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C# ICamera类代码示例

本文整理汇总了C#中ICamera的典型用法代码示例。如果您正苦于以下问题:C# ICamera类的具体用法?C# ICamera怎么用?C# ICamera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。


ICamera类属于命名空间,在下文中一共展示了ICamera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: LevelView

 public LevelView(ILevel level, ISpriteBatch spriteBatch, ITexture texture, ICamera camera)
 {
     _level = level;
     _spriteBatch = spriteBatch;
     _texture = texture;
     _camera = camera;
 }
开发者ID:zakvdm,项目名称:Frenetic,代码行数:7,代码来源:LevelView.cs

示例2: VisualisationWindow

 public VisualisationWindow(ZArrayDescriptor desc, ICamera cam, int width, int height, int fsaa_samples, bool vsync)
     : base(width, height, new GraphicsMode(32, 24, 0, fsaa_samples))
 {
     this.cam = cam;
     if(!vsync)
         this.VSync = VSyncMode.Off;
 }
开发者ID:r457r2,项目名称:bakaTest,代码行数:7,代码来源:VisualisationWindow.cs

示例3: RenderEventArg

 /// <summary>
 /// Initializes a new instance of the <see cref="RenderEventArg"/> class.
 /// </summary>
 /// <param name="renderMode">render mode.</param>
 /// <param name="camera">camera used during rendering.</param>
 /// <param name="pickingGeometryType">Target geometry type(point, line, triangle, quad or polygon) for color-coded-picking when <paramref name="renderMode"/> is <see cref="RenderModes.ColorCodedPicking"/>; otherwise useless.</param>
 public RenderEventArg(RenderModes renderMode, Rectangle viewport, ICamera camera, GeometryType pickingGeometryType = GeometryType.Point)
 {
     this.RenderMode = renderMode;
     this.CanvasRect = viewport;
     this.Camera = camera;
     this.PickingGeometryType = pickingGeometryType;
 }
开发者ID:chantsunman,项目名称:CSharpGL,代码行数:13,代码来源:IRenderable.cs

示例4: CameraTracker

        public CameraTracker(Game game, ICamera camera)
            : base(game)
        {
            Camera = camera;

            Tension = 0;
            Bias = 0;
            Continuity = 0;

            Waypoints = new List<Waypoint>();

            float time = 0.0f;
            float delta = 3.0f;

            // Waypoints und LookAt-Directions initialisieren
            Waypoints.Add(CreateWaypoint(new Vector3(10.0f, 5.0f, 10.0f), new Vector3(0.0f, 0.0f, 0.0f), time += delta));
            Waypoints.Add(CreateWaypoint(new Vector3(10.0f, 3.0f, -10.0f), new Vector3(0.0f, 3.0f, 0.0f), time += delta));
            Waypoints.Add(CreateWaypoint(new Vector3(-10.0f, 5.0f, -10.0f), new Vector3(0.0f, 0.0f, 0.0f), time += delta));
            Waypoints.Add(CreateWaypoint(new Vector3(-10.0f, 3.0f, 10.0f), new Vector3(0.0f, 3.0f, 0.0f), time += delta));
            Waypoints.Add(CreateWaypoint(new Vector3(-15.0f, 10.0f, 15.0f), new Vector3(5.0f, 0.0f, 0.0f), time += delta));
            Waypoints.Add(CreateWaypoint(new Vector3(-15.0f, 10.0f, -15.0f), new Vector3(0.0f, 0.0f, 5.0f), time += delta));
            Waypoints.Add(CreateWaypoint(new Vector3(1.0f, 5.0f, -1.0f), new Vector3(0.0f, 0.0f, 0.0f), time += delta));
            Waypoints.Add(CreateWaypoint(new Vector3(15.0f, 10.0f, 15.0f), new Vector3(0.0f, 0.0f, 0.0f), time += delta));
            Waypoints.Add(CreateWaypoint(new Vector3(10.0f, 5.0f, 0.0f), new Vector3(0.0f, 0.0f, 0.0f), time += delta));
            Waypoints.Add(CreateWaypoint(new Vector3(0.0f, 0.2f, 0.0f), new Vector3(-1.0f, 0.2f, 0.0f), time += delta));
            Waypoints.Add(CreateWaypoint(new Vector3(-10.0f, 5.0f, 0.0f), new Vector3(0.0f, 0.0f, 0.0f), time += delta));
        }
开发者ID:sp-alex-osou,项目名称:Safari,代码行数:27,代码来源:CameraTracker.cs

示例5: EnableCameraTracking

 public void EnableCameraTracking(ICamera camera)
 {
     this.AddLine("ViewPort: {0}", () => camera.SceneViewport);
     this.AddLine("Translation: {0}", () => camera.SceneTranslationVector);
     this.AddLine("Position: {0}", () => camera.Position);
     this.AddLine("Zooming: {0:f1}", () => camera.ZoomFactor);
 }
开发者ID:plaurin,项目名称:MonoGameEngine2D,代码行数:7,代码来源:DiagnosticHudConfiguration.cs

