public CamerasController( UserManager <User> userManager, ICameraService cameraService) { this.userManager = userManager; this.cameraService = cameraService; }
public override void Initialize() { CameraManager = GameServiceManager.GetService <ICameraService>(); ParentGameObject.OnMove += OnMove; base.Initialize(); }
public UsersController( ICameraService cameras, IUserService users) { this.cameras = cameras; this.users = users; }
public ParameterPanelViewModel( ISerialService serialService, ICameraService cameraService, IParameterServices param, IStatusServices statusService, ICaptureService captureService, IEventAggregator eventAggregator) { _serialService = serialService; _cameraService = cameraService; _captureService = captureService; Status = statusService; _eventAggregator = eventAggregator; Params = param; // ask for list update for initial value // _eventAggregator.GetEvent<ComListUpdateRequestedEvent>().Publish(); Params.ManualPowerCheck.PropertyChanged += ManualPowerCheck_PropertyChanged; // restore remote configuration SyncRemoteSerialConfiguration(); CameraInitialization(); }
public override void Destroy() { CameraManager = null; ParentGameObject.OnMove -= OnMove; base.Destroy(); }
protected override void LimparMemoria() { _teeService = null; _handicapService = null; _generoService = null; _cameraService = null; TeesExistentes = null; GenerosExistentes = null; HandicapMinimo = null; HandicapMaximo = null; _jogador = null; Nome = null; Email = null; Foto = null; Genero = null; Tee = null; Handicap = null; TirarFotoCommand = null; GuardarDadosCommand = null; RemoverJogadorCommand = null; CancelarEdicaoCommand = null; ResetEmailCommand = null; base.LimparMemoria(); }
/// <summary> /// Initialize here anything that depends on other services /// </summary> public override void Initialize() { base.Initialize(); // get the camera service from service registry _cameraService = Services.GetService <ICameraService>(); }
public CamerasController( ICameraService cameraService, UserManager <User> userManager) { this.cameraService = cameraService; this.userManager = userManager; }
public IncidentMainPageModel(ILocationService locationService, IIncidentService incidentService, INavigationService navigationService, ICameraService cameraService) { Report = null; _locationService = locationService; _incidentService = incidentService; _navigationService = navigationService; _cameraService = cameraService; TypeOfRainItems = EnumHelper <TypeOfRain> .GetDisplayItems(); FloodDepthItems = EnumHelper <FloodDepth> .GetDisplayItems(); FloodExtentItems = EnumHelper <FloodExtent> .GetDisplayItems(); FrequencyOfFloodItems = EnumHelper <FrequencyOfFlood> .GetDisplayItems(); TypeOfFloodingItems = EnumHelper <TypeOfFlood> .GetDisplayItems(); TypesOfSpaceFloodedItems = EnumHelper <TypesOfSpaceFlooded> .GetDisplayItems(); WaterClarityItems = EnumHelper <WaterClarity> .GetDisplayItems(); TypeOfFloodings = new List <int>(); FloodDepth = -1; FloodExtent = -1; FrequencyOfFlood = -1; TypesOfSpaceFlooded = -1; WaterClarity = -1; TypeOfRain = -1; TypeOfFlooding = -1; LocalImages = new ObservableCollection <LocalImage>(); }
/// <summary> /// Initialize here anything that depends on other services /// </summary> public override void Initialize() { base.Initialize(); // get the camera service from service registry _cameraService = Services.GetService<ICameraService>(); }
public GameService(IPlayerService playerService, INPCService npcService, ICameraService cameraService, SignalBus signalBus) { _playerService = playerService; _npcService = npcService; _cameraService = cameraService; signalBus.Subscribe <SignalSpawnProjectile>(DisableService); }
public VideoMonitoringViewModel(IUnityContainer container, IVideoService videoService, ICustomerService customerService, ICameraService cameraService) { _videoService = videoService; _customerService = customerService; _cameraService = cameraService; VideoSurveillance = container.Resolve <VideoSurveillanceViewModel>(); }
