //#endif
            mSceneMgr.AmbientLight = new ColourValue(0.1f, 0.1f, 0.1f); //(ColourValue.Black);
            // Setup camera and light
            setCameraPosDefault();
        }
开发者ID:andyhebear,项目名称:mogre-procedural,代码行数:20,代码来源:MogreForm.cs

示例11: CreateCamera

 private void CreateCamera()
 {
     m_Camera = m_SceneManager.CreateCamera("myCamera1");
     m_Camera.ProjectionType = ProjectionType.PT_ORTHOGRAPHIC;
     m_Camera.SetPosition(-1, 2000, 0);
     m_Camera.NearClipDistance = 5;
     m_Camera.FarClipDistance = 2501;
     m_Camera.LookAt(Vector3.ZERO);
     m_Camera.AutoAspectRatio = true;
 }
开发者ID:anthony-martin,项目名称:Triangles-in-space,代码行数:10,代码来源:Renderer.cs

示例12: CreateScene

        protected virtual void CreateScene()
        {
            camera = sceneMgr.CreateCamera("Camera");
            camera.Position = new Vector3(0, 0, 150);
            camera.LookAt(Vector3.ZERO);
            mViewport = mRenderWindow.AddViewport(camera);

            Entity ogreHead = sceneMgr.CreateEntity("Head", "ogrehead.mesh");
            SceneNode headNode = sceneMgr.RootSceneNode.CreateChildSceneNode();
            headNode.AttachObject(ogreHead);

            sceneMgr.AmbientLight = new ColourValue(0.5f, 0.5f, 0.5f);

            Light l = sceneMgr.CreateLight("MainLight");
            l.Position = new Vector3(20, 80, 50);
        }
开发者ID:andyhebear,项目名称:Mccs,代码行数:16,代码来源:MyGameApp.cs

示例13: _InitOgre


//.........这里部分代码省略.........
                ConfigFile.SectionIterator seci = configFile.GetSectionIterator();

                // Normally we would use the foreach syntax, which enumerates the values,
                // but in this case we need CurrentKey too;
                while (seci.MoveNext())
                {
                    string secName = seci.CurrentKey;

                    ConfigFile.SettingsMultiMap settings = seci.Current;
                    foreach (var pair in settings)
                    {
                        string typeName = pair.Key;
                        string archName = pair.Value;
                        ResourceGroupManager.Singleton.AddResourceLocation(archName, typeName, secName);
                    }
                }

                // Configures the application and creates the Window
                // A window HAS to be created, even though we'll never use it.
                //
                bool foundit = false;
                foreach (RenderSystem rs in _root.GetAvailableRenderers())
                {
                    if (rs == null) continue;

                    _root.RenderSystem = rs;
                    String rname = _root.RenderSystem.Name;
                    if (rname == "Direct3D9 Rendering Subsystem")
                    {
                        foundit = true;
                        break;
                    }
                }

                if (!foundit)
                    return false;

                _root.RenderSystem.SetConfigOption("Full Screen", "No");
                _root.RenderSystem.SetConfigOption("Video Mode", "1024 x 768 @ 32-bit colour");

                _root.Initialise(false);

                var misc = new NameValuePairList();
                misc["externalWindowHandle"] = hWnd.ToString();
                _renderWindow = _root.CreateRenderWindow("OgreImageSource Windows", 0, 0, false, misc);
                _renderWindow.IsAutoUpdated = false;

                InitResourceLoad();
                ResourceGroupManager.Singleton.InitialiseAllResourceGroups();

                this.Dispatcher.Invoke(
                    (MethodInvoker)delegate
                                       {
                                           if (CreateDefaultScene)
                                           {
                                               //-----------------------------------------------------
                                               // 4 Create the SceneManager
                                               //
                                               //		ST_GENERIC = octree
                                               //		ST_EXTERIOR_CLOSE = simple terrain
                                               //		ST_EXTERIOR_FAR = nature terrain (depreciated)
                                               //		ST_EXTERIOR_REAL_FAR = paging landscape
                                               //		ST_INTERIOR = Quake3 BSP
                                               //-----------------------------------------------------
                                               _sceneManager = _root.CreateSceneManager(SceneType.ST_GENERIC, "SceneMgr");
                                               _sceneManager.AmbientLight = new ColourValue(0.5f, 0.5f, 0.5f);

