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20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,您的评价将有助于我们的系统推荐出更棒的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
示例16: Draw
protected override void Draw(GameTime gt, IObject obj, RenderHelper render, ICamera cam, IList<ILight> lights)
{
Vector3 dir = cam.Target - cam.Position;
dir.Normalize();
_shader.Parameters["forward"].SetValue(dir);
_shader.Parameters["camUp"].SetValue(cam.Up);
_shader.Parameters["scaleX"].SetValue(scale.X);
_shader.Parameters["scaleY"].SetValue(scale.Y);
_shader.Parameters["xWorld"].SetValue(obj.PhysicObject.WorldMatrix);
_shader.Parameters["xView"].SetValue(cam.View);
_shader.Parameters["xProjection"].SetValue(cam.Projection);
//_shader.Parameters["xBillboardTexture"].SetValue(obj.Modelo.getTexture(TextureType.DIFFUSE,0,0));
render.Textures[0] = obj.Modelo.getTexture(TextureType.DIFFUSE, 0, 0);
_shader.Parameters["atenuation"].SetValue(atenuation);
render.PushRasterizerState(RasterizerState.CullNone);
BatchInformation batchInfo = obj.Modelo.GetBatchInformation(0)[0];
{
_shader.Parameters["alphaTest"].SetValue(alphaTestLimit);
render.RenderBatch(batchInfo, _shader);
}
render.PopRasterizerState();
}
开发者ID:brunoduartec,项目名称:port-ploobsengine,代码行数:25,代码来源:DeferredSphericalBilboardShader.cs
示例17: Initialize
public override void Initialize()
{
camera = (ICamera)Game.Services.GetService(typeof(ICamera));
postprocessingManager = (IPostprocessingManager)Game.Services.GetService(typeof(IPostprocessingManager));
projection = camera.Projection;
view = camera.View;
for (int i = 0; i < scenery.Length; ++i)
{
scenery[i] = new List<SceneryComponent>();
for (int j = 0; j < OBJ_PER_LAYER; ++j)
{
// Create initial scenery for each scenery channel, spawning them a random
// distance further behind the far plane. This gives the impression that
// the scenery is coming in randomly, instead of initially appearing in a
// large group across the entire screen.
scenery[i].Add(CreateScenery(i == 0, j));
Vector3 pos = scenery[i][j].Position;
pos.Z -= (float)Utility.Prng.NextDouble() * 5000.0f;
scenery[i][j].Position = pos;
postprocessingManager.AddComponent(scenery[i][j]);
}
}
base.Initialize();
}
开发者ID:kmatzen,项目名称:EECS-494-Final-Project,代码行数:28,代码来源:SceneryManager.cs
示例18: UpdateBuffer
/****************************************************************************************************
*
****************************************************************************************************/
public void UpdateBuffer(DeviceContext context, Matrix world, ICamera camera)
{
var view = camera.CreateViewMatrix();
var projection = camera.CreateProjectionMatrix(Resolution);
Matrices[0] = Matrix.Transpose(world);
Matrices[1] = Matrix.Transpose(view);
Matrices[2] = Matrix.Transpose(projection);
Matrices[3] = Matrix.Transpose(world * view);
Matrices[4] = Matrix.Transpose(world * view * projection);
Matrices[5] = Matrix.Transpose(view * projection);
Matrices[6] = Matrix.Invert(world);
Matrices[7] = Matrix.Invert(world * view);
Matrices[8] = Matrix.Transpose(Matrix.Identity * Matrix.Scaling(LightPosition));
Matrices[9] = new Matrix(new float[]
{
LerpTime, AbsoluteTime, Resolution.X, Resolution.Y,
BeatTime, Lead,0,0,
Nisse0, Nisse1, Nisse2, Nisse3,
0,0,0,0,
});
if (Buffer == null)
{
Buffer = new Buffer(context.Device, Matrices.Length * Utilities.SizeOf<Matrix>(), ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
}
context.UpdateSubresource(Matrices, Buffer);
}
开发者ID:JoltSoftwareDevelopment,项目名称:Jolt.MashRoom,代码行数:30,代码来源:ShaderEnvironment.cs
示例19: Draw
public void Draw(GameTime gameTime, ICamera cam, TextureCube skyTexture, Matrix proj)
{
// start the shader
//oceanEffect.Begin();
//oceanEffect.CurrentTechnique.Passes[0].Begin();
// set the transforms
oceanEffect.Parameters["World"].SetValue(Matrix.Identity);
oceanEffect.Parameters["View"].SetValue(cam.CameraMatrix);
oceanEffect.Parameters["Projection"].SetValue(proj);
oceanEffect.Parameters["EyePos"].SetValue(cam.Position);
// choose and set the ocean textures
int oceanTexIndex = ((int)(gameTime.TotalGameTime.TotalSeconds) % 4);
oceanEffect.Parameters["normalTex"].SetValue(OceanNormalMaps[(oceanTexIndex + 1) % 4]);
oceanEffect.Parameters["normalTex2"].SetValue(OceanNormalMaps[(oceanTexIndex) % 4]);
oceanEffect.Parameters["textureLerp"].SetValue((((((float)gameTime.TotalGameTime.TotalSeconds) - (int)(gameTime.TotalGameTime.TotalSeconds)) * 2 - 1) * 0.5f) + 0.5f);
// set the time used for moving waves
oceanEffect.Parameters["time"].SetValue((float)gameTime.TotalGameTime.TotalSeconds * 0.02f);
// set the sky texture
oceanEffect.Parameters["cubeTex"].SetValue(skyTexture);
//oceanEffect.CommitChanges();
oceanEffect.CurrentTechnique.Passes[0].Apply();
// draw our geometry
//Global.Graphics.VertexDeclaration = OceanVD;
Global.Graphics.DrawUserPrimitives<VertexPositionNormalTexture>(PrimitiveType.TriangleList, OceanVerts, 0, 2);
// and we're done!
//oceanEffect.CurrentTechnique.Passes[0].End();
//oceanEffect.End();
}
开发者ID:nagyistoce,项目名称:flightsim,代码行数:34,代码来源:Ocean.cs
示例20: FollowCamera
public FollowCamera(ICamera camera, IWorldObject target)
{
this.camera = camera;
this.target = target;
Distance = 1.0f;
TicksToCatchUp = 200;
}
开发者ID:nagysa1313,项目名称:Cannonball,代码行数:7,代码来源:FollowCamera.cs
注:本文中的ICamera类示例整理自Github/MSDocs等源码及文档管理平台,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。 |
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