public RenderWindow()
        {
            InitializeComponent();
            PanelHandle = xnaPanel1.Handle;

            engine = ResourceCollectorXNA.Engine.GameEngine.Instance; ;
            Engine.GameEngine.renderController = new RCViewControllers.RenderWindowVC(this);
            capturer = new mosecapturer();
            Instance = this;
            _hotkeys = new List<HotKey>();
            _hotkeys.Add(new HotKey(new Microsoft.Xna.Framework.Input.Keys[] { Microsoft.Xna.Framework.Input.Keys.A }, ToggleAngular));
            _hotkeys.Add(new HotKey(new Microsoft.Xna.Framework.Input.Keys[] { Microsoft.Xna.Framework.Input.Keys.E }, HotRotate));
            _hotkeys.Add(new HotKey(new Microsoft.Xna.Framework.Input.Keys[] { Microsoft.Xna.Framework.Input.Keys.W }, HotMove));
            _hotkeys.Add(new HotKey(new Microsoft.Xna.Framework.Input.Keys[] { Microsoft.Xna.Framework.Input.Keys.Q }, HotSelect));
            KeyboardManager.Manager.AddKeyboardUser(this);
        }
Example #2
0
 public Camera(GameEngine engine, Vector3? cameraposition = null, Vector3? cameratarget = null)
 {
     if(cameratarget == null)
         cameratarget = new Vector3(0, 0, 0);
     if(cameraposition == null)
         cameraposition = new Vector3(20, 20, 10);
     _engine = engine;
     float katet = -(cameratarget.Value.Y - cameraposition.Value.Y);
     float gipotenuza = (cameraposition.Value - cameratarget.Value).Length();
     _cameraPitch = -MathHelper.PiOver2 + Convert.ToSingle(Math.Acos(Convert.ToDouble(katet / gipotenuza)));
     float determ = (cameratarget.Value.Z - cameraposition.Value.Z);
     if(determ == 0)
         determ = 0.001f;
     _cameraYaw = Convert.ToSingle(Math.Atan(Convert.ToSingle((cameratarget.Value.X - cameraposition.Value.X) / determ)));
     View = Matrix.CreateLookAt(cameraposition.Value, cameratarget.Value, new Vector3(0, 1, 0));
     Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, GameEngine.Device.Viewport.AspectRatio, 1, 250.0f);
     cameraFrustum.Matrix = View * Projection;
 }