CreateCamera() public méthode

Creates a camera to be managed by this scene manager.
This camera can be added to the scene at a later time using the AttachObject method of the SceneNode class.
public CreateCamera ( string name ) : Camera
name string
Résultat Camera
Exemple #1
0
        public void OnLoad()
        {
            var dir = Directory.GetCurrentDirectory();
            ResourceGroupManager.Instance.AddResourceLocation(dir, "Folder");
            //MaterialManager.Instance.Initialize();

            _scene = _root.CreateSceneManager("DefaultSceneManager", "SLSharpInstance");
            _scene.ClearScene();

            Bindings.Axiom.SLSharp.Init();
            Shader.DebugMode = true;

            //Shader.DebugMode = true;

            _clipmap = new Clipmap(_scene);
            RecalcHeight();

            _camera = _scene.CreateCamera("MainCamera");
            _camera.Position = new Vector3(0, 0, 5);
            _camera.LookAt(Vector3.Zero);
            _camera.Near = 0.001f;
            _camera.Far = 20.0f;
            _camera.AutoAspectRatio = true;

            var vp = _window.AddViewport(_camera);
            vp.BackgroundColor = ColorEx.CornflowerBlue;
        }
Exemple #2
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        protected void CreateCamera()
        {
            camera = scene.CreateCamera("PlayerCam");

            float scale = 100f;

            camera.Position = new Vector3(64 * oneMeter, 0 * oneMeter, 64 * oneMeter);
            camera.LookAt(new Vector3(0, 0, 0));
            camera.Near = 1 * oneMeter;
            camera.Far  = 10000 * oneMeter;
        }
Exemple #3
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		public void OnLoad()
		{
			//ResourceGroupManager.Instance.AddResourceLocation("media", "Folder", true);

			_root.SceneManager = _sceneManager = _root.CreateSceneManager(SceneType.ExteriorClose);
			_sceneManager.ClearScene();

			_camera = _sceneManager.CreateCamera("MainCamera");

			_camera.Position = new Vector3(0, 0, 500);
			_camera.LookAt(new Vector3(0, 0, -300));
			_camera.Near = 5;
			_camera.AutoAspectRatio = true;
			_camera.FieldOfView = 0.70f;
			_viewport = _renderWindow.AddViewport(_camera, 0, 0, 1.0f, 1.0f, 100);
			_viewport.BackgroundColor = ColorEx.Black; ;

			_light = _sceneManager.CreateLight("light1");
			_light.Type = LightType.Directional;
			_light.Position = new Vector3(0, 150, 300);
			_light.Diffuse = ColorEx.Blue;
			_light.Specular = ColorEx.Blue;
			//_light.Direction = new Vector3(0, 0, -300);
			_sceneManager.AmbientLight = ColorEx.White;// new ColorEx(0.2f, 0.2f, 0.2f);

			ResourceGroupManager.Instance.InitializeAllResourceGroups();


			_inputReader = PlatformManager.Instance.CreateInputReader();
			_inputReader.Initialize(_renderWindow, true, true, false, false);

			_inputReader.UseKeyboardEvents = true;
			_inputReader.UseMouseEvents = false;

			//_renderItems.Add(new BasicCube());
			_renderItems.Add(new CubeBrowser());
			foreach (var i in _renderItems)
			{
				i.Initialise(_root);
			}
		}
        /// <summary>
        /// Helper method to render a composite map.
        /// </summary>
        /// <param name="size"> The requested composite map size</param>
        /// <param name="rect"> The region of the composite map to update, in image space</param>
        /// <param name="mat">The material to use to render the map</param>
        /// <param name="destCompositeMap"></param>
        public virtual void RenderCompositeMap(int size, Rectangle rect,
            Material mat, Texture destCompositeMap)
        {
            //return;
            if (mCompositeMapSM == null)
            {
                //dedicated SceneManager

                mCompositeMapSM = Root.Instance.CreateSceneManager(SceneType.ExteriorClose, "TerrainMaterialGenerator_SceneManager");
                float camDist = 100;
                float halfCamDist = camDist * 0.5f;
                mCompositeMapCam = mCompositeMapSM.CreateCamera("TerrainMaterialGenerator_Camera");
                mCompositeMapCam.Position = new Vector3(0, 0, camDist);
                //mCompositeMapCam.LookAt(Vector3.Zero);
                mCompositeMapCam.ProjectionType = Projection.Orthographic;
                mCompositeMapCam.Near = 10;
                mCompositeMapCam.Far = 999999* 3;
                //mCompositeMapCam.AspectRatio = camDist / camDist;
                mCompositeMapCam.SetOrthoWindow(camDist, camDist);
                // Just in case material relies on light auto params
                mCompositeMapLight = mCompositeMapSM.CreateLight("TerrainMaterialGenerator_Light");
                mCompositeMapLight.Type = LightType.Directional;

