public void PrintCameraData(PointManager.Models.Camera camera) { Text_X = (Math.Round(camera.X, 2)).ToString(); Text_Y = (Math.Round(camera.Y, 2)).ToString(); Text_Z = (Math.Round(camera.Z, 2)).ToString(); Text_Vertical = (Math.Round(camera.VerticalDegree, 2)).ToString(); Text_Horizontal = (Math.Round(camera.HorizontalDegree, 2)).ToString(); }
private void Window1_Loaded(object sender, System.Windows.RoutedEventArgs e) { Viewport3D1.Camera = newpcam; CamPos = new Camera() { X = 1, Y = 0.5, Z = 0 }; //CamPos.degH = CamPos.degV =0; newpcam.Position = CamPos.Position; newpcam.LookDirection = new Vector3D(CamPos.Look.X, CamPos.Look.Y, CamPos.Look.Z); (new MazeGenerator()).MakeMaze(m3Dg); timer = new System.Windows.Threading.DispatcherTimer(); timer.Interval = TimeSpan.FromMilliseconds(16); timer.Tick += new EventHandler(Timer_Tick); this.timer.Start(); }
private void Window1_Loaded(object sender, System.Windows.RoutedEventArgs e) { Viewport3D_World.Camera = perspectiveCamera; camera = new PointManager.Models.Camera() { X = 1, Y = 0.5, Z = 0 }; //camera.HorizontalDegree = camera.VerticalDegree =0; perspectiveCamera.Position = camera.Position; perspectiveCamera.LookDirection = new Vector3D(camera.Look.X, camera.Look.Y, camera.Look.Z); (new PointManager.Models.MazeGenerator()).MakeMaze(Model3DGroup_Lights); timer = new DispatcherTimer(); timer.Interval = TimeSpan.FromMilliseconds(16); timer.Tick += new EventHandler(Timer_Tick); this.timer.Start(); }
public void Timer_Tick(object sender, EventArgs e, PointManager.Models.Camera camera, PerspectiveCamera perspectiveCamera) { if (Walk != Movement.None) { camera.Move((double)Walk * Steps * 0.1); } if (Strafe != Movement.None) { camera.Strafe((double)Strafe * Steps * 0.1); } perspectiveCamera.Position = camera.Position; perspectiveCamera.LookDirection = new Vector3D(camera.Look.X, camera.Look.Y, camera.Look.Z); PrintCameraData(camera); }
public void Window1_KeyDown(object sender, KeyEventArgs e, PointManager.Models.Camera camera) { switch (e.Key) { case Key.Up: Walk = Movement.Pos; break; case Key.Down: Walk = Movement.Neg; break; case Key.Left: Strafe = Movement.Neg; break; case Key.Right: Strafe = Movement.Pos; break; case Key.Z: camera.Y += 0.1; break; case Key.X: camera.Y -= 0.1; break; } }