示例6: GenerateShadowMatrix

 public void GenerateShadowMatrix(ICamera camera, ILight light, out Matrix view, out Matrix projection)
 {
     /// view transforms into Lightspace. Depth is saved. The depth value is then written to the shadowmap position defined by projection (the normal modelviewprojection matrix)
     /// but this is nonsense cause projection will not generate the same position for every pixel across a ray originatin from the lightposition
     view = new Matrix();
     projection = new Matrix();
 }
开发者ID:DelBero,项目名称:XnaScrap,代码行数:7,代码来源:CBeroPerspectiveShadowMap.cs

示例7: Load

        public override void Load(IModel model, ICamera camera, int width, int height)
        {
            _camera = camera;

            GL.MakeCurrent();
            GL.Enable(OpenGL.GL_TEXTURE_2D);
            GL.Enable(OpenGL.GL_CULL_FACE);
            GL.Enable(OpenGL.GL_DEPTH_TEST);
            GL.Enable(OpenGL.GL_BLEND);
            GL.Enable(OpenGL.GL_VERTEX_ARRAY);

            GL.Hint(HintTarget.LineSmooth, HintMode.Nicest);
            GL.Enable(OpenGL.GL_LINE_SMOOTH);
            GL.Enable(OpenGL.GL_BLEND);
            GL.BlendFunc(BlendingSourceFactor.SourceAlpha, BlendingDestinationFactor.OneMinusSourceAlpha);

            GL.Enable(OpenGL.GL_MULTISAMPLE);

            GL.MinSampleShading(4.0f);

            GL.PolygonMode(FaceMode.FrontAndBack, PolygonMode.Filled);

            _postProcesser = new PostProcesser(GL,width,height);

            _backgroundRenderer = new BackgroundRenderer(GL);

            var octreeModel = model as OctreeModel;
            if (octreeModel != null)
            {
                _octreeRenderer = new OctreeRenderer(octreeModel, GL);
            }
        }
开发者ID:veggielane,项目名称:OpenCAD,代码行数:32,代码来源:OpenGLRenderer.cs

示例8: Render

        public void Render(GameTime gameTime, ICamera camera)
        {
            if (_basicEffect != null)
            {
                // Set the effect's parameters.
                Matrix projectionMatrix, viewMatrix;
                camera.GetMatrices(out projectionMatrix, out viewMatrix);

                _basicEffect.Projection = projectionMatrix;
                _basicEffect.View = viewMatrix;
                _basicEffect.World = SceneNode.Transformation;

                // Set the rasterizer state.
                _graphics.DepthStencilState = DepthStencilState.Default;
                _graphics.BlendState = BlendState.AlphaBlend;
                _graphics.RasterizerState = _rasterizerState;

                // Draw the vertex buffer.
                foreach (var effectPass in _basicEffect.CurrentTechnique.Passes)
                {
                    effectPass.Apply();
                    _graphics.DrawUserPrimitives(PrimitiveType.TriangleList, _particleVertices, 0, _particles.Length, VertexPositionColor.VertexDeclaration);
                }
            }
        }
开发者ID:jwvdiermen,项目名称:LD28,代码行数:25,代码来源:DustCloud.cs

示例9: Initialize

        public async Task Initialize(ICamera camera, IStorage storage)
        {
            this.camera = camera;
            this.storage = storage;

            var cacheFolder = KnownFolders.PicturesLibrary;
            this.dropFolder = await cacheFolder.GetFolderAsync("securitysystem-cameradrop");
            this.dropFolderWatcher = dropFolder.CreateFileQuery();

            var images = await this.dropFolderWatcher.GetFilesAsync();
            var orderedImages = images.OrderByDescending(x => x.DateCreated);
            this.newestImage = orderedImages.FirstOrDefault();

            this.dropFolderWatcher.ContentsChanged += DropFolderWatcher_ContentsChanged;

            this.allJoynBusAttachment = new AllJoynBusAttachment();
            this.producer = new SecuritySystemProducer(this.allJoynBusAttachment);
            this.allJoynBusAttachment.AboutData.DefaultAppName = Package.Current.DisplayName;
            this.allJoynBusAttachment.AboutData.DefaultDescription = Package.Current.Description;
            this.allJoynBusAttachment.AboutData.DefaultManufacturer = Package.Current.Id.Publisher;
            this.allJoynBusAttachment.AboutData.SoftwareVersion = Package.Current.Id.Version.ToString();
            this.allJoynBusAttachment.AboutData.IsEnabled = true;
            this.producer.Service = this;
            this.producer.Start();
        }
开发者ID:VictorBarbosa,项目名称:securitysystem,代码行数:25,代码来源:AllJoynManager.cs

