public FixedOffsetCameraControlScheme(Entity entity, Camera camera, DemosGame game) : base(camera, game) { Entity = entity; UseCameraSmoothing = true; CameraOffset = new Vector3(0, 0.7f, 0); }
public CharacterCameraControlScheme(CharacterController character, Camera camera, DemosGame game) : base(camera, game) { Character = character; UseCameraSmoothing = true; StandingCameraOffset = 0.7f; CrouchingCameraOffset = 0.4f; }
/// <summary> /// Sets up all the information required by the chase camera. /// </summary> /// <param name="chasedEntity">Target to follow.</param> /// <param name="offsetFromChaseTarget">Offset from the center of the entity target to point at.</param> /// <param name="transformOffset">Whether or not to transform the offset with the target entity's rotation.</param> /// <param name="distanceToTarget">Distance from the target position to try to maintain.</param> /// <param name="camera">Camera controlled by the scheme.</param> /// <param name="game">Running game.</param> public ChaseCameraControlScheme(Entity chasedEntity, Vector3 offsetFromChaseTarget, bool transformOffset, float distanceToTarget, Camera camera, DemosGame game) : base(camera, game) { ChasedEntity = chasedEntity; OffsetFromChaseTarget = offsetFromChaseTarget; TransformOffset = transformOffset; DistanceToTarget = distanceToTarget; ChaseCameraMargin = 1; rayCastFilter = RayCastFilter; }
public DemosGame() { Graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Graphics.PreferredBackBufferWidth = 1280; Graphics.PreferredBackBufferHeight = 720; Camera = new Camera(BEPUutilities.Vector3.Zero, 0, 0, BEPUutilities.Matrix.CreatePerspectiveFieldOfViewRH(MathHelper.PiOver4, Graphics.PreferredBackBufferWidth / (float)Graphics.PreferredBackBufferHeight, .1f, 10000)); Exiting += DemosGameExiting; }
protected CameraControlScheme(Camera camera, DemosGame game) { Camera = camera; Game = game; }
public FreeCameraControlScheme(float speed, Camera camera, DemosGame game) : base(camera, game) { Speed = speed; }