public void Initialize(float tau, ICameraService camera, GraphicsDevice graphicsDevice) { foreach (Level level in _levels) { level.Initialize(tau, camera, graphicsDevice); } }
/// <summary> /// Initializes the internal state of the component /// </summary> public override void Initialize() { camera = (ICameraService)this.Game.Services.GetService(typeof(ICameraService)); inputManager = (IInputManagerService)this.Game.Services.GetService(typeof(IInputManagerService)); base.Initialize(); }
public StatusPanelViewModel(IUnityContainer container, IStatusServices statusService, ILogService logService, IEventAggregator ea, ISerialService serialService, ICameraService cameraService) { _container = container; _statusService = statusService; _logService = logService; _ea = ea; _serialService = serialService; _cameraService = cameraService; _logService.ConfigureLogger("StatusPanel"); _serialPowerStatusTimer = new Timer(_serialPowerStatusTimerInterval); _serialPowerStatusTimer.Elapsed += (sender, args) => SyncSerialPowerStatus(); _serialCurrentStatusTimer = new Timer(_serialCurrentStatusTimerInterval); _serialCurrentStatusTimer.Elapsed += (sender, args) => SyncCurrentStatus(); _syncCameraTemperatureTimer = new Timer(_syncCameraTemperatureTimerInterval); _syncCameraTemperatureTimer.Elapsed += (sender, args) => SyncCameraTemperature(); _ea.GetEvent <ComConnectedEvent>().Subscribe(StartComStatusSynchronization); _ea.GetEvent <ComDisconnectedEvent>().Subscribe(StopComStatusSynchronization); _ea.GetEvent <VimbaConnectedEvent>().Subscribe(StartCameraStatusSynchronization); _ea.GetEvent <VimbaDisconnectedEvent>().Subscribe(StopCameraStatusSynchronization); _ea.GetEvent <ShutDownEvent>().Subscribe(Shutdown); _ea.GetEvent <StartCaptureEvent>().Subscribe(Shutdown); _ea.GetEvent <StopCaptureEvent>().Subscribe(Restart); }
public AddFacePageViewModel(INavigationService navigationService, IApplicationManager applicationManager, ICameraService cameraService, IPageDialogService dialogService) : base(navigationService, applicationManager, dialogService) { Title = "Register Face"; _cameraService = cameraService; _dialogService = dialogService; ActivityIndicator activityIndicator = new ActivityIndicator(); }
public CameraHub(ICameraService cameraService, ApiSettings settings) { _imageWidth = settings.ImageWidth; _imageHeight = settings.ImageHeight; _cameraService = cameraService; _settings = settings; }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { // TODO: Add your initialization code here this.camera = this.Game.Services.GetService(typeof(ICameraService)) as ICameraService; if (this.camera == null) { throw new InvalidOperationException("ICameraService not found."); } this.gameMap = this.Game.Services.GetService(typeof(Map)) as Map; if (this.gameMap == null) { throw new InvalidOperationException("Map not found."); } this.player = this.Game.Services.GetService(typeof(Player)) as Player; if (this.player == null) { throw new InvalidOperationException("Player not found."); } this.shooter = this.Game.Services.GetService(typeof(Shooter)) as Shooter; if (this.shooter == null) { throw new InvalidOperationException("Shooter not found."); } base.Initialize(); }
public MainPageViewModel(INavigationService navigationService, ICameraService cameraService, IVideoService videoService) : base(navigationService) { Title = "Main Page"; VideoNodes = new ObservableCollection <VideoNode> { new VideoNode { Author = "Play4u", Likes = 10, Hearts = 15 }, new VideoNode { Author = "Mey4u", Likes = 10, Hearts = 15 } }; CameraService = cameraService; VideoService = videoService; NavigateToLoginCommand = new DelegateCommand(async() => await NavigationService.NavigateAsync("/LoginPage")); ReactToHeartCommand = new DelegateCommand(() => ReactToVideo(null, "heart")); ReactToLikeCommand = new DelegateCommand <VideoNode>((n) => ReactToVideo(n, "like")); RecordVideoCommand = new DelegateCommand(async() => await RecordVideo()); }
public override void Draw(GameTime gameTime) { ICameraService cameraService = (ICameraService)Game.Services.GetService(typeof(ICameraService)); _model.Draw(Matrix.Identity, cameraService.View, cameraService.Projection); base.Draw(gameTime); }