示例10: Update

        public override void Update(GameTime gameTime, ICamera camera)
        {
            if (_spaceShip == null || !Enabled)
            {
                return;
            }

            var keyboard = Keyboard.GetState();
            if (keyboard.IsKeyDown(Keys.W) || keyboard.IsKeyDown(Keys.Up))
            {
                _spaceShip.Thrust(Vector2.UnitY * -2500.0f);
            }
            if (keyboard.IsKeyDown(Keys.S) || keyboard.IsKeyDown(Keys.Down))
            {
                _spaceShip.Thrust(Vector2.UnitY * 2500.0f);
            }

            if (keyboard.IsKeyDown(Keys.E))
            {
                _spaceShip.Thrust(Vector2.UnitX * 2000.0f);
            }
            if (keyboard.IsKeyDown(Keys.Q))
            {
                _spaceShip.Thrust(Vector2.UnitX * -2000.0f);
            }

            if (keyboard.IsKeyDown(Keys.D) || keyboard.IsKeyDown(Keys.Right))
            {
                _spaceShip.Rotate(2500.0f);
            }
            if (keyboard.IsKeyDown(Keys.A) || keyboard.IsKeyDown(Keys.Left))
            {
                _spaceShip.Rotate(-2500.0f);
            }
        }
开发者ID:jwvdiermen,项目名称:LD28,代码行数:35,代码来源:PlayerController.cs

示例11: Terrain

		public Terrain( Game game, IHeightMap heightMap, ICamera camera )
			: base( game ) {
			mGame = game;
			mHeightMap = heightMap;
			mCamera = camera;
			mTerrainCells = new List<TerrainCell>();
		}
开发者ID:GodLesZ,项目名称:svn-dump,代码行数:7,代码来源:Terrain.cs

示例12: SceneGraph

 public SceneGraph(ICamera camera, IMap map)
 {
     this._RootGraphList = new List<GameObject>();
     this.RootGraph = _RootGraphList.AsReadOnly();
     this.Camera = camera;
     this.Map = map;
 }
开发者ID:Wydra,项目名称:WickedEngine,代码行数:7,代码来源:SceneGraph.cs

示例13: Main

        public Main()
        {
            graphics = new GraphicsDeviceManager(this);

            graphics.SynchronizeWithVerticalRetrace = false;
            graphics.ApplyChanges();

            resolution = Settings.Default.WindowResolution;

            graphics.PreferredBackBufferWidth = resolution.X;
            graphics.PreferredBackBufferHeight = resolution.Y;

            Content.RootDirectory = "Content";

            camera = new FreeLookCamera(this);
            cameraHandler = new CameraHandler(this);
            fps = new FPS(this);
            hud = new HUD(this);

            Components.Add(camera);
            Components.Add(cameraHandler);
            Components.Add(fps);
            Components.Add(hud);

            Services.AddService(typeof(ICamera), camera);

            fakeViewFrustum = new BoundingFrustum(Matrix.Identity);
        }
开发者ID:sp-alex-osou,项目名称:TerrainLOD,代码行数:28,代码来源:Main.cs

示例14: Initialize

        public override void Initialize()
        {
            collisionManager = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager));
            camera = (ICamera)Game.Services.GetService(typeof(ICamera));

            base.Initialize();
        }
开发者ID:kmatzen,项目名称:EECS-494-Final-Project,代码行数:7,代码来源:StarPlane.cs

示例15: Configure

        public static void Configure(ICamera camera, GestureSensor gestureSensor)
        {
            var middleWidth = camera.ResolutionWidth/2;
            var middleHeight = camera.ResolutionHeight/2;
            var l = camera.LeftHand;
            var r = camera.RightHand;

            new GestureSlideLeft(l, middleWidth).SlideDetected += (s, a) =>
                gestureSensor.OnSlideLeft(new GestureEventArgs("Left Hand Slide Left"));
            new GestureSlideRight(l, middleWidth).SlideDetected += (s, a) =>
                gestureSensor.OnSlideRight(new GestureEventArgs("Left Hand Slide Right"));
            new GestureSlideUp(l, middleHeight).SlideDetected += (s, a) =>
                gestureSensor.OnSlideUp(new GestureEventArgs("Left Hand Slide Up"));
            new GestureSlideDown(l, middleHeight).SlideDetected += (s, a) =>
                gestureSensor.OnSlideDown(new GestureEventArgs("Left Hand Slide Down"));

            new GestureSlideLeft(r, middleWidth).SlideDetected += (s, a) =>
                gestureSensor.OnSlideLeft(new GestureEventArgs("Right Hand Slide Left"));
            new GestureSlideRight(r, middleWidth).SlideDetected += (s, a) =>
                gestureSensor.OnSlideRight(new GestureEventArgs("Right Hand Slide Right"));
            new GestureSlideUp(r, middleHeight).SlideDetected += (s, a) =>
                gestureSensor.OnSlideUp(new GestureEventArgs("Right Hand Slide Up"));
            new GestureSlideDown(r, middleHeight).SlideDetected += (s, a) =>
                gestureSensor.OnSlideDown(new GestureEventArgs("Right Hand Slide Down"));
        }
开发者ID:paulopine,项目名称:SharpSenses,代码行数:25,代码来源:GestureSlide.cs


注:本文中的ICamera类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。