public void UpdateView() { LightView.Update(); ShadowMatrix = ProjectionMatrixLightView * ScaleBiasMatrix; //ShadowMatrix = Matrix4.LookAt(new Vector3(0, 100, 150), Vector3.Zero, Vector3.UnitY) * ShadowMatrix; ShadowMatrix = LightView.View * ShadowMatrix; }
protected override void OnCreate(Bundle bundle) { base.OnCreate(bundle); Window.RequestFeature(WindowFeatures.NoTitle); SetContentView(sensorviz_xamarin.Resource.Layout.Main); //add camera texture view textureView = FindViewById <TextureView>(sensorviz_xamarin.Resource.Id.textureView1); textureView.SurfaceTextureListener = this; //add proximity layout LinearLayout lightLayout = FindViewById <LinearLayout>(sensorviz_xamarin.Resource.Id.light); light = new LightView(lightLayout); //add proximity layout LinearLayout proximityLayout = FindViewById <LinearLayout>(sensorviz_xamarin.Resource.Id.proximity); proximity = new ProximityView(proximityLayout); //add compass layout LinearLayout compassLayout = FindViewById <LinearLayout>(sensorviz_xamarin.Resource.Id.compass); compass = new CompassView(compassLayout); //add accelerometer layout LinearLayout accelerometerLayout = FindViewById <LinearLayout>(sensorviz_xamarin.Resource.Id.accelerometer); accelerometer = new AccelerometerView(accelerometerLayout); //get Sensor manager sensorService = (SensorManager)GetSystemService(Context.SensorService); proximitySensor = sensorService.GetDefaultSensor(SensorType.Proximity); lightSensor = sensorService.GetDefaultSensor(SensorType.Light); // Get a Light Sensor ori = sensorService.GetDefaultSensor(SensorType.Orientation); //Get orientation acc = sensorService.GetDefaultSensor(SensorType.Accelerometer); //Get orientation // Register a listeners sensorService.RegisterListener(proximity, proximitySensor, Android.Hardware.SensorDelay.Normal); sensorService.RegisterListener(light, lightSensor, Android.Hardware.SensorDelay.Game); sensorService.RegisterListener(compass, ori, SensorDelay.Fastest); sensorService.RegisterListener(accelerometer, acc, SensorDelay.Fastest); }