                RenderSystem rSys = Root.Instance.RenderSystem;
                float hOffset = rSys.HorizontalTexelOffset / (float)size;
                float vOffset = rSys.VerticalTexelOffset / (float)size;

                //setup scene
                mCompositeMapPlane = mCompositeMapSM.CreateManualObject("TerrainMaterialGenerator_ManualObject");
                mCompositeMapPlane.Begin(mat.Name, OperationType.TriangleList);
                mCompositeMapPlane.Position(-halfCamDist, halfCamDist, 0);
                mCompositeMapPlane.TextureCoord(0 - hOffset, 0 - vOffset);
                mCompositeMapPlane.Position(-halfCamDist, -halfCamDist, 0);
                mCompositeMapPlane.TextureCoord(0 - hOffset, 1 - vOffset);
                mCompositeMapPlane.Position(halfCamDist, -halfCamDist, 0);
                mCompositeMapPlane.TextureCoord(1 - hOffset, 1 - vOffset);
                mCompositeMapPlane.Position(halfCamDist, halfCamDist, 0);
                mCompositeMapPlane.TextureCoord(1 - hOffset, 0 - vOffset);
                mCompositeMapPlane.Quad(0, 1, 2, 3);
                mCompositeMapPlane.End();
                mCompositeMapSM.RootSceneNode.AttachObject(mCompositeMapPlane);
            }//end if

            // update
            mCompositeMapPlane.SetMaterialName(0, mat.Name);
            mCompositeMapLight.Direction = TerrainGlobalOptions.LightMapDirection;
            mCompositeMapLight.Diffuse = TerrainGlobalOptions.CompositeMapDiffuse;
            mCompositeMapSM.AmbientLight =TerrainGlobalOptions.CompositeMapAmbient;
            

            //check for size change (allow smaller to be reused)
            if (mCompositeMapRTT != null && size != mCompositeMapRTT.Width)
            {
                TextureManager.Instance.Remove(mCompositeMapRTT);
                mCompositeMapRTT = null;
            }
            if (mCompositeMapRTT == null)
            {
                mCompositeMapRTT = TextureManager.Instance.CreateManual(
                    mCompositeMapSM.Name + "/compRTT",
                    ResourceGroupManager.DefaultResourceGroupName,
                    TextureType.TwoD,
                    size,
                    size,
                    0,
                    PixelFormat.BYTE_RGBA,
                    TextureUsage.RenderTarget);

                RenderTarget rtt = mCompositeMapRTT.GetBuffer().GetRenderTarget();
                // don't render all the time, only on demand
                rtt.IsAutoUpdated = false;
                Viewport vp = rtt.AddViewport(mCompositeMapCam);
                // don't render overlays
                vp.ShowOverlays = false;
            }

            // calculate the area we need to update
            float vpleft = (float)rect.Left / (float)size;
            float vptop = (float)rect.Top / (float)size;
            float vpright = (float)rect.Right / (float)size;
            float vpbottom = (float)rect.Bottom / (float)size;
            float vpwidth = (float)rect.Width / (float)size;
            float vpheight = (float)rect.Height / (float)size;

            RenderTarget rtt2 = mCompositeMapRTT.GetBuffer().GetRenderTarget();
            Viewport vp2 = rtt2.GetViewport(0);
            mCompositeMapCam.SetWindow(vpleft, vptop, vpright, vpbottom);
            rtt2.Update();
            vp2.Update();
            // We have an RTT, we want to copy the results into a regular texture
            // That's because in non-update scenarios we don't want to keep an RTT
            // around. We use a single RTT to serve all terrain pages which is more
            // efficient.
            BasicBox box = new BasicBox((int)rect.Left, (int)rect.Top, (int)rect.Right, (int)rect.Bottom);
            destCompositeMap.GetBuffer().Blit(mCompositeMapRTT.GetBuffer(), box, box);
        }
Exemple #5
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        public void OnLoad()
        {
            // Create patch with positions, normals, and 1 set of texcoords
            var patchDeclaration = HardwareBufferManager.Instance.CreateVertexDeclaration();
            patchDeclaration.AddElement(0, 0, VertexElementType.Float3, VertexElementSemantic.Position);
            patchDeclaration.AddElement(0, 12, VertexElementType.Float3, VertexElementSemantic.Normal);
            patchDeclaration.AddElement(0, 24, VertexElementType.Float2, VertexElementSemantic.TexCoords, 0);