public TurretService(IImageProcessorService imageProcessorService, ICameraService cameraService, IConfigService configService, IDeviceService deviceService, IPlantService plantService, IPhysicsService measurementService) { _imageProcessorService = imageProcessorService; _cameraService = cameraService; _configService = configService; _deviceService = deviceService; _plantService = plantService; _measurementService = measurementService; ImageProcessorLock = new object(); // 이미지 프로세싱 작업 Task.Factory.StartNew(new Action(() => { for (; ;) { lock (ImageProcessorLock) { if ((DateTime.Now - ImageProcessed).TotalMilliseconds >= 50) { ImageProcess(); } } Thread.Sleep(30); } })); _tokenSource = new CancellationTokenSource(); _exitEvent.Set(); }
public SelectImageSourceViewModel() { _navigationService = App.Container.GetInstance <INavigationService>(); _dialogService = App.Container.GetInstance <IDialogService>(); _cameraService = App.Container.GetInstance <ICameraService>(); _fileService = App.Container.GetInstance <IFileService>(); }
public override void Initialize() { CameraManager = GameServiceManager.GetService<ICameraService>(); ParentGameObject.OnMove += OnMove; base.Initialize(); }
public EditarJogadorPopupViewModel(INavigationService navigationService, IDialogService dialogService, ITeeService teeService, IHandicapService handicapService, IGeneroService generoService, ICameraService cameraService) : base(navigationService, dialogService) { _teeService = teeService; _handicapService = handicapService; _generoService = generoService; _cameraService = cameraService; InicializarComunicacaoMediador(); Task.Run(async() => await InicializarDados()); Email = new ValidatableObject <string>(); Email.RegrasValidacao.AddRange(new List <IValidationRule <string> >() { new EmailValidationRule <string>(), new EspacoEmBrancoValidationRule <string>(), new EmptyValidationRule <string>() }); Nome = new ValidatableObject <string>(); Nome.RegrasValidacao.AddRange(new List <IValidationRule <string> >() { new EspacoEmBrancoValidationRule <string>(), new EmptyValidationRule <string>() }); }
public void Update(ICameraService camera) { // TODO: Maybe don't need to update levels for invisible patches? // set preferred tesselation levels for each patch for (int y = 0; y < _numPatchesY; y++) { for (int x = 0; x < _numPatchesX; x++) { _patches[x, y].UpdateLevelOfDetail(camera); } } // now, make sure that each patch is no more than 1 level different from its neighbours // we loop through all patches, and if any are changed, set a flag. continue the outer // loop until the "changed" flag is false for all patches bool bChanged; do { bChanged = false; for (int y = 0; y < _numPatchesY; y++) { for (int x = 0; x < _numPatchesX; x++) { // get the minimum level for neighbouring patches Patch pPatch = _patches[x, y]; int nLevel = pPatch.ActiveLevel; int nLeft = pPatch.LeftActiveLevel; int nRight = pPatch.RightActiveLevel; int nTop = pPatch.TopActiveLevel; int nBottom = pPatch.BottomActiveLevel; int nMinimumNeighbouringLevel = Math.Min(Math.Min(nLeft, nRight), Math.Min(nTop, nBottom)); if (nLevel > nMinimumNeighbouringLevel + 1) { pPatch.ActiveLevel = nMinimumNeighbouringLevel + 1; bChanged = true; } } } }while (bChanged); // finally, update geometry to match LOD for (int y = 0; y < _numPatchesY; y++) { for (int x = 0; x < _numPatchesX; x++) { _patches[x, y].UpdateTessellation(); } } /*int numVisible = 0; * for (int y = 0; y < _numPatchesY; y++) * for (int x = 0; x < _numPatchesX; x++) * if (_patches[x, y].Visible) * numVisible++;*/ }
public LobyRoomPageViewModel(INavigationService navigationService, ICameraService cameraService, IVideoService videoService) : base(navigationService) { RedirectToCameraCommand = new DelegateCommand(async() => await RedirectToCameraAsync()); RedirectToFeedCommand = new DelegateCommand(async() => await RedirectToFeedAsync()); CameraService = cameraService; VideoService = videoService; }
