Esempio n. 1
0
 public override void UpdateView()
 {
     if (effect != null)
     {
         FreeLook freelook = Demo.Freelook;
         effect.View  = Matrix.CreateLookAt(MathHelper.Convert(freelook.Eye), MathHelper.Convert(freelook.Target), MathHelper.Convert(freelook.Up));
         effect.View *= Matrix.CreateScale(-1, 1, 1);
     }
 }
Esempio n. 2
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        protected override void Initialize()
        {
            basicEffect = new BasicEffect(GraphicsDevice);
            basicEffect.TextureEnabled     = true;
            basicEffect.VertexColorEnabled = true;
            basicEffect.View = XNAMatrix.CreateLookAt(
                orgCameraPosition,
                XNAVector3.Zero,
                XNAVector3.Up
                );
            basicEffect.Projection = XNAMatrix.CreatePerspectiveFieldOfView(
                XNAMathHelper.ToRadians(45.0f),
                (float)GraphicsDevice.Viewport.Width / GraphicsDevice.Viewport.Height,
                1.0f,
                10000.0f
                );
            basicEffect.Texture = null;

            dummyTexture = XNATexture.Load(GraphicsDevice, "./dummyTexture.png");
        }
Esempio n. 3
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        void UpdateCamera(Matrix transform)
        {
            float ox    = transform.OffsetX;
            float oy    = transform.OffsetY;
            float scale = transform.Elements.ElementAt(0);

            Console.WriteLine(string.Format("({0}, {1}), {2}", ox, oy, scale));

            if (scale <= 0)
            {
                return;
            }

            XNAVector3 zoomCamPos = orgCameraPosition;

            zoomCamPos.Z /= scale;

            var zoomView = XNAMatrix.CreateLookAt(
                zoomCamPos,
                XNAVector3.Zero,
                XNAVector3.Up
                );

            XNAVector3 offset = new XNAVector3(ox, oy, 0);

            XNAVector3 p0 = Unproject(XNAVector3.Zero, basicEffect.Projection, zoomView, XNAMatrix.Identity, zoomCamPos);
            XNAVector3 p1 = Unproject(offset, basicEffect.Projection, zoomView, XNAMatrix.Identity, zoomCamPos);

            cameraPosition   = p0 - p1;
            cameraPosition.Z = zoomCamPos.Z;

            XNAVector3 targetPos = cameraPosition;

            targetPos.Z = 0;

            basicEffect.View = XNAMatrix.CreateLookAt(
                cameraPosition,
                targetPos,
                XNAVector3.Up
                );
        }
Esempio n. 4
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        /// <summary>
        /// Calculates the <see cref="ViewMatrix"/> by creating a look-at Matrix.
        /// </summary>
        /// <returns>A <see cref="Microsoft.Xna.Framework.Matrix"/> representing the View matrix of the CameraComponent.</returns>
        internal Matrix CalculateViewMatrix()
        {
            var forward = Vector3.Transform(Vector3.Forward, RotationQuaternion);
            var up      = Vector3.Transform(Vector3.Up, RotationQuaternion);

            if (IsInitialized)
            {
                if (Target == null)
                {
                    forward = WorldPosition + forward;
                }
                else
                {
                    forward = Target.Position;
                }
            }
            return(Matrix.CreateLookAt(
                       WorldPosition.MonoGameVector,
                       forward.MonoGameVector,
                       up.MonoGameVector
                       ));
        }
Esempio n. 5
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 public static Matrix CreateLookAt(Vector3 pos, Vector3 target, Vector3 up)
 {
     return(new Matrix(Matrix4x4.CreateLookAt(pos, target, up)));
 }