            var patchVertices = new PatchVertex[9];

            patchVertices[0].X = -500;
            patchVertices[0].Y = 200;
            patchVertices[0].Z = -500;
            patchVertices[0].Nx = -0.5f;
            patchVertices[0].Ny = 0.5f;
            patchVertices[0].Nz = 0;
            patchVertices[0].U = 0;
            patchVertices[0].V = 0;

            patchVertices[1].X = 0;
            patchVertices[1].Y = 500;
            patchVertices[1].Z = -750;
            patchVertices[1].Nx = 0;
            patchVertices[1].Ny = 0.5f;
            patchVertices[1].Nz = 0;
            patchVertices[1].U = 0.5f;
            patchVertices[1].V = 0;

            patchVertices[2].X = 500;
            patchVertices[2].Y = 1000;
            patchVertices[2].Z = -500;
            patchVertices[2].Nx = 0.5f;
            patchVertices[2].Ny = 0.5f;
            patchVertices[2].Nz = 0;
            patchVertices[2].U = 1;
            patchVertices[2].V = 0;

            patchVertices[3].X = -500;
            patchVertices[3].Y = 0;
            patchVertices[3].Z = 0;
            patchVertices[3].Nx = -0.5f;
            patchVertices[3].Ny = 0.5f;
            patchVertices[3].Nz = 0;
            patchVertices[3].U = 0;
            patchVertices[3].V = 0.5f;

            patchVertices[4].X = 0;
            patchVertices[4].Y = 500;
            patchVertices[4].Z = 0;
            patchVertices[4].Nx = 0;
            patchVertices[4].Ny = 0.5f;
            patchVertices[4].Nz = 0;
            patchVertices[4].U = 0.5f;
            patchVertices[4].V = 0.5f;

            patchVertices[5].X = 500;
            patchVertices[5].Y = -50;
            patchVertices[5].Z = 0;
            patchVertices[5].Nx = 0.5f;
            patchVertices[5].Ny = 0.5f;
            patchVertices[5].Nz = 0;
            patchVertices[5].U = 1;
            patchVertices[5].V = 0.5f;

            patchVertices[6].X = -500;
            patchVertices[6].Y = 0;
            patchVertices[6].Z = 500;
            patchVertices[6].Nx = -0.5f;
            patchVertices[6].Ny = 0.5f;
            patchVertices[6].Nz = 0;
            patchVertices[6].U = 0;
            patchVertices[6].V = 1;

            patchVertices[7].X = 0;
            patchVertices[7].Y = 500;
            patchVertices[7].Z = 500;
            patchVertices[7].Nx = 0;
            patchVertices[7].Ny = 0.5f;
            patchVertices[7].Nz = 0;
            patchVertices[7].U = 0.5f;
            patchVertices[7].V = 1;

            patchVertices[8].X = 500;
            patchVertices[8].Y = 200;
            patchVertices[8].Z = 800;
            patchVertices[8].Nx = 0.5f;
            patchVertices[8].Ny = 0.5f;
            patchVertices[8].Nz = 0;
            patchVertices[8].U = 1;
            patchVertices[8].V = 1;

            _patch = MeshManager.Instance.CreateBezierPatch("Bezier1", ResourceGroupManager.DefaultResourceGroupName, patchVertices, patchDeclaration, 3, 3, 5, 5, VisibleSide.Both, BufferUsage.StaticWriteOnly, BufferUsage.DynamicWriteOnly, true, true);
            _patch.Subdivision = 1.0f;

            _scene = _root.CreateSceneManager("DefaultSceneManager", "SLSharpInstance");
            _scene.ClearScene();

            _patchEntity = _scene.CreateEntity("Entity1", "Bezier1");
            _camera = _scene.CreateCamera("MainCamera");



            var mat = (Material)MaterialManager.Instance.Create("test", ResourceGroupManager.DefaultResourceGroupName);
            var pass = mat.GetTechnique(0).GetPass(0);
            pass.LightingEnabled = false;


            _patchEntity.MaterialName = mat.Name;

            _scene.RootSceneNode.AttachObject(_patchEntity);

            _camera.LookAt(Vector3.Zero);
            _camera.Near = 5;
            _camera.AutoAspectRatio = true;

            var vp = _root.AutoWindow.AddViewport(_camera, 0, 0, 1.0f, 1.0f, 100);
            vp.BackgroundColor = ColorEx.CornflowerBlue;

        }