public async Task AttachAsync(ICameraService camera) { _camera = camera; _faceTracker = await FaceTracker.CreateAsync(); _frameProcessingTimer = new Timer((a) => { ProcessCurrentVideoFrame(); }); _frameProcessingTimer.Change(0, 300); }
public ImageImportViewModel(ICameraService cameraService, INavigationService navigationService, IRestService restService, IInternetConnectionService internetConnectionService) : base(navigationService) { Messenger.Default.Register <DataMessageToCreateFlashcard>(this, x => HandleDataMessage(x.DeckInstance)); _navigationService = navigationService; _cameraService = cameraService; _restService = restService; _internetConnectionService = internetConnectionService; }
public CamerasController( UserManager <User> userManger, ICameraService cameras, IMapper mapper) { this.userManger = userManger; this.cameras = cameras; this.mapper = mapper; }
public Block(int n, ContentManager cm, Game1 g) { Content = cm; Device = g.GraphicsDevice; Camera = ((ICameraService)g.Services.GetService(typeof(ICameraService))); Initialize(n); LoadContent(); }
public VideoMonitoringViewModel(IRegionManager regionManager, IUnityContainer container, IEventAggregator eventAggregator, ICustomerService customerService, ICameraService cameraService) { _regionManager = regionManager; _container = container; _customerService = customerService; _cameraService = cameraService; _eventAggregator = eventAggregator; // VideoSurveillance = container.Resolve<VideoSurveillanceViewModel>(); }
public UserRegistrationPagePresenter(UserRegistrationPageViewModel viewModel, IMainService mainService) { _viewModel = viewModel; _mainService = mainService; _cameraService = mainService.GetCameraServiceInstance(); _personService = mainService.GetPersonServiceInstance(); BuildViewModel(); }
public async Task AttachAsync(ICameraService camera) { _camera = camera; _faceDetector = await FaceDetector.CreateAsync(); var timerInterval = TimeSpan.FromMilliseconds(300); _frameProcessingTimer = ThreadPoolTimer.CreatePeriodicTimer(ProcessCurrentVideoFrame, timerInterval); }
public override void Initialize() { base.Initialize(); if (camera == null) camera = (ICameraService)Game.Services.GetService(typeof(ICameraService)); if (effect == null) effect = new BasicEffect(Game.GraphicsDevice); }
private void RecalculateMinimumD(float tau, ICameraService camera, GraphicsDevice graphicsDevice) { // precalculate C float fA = camera.ProjectionNear / Math.Abs(camera.ProjectionTop); // 2 float fT = 2 * tau / (float)graphicsDevice.Viewport.Height; // 0.01333 float fC = fA / fT; // 150 // we now have maximum delta float fMinimumD = _maximumDelta * fC; MinimumDSq = fMinimumD * fMinimumD; }
public override void Initialize() { base.Initialize(); camera = (ICameraService)Game.Services.GetService(typeof(ICameraService)); effect = new BasicEffect(Game.GraphicsDevice); vertices = new VertexPositionColor[2]; for (int i = 0; i < 2; i++) vertices[i].Color = Color.Black; }
public void Update(ICameraService camera) { // TODO: Maybe don't need to update levels for invisible patches? // set preferred tesselation levels for each patch for (int y = 0; y < _numPatchesY; y++) for (int x = 0; x < _numPatchesX; x++) _patches[x, y].UpdateLevelOfDetail(camera); // now, make sure that each patch is no more than 1 level different from its neighbours // we loop through all patches, and if any are changed, set a flag. continue the outer // loop until the "changed" flag is false for all patches bool bChanged; do { bChanged = false; for (int y = 0; y < _numPatchesY; y++) { for (int x = 0; x < _numPatchesX; x++) { // get the minimum level for neighbouring patches Patch pPatch = _patches[x, y]; int nLevel = pPatch.ActiveLevel; int nLeft = pPatch.LeftActiveLevel; int nRight = pPatch.RightActiveLevel; int nTop = pPatch.TopActiveLevel; int nBottom = pPatch.BottomActiveLevel; int nMinimumNeighbouringLevel = Math.Min(Math.Min(nLeft, nRight), Math.Min(nTop, nBottom)); if (nLevel > nMinimumNeighbouringLevel + 1) { pPatch.ActiveLevel = nMinimumNeighbouringLevel + 1; bChanged = true; } } } } while (bChanged); // finally, update geometry to match LOD for (int y = 0; y < _numPatchesY; y++) for (int x = 0; x < _numPatchesX; x++) _patches[x, y].UpdateTessellation(); /*int numVisible = 0; for (int y = 0; y < _numPatchesY; y++) for (int x = 0; x < _numPatchesX; x++) if (_patches[x, y].Visible) numVisible++;*/ }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; camera = new CameraComponent(this); collision = new CollisionComponent(this); control = new ControlComponent(this); actorObj = new Actor(); cameraService = (ICameraService)this.Services.GetService(typeof(ICameraService)); controlService = (IControlService)this.Services.GetService(typeof(IControlService)); }
public Wall(Game game, WallNode wallnode, Vector3 position) : base(game) { this.wall = wallnode; this.position = position; this.game = game; this.gdevice = this.game.GraphicsDevice; this.camera = this.game.Services.GetService(typeof(ICameraService)) as ICameraService; this.wallCube = new CubePrimitive(this.gdevice, InternalMap.GridSize); if (this.camera == null) { throw new InvalidOperationException("ICameraService not found."); } }
public Map(Game game, Vector3 start, int width, int heigh) : base(game) { this.start = start; this.witdth = width; this.heigh = heigh; this.game = game; this.device = this.game.GraphicsDevice; this.camera = this.game.Services.GetService(typeof(ICameraService)) as ICameraService; if (this.camera == null) { throw new InvalidOperationException("ICameraService not found."); } }
public ImagingService(ICameraService cameraService, ILogService logService, IImageIoService ioService, ISystemEnvironment systemEnvironment) { _cameraService = cameraService; _logService = logService; _imageIoService = ioService; _systemEnvironment = systemEnvironment; ExposureVisualProcessingSettings = new ExposureVisualSettings() { AutoStretch = true, StretchMin = 0, StretchMax = -1 }; DarkFrameMode = false; IsSessionPaused = false; }
public CameraViewModel( CameraModel camera, ITrackerService trackerService, ICameraService cameraService, IConsoleService consoleService, HelixCameraVisualizationService visualizationService) { Camera = camera; TrackerService = trackerService; CameraService = cameraService; ConsoleService = consoleService; VisualizationService = visualizationService; CameraService.Initialize(Camera); TrackerService.Initialize(Camera); VisualizationService.Initialize(Camera); if (!IsInDesignMode) { Messenger.Default.Register<AddMotionControllerMessage>(this, message => { TrackerService.AddMotionController(message.MotionController); }); Messenger.Default.Register<RemoveMotionControllerMessage>(this, message => { TrackerService.RemoveMotionController(message.MotionController); }); // add existing controllers foreach (MotionControllerViewModel mcvw in SimpleIoc.Default.GetAllCreatedInstances<MotionControllerViewModel>()) { TrackerService.AddMotionController(mcvw.MotionController); } SimpleIoc.Default.Register(() => this, Camera.GUID, true); Messenger.Default.Send(new AddCameraMessage(Camera)); // try loading previously saved configurations for this camera SimpleIoc.Default.GetInstance<ISettingsService>().LoadCamera(camera); Camera.Calibration = SimpleIoc.Default.GetInstance<SettingsViewModel>().SettingsService.LoadCalibration(Camera.GUID); } }
public Map(Game game, Vector3 start, int mapSeed) : base(game) { this.start = start; this.game = game; this.device = this.game.GraphicsDevice; this.camera = this.game.Services.GetService(typeof(ICameraService)) as ICameraService; this.defaultEfft = new BasicEffect(this.device); this.prevKeyboardState = Keyboard.GetState(); if (this.camera == null) { throw new InvalidOperationException("ICameraService not found."); } this.internalMap = new InternalMap(160, 80, 8, 8, mapSeed);//new InternalMap(width, heigh, 8, 8); this.internalMap.GenerateRandomMap(); this.internalMap.OptimizeMap(); this.drawableRandomMapNode = new DrawableGameComponent[this.internalMap.MapNodeHeight, this.internalMap.MapNodeWidth]; this.drawableOptimizedMapNode = new DrawableGameComponent[this.internalMap.MapNodeHeight, this.internalMap.MapNodeWidth]; this.convertMapNodes(this.drawableRandomMapNode, this.internalMap.InternalMapStruct); this.convertMapNodes(this.drawableOptimizedMapNode, this.internalMap.OptimizedMapStruct); //this.internalMap.printMaps(); }
