/// <summary> /// Animate the camera's view matrix from its current value when the activity starts /// to the new destination matrix value. /// </summary> /// <param name="destination">The final matrix value.</param> /// <param name="duration">The amount of time that the animation should take.</param> /// <returns> /// The newly scheduled activity, if the duration is greater than 0; else null. /// </returns> public virtual PTransformActivity AnimateViewToMatrix(PMatrix destination, long duration) { if (duration == 0) { ViewMatrix = destination; return(null); } PTransformActivity ta = new PTransformActivity(duration, PUtil.DEFAULT_ACTIVITY_STEP_RATE, new PCameraTransformTarget(this), destination); PRoot r = Root; if (r != null) { r.AddActivity(ta); } return(ta); }
/// <summary> /// Creates a basic scene graph. /// </summary> /// <returns>The main camera node in the new scene graph.</returns> /// <remarks> /// The scene graph will consist of root node with two children, a layer and a /// camera. Additionally, The camera will be set to view the layer. Typically, /// you will want to add new nodes to the layer. /// </remarks> public static PCamera CreateBasicScenegraph() { PRoot r = new PRoot(); PLayer l = new PLayer(); PCamera c = new PCamera(); r.AddChild(c); r.AddChild(l); c.AddLayer(l); return c; }
/// <summary> /// Constructs a new PActivityScheduler. /// </summary> /// <param name="rootNode">The root node to associate with this activity scheduler.</param> public PActivityScheduler(PRoot rootNode) { root = rootNode; activities = new PActivityList(); processingActivities = new PActivityList(); }