本文整理汇总了C#中GameCamera类的典型用法代码示例。如果您正苦于以下问题:C# GameCamera类的具体用法?C# GameCamera怎么用?C# GameCamera使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
GameCamera类属于命名空间,在下文中一共展示了GameCamera类的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: DrawReflectionMap
public void DrawReflectionMap(GameCamera.FreeCamera camera, float time, LightsAndShadows.Shadow shadow, LightsAndShadows.Light light, QuadTree tree)
{
Plane reflectionPlane = CreatePlane(waterHeight - 0.5f, new Vector3(0, -1, 0), camera.reflectionViewMatrix, true);
//device.ClipPlanes[0].Plane = reflectionPlane;
//device.ClipPlanes[0].IsEnabled = true;
//device.SetRenderTarget(0, reflectionRenderTarget);
effect.Parameters["ClipPlane0"].SetValue(new Vector4(reflectionPlane.Normal, reflectionPlane.D));
//effect.Parameters["ClipPlane0"].SetValue(new Vector4(-reflectionPlane.Normal, -reflectionPlane.D));
effect.Parameters["Clipping"].SetValue(true); // Allows the geometry to be clipped for the purpose of creating a refraction map
device.SetRenderTarget(reflectionRenderTarget);
device.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0);
sky.DrawSkyDome(camera);
// tree.Draw(camera, time, shadow, light);
//device.ClipPlanes[0].IsEnabled = false;
effect.Parameters["Clipping"].SetValue(false);
//device.SetRenderTarget(0, null);
device.SetRenderTarget(null);
reflectionMap = reflectionRenderTarget;
//System.IO.Stream ss = System.IO.File.OpenWrite("C:\Test\Reflection.jpg");
//reflectionRenderTarget.SaveAsJpeg(ss, 500, 500);
//ss.Close();
}
示例2: Draw
public virtual void Draw(GameCamera camera)
{
foreach (Particle particle in particles)
{
particle.Draw(camera);
}
}
示例3: Draw
public override void Draw(GameCamera camera)
{
if (Active)
{
base.Draw(camera);
}
}
示例4: GameMap
public GameMap(GameModelDTO data)
: base(data)
{
Camera = new GameCamera();
worldMatrix = new WorldMatrix(this);
}
示例5: Draw
public override void Draw(GameCamera camera)
{
generator.Draw(camera);
foreach (ModelMesh mesh in Model.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.Alpha = transparency;
}
}
base.Draw(camera);
Scale = Scale + OUTER_EXTRA_SIZE;
foreach (ModelMesh mesh in explosion.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.Alpha = MathHelper.Max(outerAlpha - transparency, 0);
}
}
drawExtraModel(camera, explosion);
//foreach (ModelMesh mesh in explosion.Meshes)
//{
// foreach (BasicEffect effect in mesh.Effects)
// {
// effect.Alpha = 1f;
// }
//}
Scale = Scale - OUTER_EXTRA_SIZE;
}
示例6: Scene
protected Scene()
{
camera = new GameCamera(this, new Vector3(0.0f, 50.0f, 0.0f), new Quaternion(), Space394Game.GameInstance.AspectRatio);
sceneObjects = new Dictionary<int, SceneObject>();
queuedForAdd = new List<SceneObject>();
queuedForRemoval = new List<SceneObject>();
}
示例7: Player
public Player()
{
Camera = new GameCamera();
Mysz = new MOIS.MouseState_NativePtr();
InventoryItem = null;
}
示例8: InitializeCamera
//ncrunch: no coverage end
private void InitializeCamera()
{
Camera = new GameCamera(1 / 25.0f, 1 / 10.0f, 0.01f);
Camera.AllowedMovementRect = Rectangle.FromCenter(Vector2D.Half,
new Size(Size.Width, Size.Height) * 1.5f);
Camera.ResetToMinZoom();
}
示例9: Start
// Use this for initialization
void Start()
{
cam = GetComponent<GameCamera>();
timer = GetComponentInChildren<Timer>();
PlayerPrefs.SetInt ("playerScore", 0);
SpawnPlayer ();
}
示例10: Start
// Use this for initialization
void Start()
{
cam = GetComponent<GameCamera> ();
if (GameObject.FindGameObjectWithTag("Spawn")) {
checkpoint = GameObject.FindGameObjectWithTag("Spawn").transform.position;
}
spawnPlayer (checkpoint);
}
示例11: Start
// Use this for initialization
void Start()
{
camera = GetComponent<GameCamera>();
Object clone = Instantiate(player, new Vector3(0, 5, 0), Quaternion.identity);
Object Enemy1 = Instantiate(enemy, new Vector3(50, 7, 0), Quaternion.identity);