public TargetAduFinder(ICameraService cameraService) { _cameraService = cameraService; }
public override void Initialize() { base.Initialize(); // Grund-Positionen für die Ecken einer Seite eines Würfels positions = new Vector3[4] { new Vector3(-1.0f, -1.0f, 0.0f), new Vector3(-1.0f, 1.0f, 0.0f), new Vector3(1.0f, 1.0f, 0.0f), new Vector3(1.0f, -1.0f, 0.0f) }; // Indices für die zwei Dreiecke einer Seite triangles = new int[2][] { new int[3] { 0, 1, 2 }, new int[3] { 2, 3, 0 } }; // rotes Dreieck für die Anzeige des geschnittenen Dreiecks triangle = new VertexPositionColor[3]; for (int i = 0; i < 3; i++) triangle[i].Color = Color.Red; // vier Vertices zum Rendern einer Seite eines Würfels Vertex[] vertices = new Vertex[4]; for (int i = 0; i < 4; i++) { vertices[i].Position = positions[i]; vertices[i].Normal = Vector3.Backward; } // eine Transformationsmatrix pro Seite eines Würfels transformations = new Matrix[6]; for (int i = 0; i < 6; i++) { transformations[i] = Matrix.CreateTranslation(Vector3.Backward); if (i < 4) transformations[i] *= Matrix.CreateRotationY(i * MathHelper.PiOver2); else transformations[i] *= Matrix.CreateRotationX(((i - 4) * 2 - 1) * MathHelper.PiOver2); } effect = new BasicEffect(GraphicsDevice); vertexBuffer = new VertexBuffer(GraphicsDevice, typeof(Vertex), 4, BufferUsage.WriteOnly); indexBuffer = new IndexBuffer(GraphicsDevice, IndexElementSize.ThirtyTwoBits, 4, BufferUsage.WriteOnly); // Vertex- und Indexbuffer zum Rendern einer Seite eines Würfels vertexBuffer.SetData<Vertex>(vertices); indexBuffer.SetData<int>(new int[4] { 0, 1, 3, 2 }); camera = (ICameraService)Game.Services.GetService(typeof(ICameraService)); Random random = new Random(0); // Würfel zufällig generieren for (int i = 0; i < 100; i++) AddCube((new Vector3(Next(), Next(), Next()) * 2.0f - Vector3.One) * 100.0f, Next() * 10.0f); spriteBatch = new SpriteBatch(GraphicsDevice); }
public override void Initialize() { camera = (ICameraService)ScreenManager.Instance.Services.GetService(typeof(ICameraService)); collisionSpaceRectangle = new RectangleF2(camera.VisibleArea.X, camera.VisibleArea.Y, camera.VisibleArea.Width + (bufferBins * binWidth), camera.VisibleArea.Height + (bufferBins * binHeight)); if (collisionSpaceRectangle.Width > camera.VisibleArea.Width && collisionSpaceRectangle.Height > camera.VisibleArea.Height) { offsetVector.X = (collisionSpaceRectangle.Width - camera.VisibleArea.Width)/2; offsetVector.Y = (collisionSpaceRectangle.Height - camera.VisibleArea.Height)/2; } gridWidth = (int)(collisionSpaceRectangle.Width / binWidth); gridHeight = (int)(collisionSpaceRectangle.Height / binHeight); objectCollisionGrid = new CollisionObjectBin[gridWidth, gridHeight]; for (int y = 0; y < gridHeight; y++) { for (int x = 0; x < gridWidth; x++) { objectCollisionGrid[x, y] = new CollisionObjectBin(this, x, y); } } base.Initialize(); }
public override void Initialize() { base.Initialize(); camera = (ICameraService)this.Game.Services.GetService(typeof(ICameraService)); }
public InterceptorThatCauseStackOverflow(ICameraService service) { }
/// <summary> /// Allows the game component to perform any initialization it needs to before starting /// to run. This is where it can query for any required services and load content. /// </summary> public override void Initialize() { basicEffect = new BasicEffect(this.game.GraphicsDevice); basicEffect.VertexColorEnabled = true; basicEffect.Projection = Matrix.CreateOrthographicOffCenter (0, this.game.GraphicsDevice.Viewport.Width, // left, right this.game.GraphicsDevice.Viewport.Height, 0, // bottom, top 0, 1); // near, far plane vertices = new VertexPositionColor[2]; //Position and orientation playerPosition = new Vector3(0.0f, 0.0f, 2.0f); playerZRoatation = 0.0f; movingSpeed = 0.02f; shootingDistance = 20; playerWaitingTimerThres = 1000; //1s playerWaitingTimer = 0; playerTurnTimerThres = 5000; //5s playerTurnTimer = 0; opponentMovingSpeed = 0.02f; opponentShootingDistance = 20; //Animation playerAlphaTimer = 0; playerAlphaSpeed = 1; playerAlpha = 1.0f; lineEffect = new BasicEffect(this.Game.GraphicsDevice); lineEffect.VertexColorEnabled = true; this.camera = this.game.Services.GetService(typeof(ICameraService)) as ICameraService; if (this.camera == null) { throw new InvalidOperationException("ICameraService not found."); } this.path = this.game.Services.GetService(typeof(Path)) as Path; if (this.path == null) { throw new InvalidOperationException("Path not found."); } this.shooter = this.game.Services.GetService(typeof(Shooter)) as Shooter; if (this.shooter == null) { throw new InvalidOperationException("Shooter not found."); } this.networkingClient = this.game.Services.GetService(typeof(NetworkingClient)) as NetworkingClient; if (this.shooter == null) { throw new InvalidOperationException("Networking not found."); } this.map = this.game.Services.GetService(typeof(Map)) as Map; if (this.map == null) { throw new InvalidOperationException("Map not found."); } internalBoolMap = map.getCurrentDisplayedMapDetail(); //this.playerId = networkingClient.GetPlayerId(); base.Initialize(); }
public void UpdateLevelOfDetail(ICameraService camera) { // calculate distance(sq) from centre of this patch to the camera Vector3 tDistance = _center - camera.Position; float fDistanceSq = tDistance.LengthSquared(); // choose which level to use ActiveLevel = 0; for (short i = 1; i < _levels.Length; i++) if (fDistanceSq > _levels[i].MinimumDSq) ActiveLevel = i; }
/// <summary> /// Method to get a 3D objects 2D scren coords. /// </summary> /// <param name="myPosition"></param> /// <param name="Camera"></param> /// <returns></returns> public static Vector2 Get2DCoords(Vector3 myPosition, ICameraService Camera) { Matrix ViewProjectionMatrix = Camera.View * Camera.Projection; Vector4 result4 = Vector4.Transform(myPosition, ViewProjectionMatrix); if (result4.W <= 0) return new Vector2(Camera.Viewport.Width, 0); Vector3 result = new Vector3(result4.X / result4.W, result4.Y / result4.W, result4.Z / result4.W); Vector2 retVal = new Vector2((int)Math.Round(+result.X * (Camera.Viewport.Width / 2)) + (Camera.Viewport.Width / 2), (int)Math.Round(-result.Y * (Camera.Viewport.Height / 2)) + (Camera.Viewport.Height / 2)); return retVal; }
public static Ray BuildRay(Point screenPixel, ICameraService camera) { Vector3 nearSource = camera.Viewport.Unproject(new Vector3(screenPixel.X, screenPixel.Y, camera.Viewport.MinDepth), camera.Projection, camera.View, Matrix.Identity); Vector3 farSource = camera.Viewport.Unproject(new Vector3(screenPixel.X, screenPixel.Y, camera.Viewport.MaxDepth), camera.Projection, camera.View, Matrix.Identity); Vector3 direction = farSource - nearSource; direction.Normalize(); return new Ray(nearSource, direction); }
/// <summary> /// Method to get screens tex coords. /// </summary> /// <param name="worldPosition"></param> /// <param name="Camera"></param> /// <returns></returns> public static Vector2 GetScreenTexCoords(Vector3 worldPosition, ICameraService Camera) { Vector2 retVal; retVal = Get2DCoords(worldPosition, Camera); retVal.X /= Camera.Viewport.Width; retVal.Y /= Camera.Viewport.Height; return retVal; }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { Graphics.PreferredBackBufferWidth = Constants.InternalResolutionWidth; Graphics.PreferredBackBufferHeight = Constants.InternalResolutionHeight; Graphics.SynchronizeWithVerticalRetrace = false; IsFixedTimeStep = false; Graphics.ApplyChanges(); //Components.Add(new FrameRateCounter(this, "Content\\Fonts\\fpsfont", 1f)); Components.Add(new GameObjectInfoDisplay(this, 0.5f, "Content\\Fonts\\debugfont", new Vector2(0f, 25f))); var componentFactory = new ComponentFactory(); var gameObjectFactory = new