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C# SceneObject.LookAt方法代码示例

本文整理汇总了C#中SceneObject.LookAt方法的典型用法代码示例。如果您正苦于以下问题:C# SceneObject.LookAt方法的具体用法?C# SceneObject.LookAt怎么用?C# SceneObject.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SceneObject的用法示例。


在下文中一共展示了SceneObject.LookAt方法的2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: SceneAxesGUI

        /// <summary>
        /// Creates a new scene axes GUI.
        /// </summary>
        /// <param name="window">Window in which the GUI is located in.</param>
        /// <param name="panel">Panel onto which to place the GUI element.</param>
        /// <param name="width">Width of the GUI element.</param>
        /// <param name="height">Height of the GUI element.</param>
        /// <param name="projType">Projection type to display on the GUI.</param>
        public SceneAxesGUI(SceneWindow window, GUIPanel panel, int width, int height, ProjectionType projType)
        {
            renderTexture = new RenderTexture2D(PixelFormat.R8G8B8A8, width, height);
            renderTexture.Priority = 1;

            SceneObject cameraSO = new SceneObject("SceneAxesCamera", true);
            camera = cameraSO.AddComponent<Camera>();
            camera.Target = renderTexture;
            camera.ViewportRect = new Rect2(0.0f, 0.0f, 1.0f, 1.0f);

            cameraSO.Position = new Vector3(0, 0, 5);
            cameraSO.LookAt(new Vector3(0, 0, 0));

            camera.Priority = 2;
            camera.NearClipPlane = 0.05f;
            camera.FarClipPlane = 1000.0f;
            camera.ClearColor = new Color(0.0f, 0.0f, 0.0f, 0.0f);
            camera.ProjectionType = ProjectionType.Orthographic;
            camera.Layers = SceneAxesHandle.LAYER;
            camera.AspectRatio = 1.0f;
            camera.OrthoHeight = 2.0f;
            camera.HDR = false;

            renderTextureGUI = new GUIRenderTexture(renderTexture, true);

            GUILayoutY layout = panel.AddLayoutY();
            GUILayoutX textureLayout = layout.AddLayoutX();
            textureLayout.AddElement(renderTextureGUI);
            textureLayout.AddFlexibleSpace();

            Rect2I bounds = new Rect2I(0, 0, width, height);
            sceneHandles = new SceneHandles(window, camera);
            renderTextureGUI.Bounds = bounds;

            labelGUI = new GUILabel(projType.ToString(), EditorStyles.LabelCentered);
            layout.AddElement(labelGUI);
            layout.AddFlexibleSpace();

            this.panel = panel;
            this.bounds = bounds;
        }
开发者ID:BearishSun,项目名称:BansheeEngine,代码行数:49,代码来源:SceneAxesGUI.cs

示例2: UpdateRenderTexture

        /// <summary>
        /// Creates the scene camera and updates the render texture. Should be called at least once before using the
        /// scene view. Should be called whenever the window is resized.
        /// </summary>
        /// <param name="width">Width of the scene render target, in pixels.</param>
        /// <param name="height">Height of the scene render target, in pixels.</param>
        private void UpdateRenderTexture(int width, int height)
        {
            width = MathEx.Max(20, width);
            height = MathEx.Max(20, height);

            // Note: Depth buffer and readable flags are required because ScenePicking uses it
            Texture2D colorTex = new Texture2D(width, height, PixelFormat.R8G8B8A8, TextureUsage.Render | TextureUsage.CPUReadable);
            Texture2D depthTex = new Texture2D(width, height, PixelFormat.D32_S8X24, TextureUsage.DepthStencil | TextureUsage.CPUReadable);

            renderTexture = new RenderTexture2D(colorTex, depthTex);
            renderTexture.Priority = 1;

            if (camera == null)
            {
                SceneObject sceneCameraSO = new SceneObject("SceneCamera", true);
                camera = sceneCameraSO.AddComponent<Camera>();
                camera.Target = renderTexture;
                camera.ViewportRect = new Rect2(0.0f, 0.0f, 1.0f, 1.0f);

                sceneCameraSO.Position = new Vector3(0, 0.5f, 1);
                sceneCameraSO.LookAt(new Vector3(0, 0.5f, 0));

                camera.Priority = 2;
                camera.NearClipPlane = 0.05f;
                camera.FarClipPlane = 2500.0f;
                camera.ClearColor = ClearColor;
                camera.Layers = UInt64.MaxValue & ~SceneAxesHandle.LAYER; // Don't draw scene axes in this camera

                cameraController = sceneCameraSO.AddComponent<SceneCamera>();

                renderTextureGUI = new GUIRenderTexture(renderTexture);
                rtPanel.AddElement(renderTextureGUI);

                sceneGrid = new SceneGrid(camera);
                sceneSelection = new SceneSelection(camera);
                sceneGizmos = new SceneGizmos(camera);
                sceneHandles = new SceneHandles(this, camera);
            }
            else
            {
                camera.Target = renderTexture;
                renderTextureGUI.RenderTexture = renderTexture;
            }

            Rect2I rtBounds = new Rect2I(0, 0, width, height);
            renderTextureGUI.Bounds = rtBounds;
            focusCatcher.Bounds = GUIUtility.CalculateBounds(rtPanel, GUI);

            sceneAxesGUI.SetPosition(width - HandleAxesGUISize - HandleAxesGUIPaddingX, HandleAxesGUIPaddingY);

            // TODO - Consider only doing the resize once user stops resizing the widget in order to reduce constant
            // render target destroy/create cycle for every single pixel.

            camera.AspectRatio = width / (float)height;

            if (profilerCamera != null)
                profilerCamera.Target = renderTexture;
        }
开发者ID:BearishSun,项目名称:BansheeEngine,代码行数:64,代码来源:SceneWindow.cs


注:本文中的SceneObject.LookAt方法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。