Object Enemy2 = Instantiate(enemy, new Vector3(118, 3, 0), Quaternion.identity);
camera.SetTarget((clone as GameObject).transform);
}
示例12: Initialize
public override void Initialize()
{
base.Initialize();
camera = new GameCamera(1 / 15.0f);
var grid = new Grid3D(new Size(10, 10));
grid.RenderLayer = -10;
new Player();
}
示例13: QuadTree
/// <summary>
/// Create terrain at <paramref name="position"/>
/// </summary>
/// <param name="position"></param>
/// <param name="textures"></param>
/// <param name="device"></param>
/// <param name="scale"></param>
/// <param name="Content"></param>
/// <param name="camera"></param>
public QuadTree(Vector3 position, List<Texture2D> textures, GraphicsDevice device, int scale, ContentManager Content, GameCamera.FreeCamera camera)
{
shadow = new LightsAndShadows.Shadow();
light = new LightsAndShadows.Light(0.7f, 0.4f, new Vector3(513, 100, 513));
ViewFrustrum = new BoundingFrustum(camera.View * camera.Projection);
// Model model = Content.Load<Model>("Models/stone2");
// this.model = new LoadModel(model, Vector3.One, Vector3.Up, new Vector3(1), device);
this.textures = textures;
effect = Content.Load<Effect>("Effects/MultiTextured");
effect2 = Content.Load<Effect>("Effects/Shadows");
Device = device;
_position = position;
_topNodeSize = textures[4].Width - 1;
_vertices = new MapRender(textures[4],scale);
_buffers = new BufferManager(_vertices.Vertices, device);
_rootNode = new QuadNode(NodeType.FullNode, _topNodeSize, 1, null, this, 0);
//Construct an array large enough to hold all of the indices we'll need.
Indices = _vertices.indices;
envBilbList.Add(new EnvBilb(textures[6], textures[5], device, Content, scale));
foreach (EnvBilb pass in envBilbList)
{
pass.GenerateObjPositions(_vertices.Vertices, _vertices.TerrainWidth, _vertices.TerrainLength, _vertices.heightData);
pass.CreateBillboardVerticesFromList();
}
/*
envModelList.Add(new EnvModel(textures[6], model, device, Content, scale));
foreach (EnvModel pass1 in envModelList)
{
pass1.GenerateObjPositions(_vertices.Vertices, _vertices.TerrainWidth, _vertices.TerrainLength, _vertices.heightData);
pass1.CreateModelFromList();
}
* */
effect.Parameters["xTexture0"].SetValue(textures[1]);
effect.Parameters["xTexture1"].SetValue(textures[0]);
effect.Parameters["xTexture2"].SetValue(textures[2]);
effect.Parameters["xTexture3"].SetValue(textures[3]);
effect.Parameters["xTexture5"].SetValue(textures[7]);
Matrix worldMatrix = Matrix.Identity;
effect.Parameters["xWorld"].SetValue(worldMatrix);
effect.Parameters["xEnableLighting"].SetValue(true);
effect.Parameters["xAmbient"].SetValue(light.Ambient);
effect.Parameters["xLightPower"].SetValue(light.LightPower);
effect.Parameters["Ground"].SetValue(textures[7]);
effect.Parameters["GroundText0"].SetValue(textures[8]);
effect.Parameters["GroundText1"].SetValue(textures[9]);
effect.Parameters["GroundText2"].SetValue(textures[10]);
_rootNode.EnforceMinimumDepth();
}
示例14: Initialize
public void Initialize()
{
Command.Register("ViewPanning", new Trigger[] { new MouseDragTrigger(MouseButton.Middle) });
Command.Register("ViewZooming", new Trigger[] { new MouseZoomTrigger() });
Command.Register("TurnViewRight", new Trigger[] { new KeyTrigger(Key.E) });
Command.Register("TurnViewLeft", new Trigger[] { new KeyTrigger(Key.Q) });
camera = new GameCamera(1 / 15.0f);
new Player();
}
示例15: CreateGameCamera
public void CreateGameCamera()
{
Command.Register("ViewPanning", new Trigger[] { new MouseDragTrigger(MouseButton.Middle) });
Command.Register("ViewZooming", new Trigger[] { new MouseZoomTrigger() });
Command.Register("TurnViewRight", new Trigger[]{new KeyTrigger(Key.E, State.Pressed)});
Command.Register("TurnViewLeft", new Trigger[]{new KeyTrigger(Key.Q, State.Pressed)});
gameCamera = new GameCamera(0.1f, 2.0f);
new Grid3D(new Size(10.0f, 10.0f));
gameCamera.AllowedMovementRect = new Rectangle(-4.0f, -4.0f, 8.0f, 8.0f);
}