GameObjectFactory(this.Content); gameObjectFactory.PathToXML = "EntityDefinitions\\entity.xml"; var inputHandler = new InputHandler(false); var playerManager = new PlayerManager(); var collisionManager = new CollisionManager(new RectangleF(0f, 0f, Constants.InternalResolutionWidth, Constants.InternalResolutionHeight)); particleManager = new ParticleManager(Content, "ParticleEffects\\", "Textures\\"); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); renderer = new Renderer(Graphics, spriteBatch); renderer.SpriteSortMode = SpriteSortMode.FrontToBack; renderer.SetInternalResolution(Constants.InternalResolutionWidth, Constants.InternalResolutionHeight); renderer.SetScreenResolution(1920, 1080, false); particleRenderer = new SpriteBatchRenderer(); particleRenderer.GraphicsDeviceService = Graphics; cameraService = new CameraManager(); var camera = new BasicCamera2D(GraphicsDevice, "main"); cameraService.AddCamera(camera); GameServiceManager.AddService(typeof(IGameObjectFactory), gameObjectFactory); GameServiceManager.AddService(typeof(IComponentFactory), componentFactory); GameServiceManager.AddService(typeof(RenderableFactory), new RenderableFactory(Content)); GameServiceManager.AddService(typeof(IInputHandler), inputHandler); GameServiceManager.AddService(typeof(PlayerManager), playerManager); GameServiceManager.AddService(typeof(IGameObjectManager), new GameObjectManager()); GameServiceManager.AddService(typeof(ICollisionManager), collisionManager); GameServiceManager.AddService(typeof(IBehaviorFactory), new BehaviorFactory()); GameServiceManager.AddService(typeof(IActionFactory), new ActionFactory()); GameServiceManager.AddService(typeof(IRandomGenerator), new RandomGenerator()); GameServiceManager.AddService(typeof(IParticleManager), particleManager); GameServiceManager.AddService(typeof(IProjectileManager), new ProjectileManager()); GameServiceManager.AddService(typeof(IActionManager), new ActionManager()); GameServiceManager.AddService(typeof(ILayerManager), new LayerManager("layers.xml", Content)); GameServiceManager.AddService(typeof(IRenderer), renderer); GameServiceManager.AddService(typeof(ICameraService), cameraService); GameServiceManager.AddService(typeof(ILevelLogicManager), new LevelLogicManager()); //Initialize the GameServices);); foreach (var service in GameServiceManager.Services) { service.Initialize(); } base.Initialize(); }
public static float RayPicking(Point screenPixel, BoundingBox volume, ICameraService camera) { Nullable<float> retVal = float.MaxValue; BuildRay(screenPixel, camera).Intersects(ref volume, out retVal); if (retVal != null) return retVal.Value; else return float.MaxValue; }
public override void Initialize() { camera = (ICameraService)ScreenManager.Instance.Services.GetService(typeof(ICameraService)); base.Initialize(); this.physicsHandler = new PhysicsHandler(this); }
public void Initialize(float tau, ICameraService camera, GraphicsDevice graphicsDevice) { foreach (Level level in _levels) level.Initialize(tau, camera, graphicsDevice); }
private void initialize(int sensorIdx) { Enabled = true; cameraService = SpringUtil.getService<ICameraService>(); sensorService = SpringUtil.getService<ISensorService>(); skeletonService = SpringUtil.getService<ISkeletonService>(); gestureService = SpringUtil.getService<IGestureService>(); sensorService.startSensor(sensorIdx); cameraService.startCameraService(sensorService.getSensor(sensorIdx)); skeletonService.enableSkeleton(sensorService.getSensor(sensorIdx)); gestureService.enableGestureService(sensorService.getSensor(sensorIdx)); imgHandLeft = new BitmapImage(new Uri(Application.Current.StartupUri, IMAGE_HAND_LEFT)); imgHandRight = new BitmapImage(new Uri(Application.Current.StartupUri, IMAGE_HAND_RIGHT)); imgHandLeftActive = new BitmapImage(new Uri(Application.Current.StartupUri, IMAGE_HAND_LEFT_ACTIVE)); imgHandRightActive = new BitmapImage(new Uri(Application.Current.StartupUri, IMAGE_HAND_RIGHT_ACTIVE)); imgHandLeft.Freeze(); imgHandRight.Freeze(); imgHandLeftActive.Freeze(); imgHandRightActive.Freeze(); }