本文整理汇总了C#中ICamera类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;
}
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;
}
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;
}
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));
}
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);
}
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();
}
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);
}
}
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);
}
}
}
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();
}
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);
}
}
示例11: Terrain
public Terrain( Game game, IHeightMap heightMap, ICamera camera )
: base( game ) {
mGame = game;
mHeightMap = heightMap;
mCamera = camera;
mTerrainCells = new List<TerrainCell>();
}
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;
}
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);
}
示例14: Initialize
public override void Initialize()
{
collisionManager = (ICollisionManager)Game.Services.GetService(typeof(ICollisionManager));
camera = (ICamera)Game.Services.GetService(typeof(ICamera));
base.Initialize();
}
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"));
}