                                               //-----------------------------------------------------
                                               // 5 Create the camera
                                               //-----------------------------------------------------
                                               _camera = _sceneManager.CreateCamera("DefaultCamera");
                                               _camera.Position = new Vector3(0f, 0f, 500f);
                                               // Look back along -Z
                                               _camera.LookAt(lockat);

                                               _camera.NearClipDistance = 5;
                                               _camera.FarClipDistance = 3000f;

                                           }

                                           //初始化平面
                                           PublicPlane.normal = Vector3.UNIT_Z;
                                           PublicPlane.d = 0;

                                           IsFrontBufferAvailableChanged += _isFrontBufferAvailableChanged;

                                           if (Initialised != null)
                                               Initialised(this, new RoutedEventArgs());

                                           ReInitRenderTarget();
                                           AttachRenderTarget(true);

                                           OnFrameRateChanged(this.FrameRate);

                                           _currentThread = null;
                                       });

                return true;
            }
        }
开发者ID:andyhebear,项目名称:esdogre,代码行数:101,代码来源:OgreImage.cs

示例14: CreateScene

        //****************************************************************
        // - 'CreateScene' is a method used as a place to initialise and setup the scene.
        // - IT IS ONLY RUN ONCE at the start
        //****************************************************************
        public override void CreateScene()
        {
            // First we have to initialise some stuff
            sceneManager = sceneMgr;

            // Ask the sceneManager to set some common shadow settings
            sceneMgr.ShadowTechnique = ShadowTechnique.SHADOWTYPE_STENCIL_MODULATIVE;
            sceneMgr.AmbientLight = new ColourValue(0.5f, 0.55f, 0.6f);
            sceneMgr.ShadowColour = new ColourValue(0.23f, 0.27f, 0.3f);
            // sceneMgr.SetFog(FogMode.FOG_EXP2, new ColourValue(0.92f, 0.92f, 0.98f), 0.0015f);
            //sceneMgr.SetFog(FogMode.FOG_LINEAR, new ColourValue(0.92f, 0.92f, 0.98f), 0.002f, 300, 910);
            //give us a pretty skybox
            //sceneMgr.SetSkyBox(true, "Examples/CloudyNoonSkyBox", 500f);

            oCam = sceneManager.CreateCamera("ocam");
            oCam.Position = new Vector3(0, 100, 0.1f);
            oCam.LookAt(0, 0, 0);

            //create sound manager
            fslSM = FSLSoundManager.Instance;
            fslSM.InitializeSound(oCam);

            //Set the viewport to the player's chase camera.
            vp = viewport;
            vp.Camera = oCam;
            vp.ShadowsEnabled = true;

            //make a pointer to window
            rWindow = window;

            //Create GUI
            overlayGui = new OverlayGUI();

            //Create the Game manager
            gameManager = new GameManager();

            //create Input System
            control = new Control(window);

            //Create Timer
            timer = new Timer();
        }
开发者ID:CharcoalStyles,项目名称:3DRL,代码行数:46,代码来源:Program.cs

示例15: CreateCamera

 /// <summary>
 /// Creates the camera for this class.
 /// If you override this function, you must set the Camera property of this class
 /// to be the result.  Example:
 ///   this.Camera = this.SceneManager.CreateCamera(...);
 /// </summary>
 protected virtual void CreateCamera()
 {
     mCamera = mSceneMgr.CreateCamera("MainCamera");
     mCamera.NearClipDistance = 1;
     mCamera.Position = new Vector3(0, 0, 300);
     mCamera.LookAt(Vector3.ZERO);
 }
开发者ID:LiberatorUSA,项目名称:GUCEF,代码行数:13,代码来源:OgreWindow.cs


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