示例#1
0
        private void UpdateCamera()
        {
            Vector3 direction = Vector3.Zero;

            //if (Math.Abs(mouseDelta.X) > Math.Abs(mouseDelta.Y))
            //    direction.X = (dx > 0) ? 0.1f : -0.1f;
            //else
            //    direction.Y = (dy > 0) ? 0.1f : -0.1f;



            direction = new Vector3(mouseDelta);

            float xAngle = (direction.X);
            float yAngle = (direction.Y);



            camera.ApplyYaw(xAngle);
            camera.ApplyPitch(yAngle);
            camera.ApplyRotation();
        }
示例#2
0
        private void updateCamera()
        {
            if (NavigationInfo.NavigationType == NavigationType.Examine)
            {
                // MOUSE ORBIT/PAN NAVIGATION
                if (mouseDragging)
                {
                    if (ispanning)
                    {
                        ActiveCamera.PanXY(mouseDelta.X * mouseScale, mouseDelta.Y * mouseScale);

                        //ActiveCamera.ScaleXY(mouseDelta.X, mouseDelta.Y);
                    }
                    else if (iszooming)
                    {
                        // orbits using shape's centerOfRotation
                        ActiveCamera.OrbitObjectsXY(mouseDelta.X / 0.5f, -1 * mouseDelta.Y / 0.5f);
                    }
                }
            }

            if (NavigationInfo.NavigationType == NavigationType.Fly || NavigationInfo.NavigationType == NavigationType.Walk)
            {
                // TEST new camera walk/fly implementation:

                Vector3 direction = Vector3.Zero;

                //if (Math.Abs(mouseDelta.X) > Math.Abs(mouseDelta.Y))
                //    direction.X = (dx > 0) ? 0.1f : -0.1f;
                //else
                //    direction.Y = (dy > 0) ? 0.1f : -0.1f;

                direction = new Vector3(mouseDelta);

                float xAngle = (direction.X);
                float yAngle = (direction.Y);

                ActiveCamera.ApplyYaw(xAngle);
                ActiveCamera.ApplyPitch(yAngle);
                ActiveCamera.ApplyRotation();
            }
        }
        private void ApplyKeyBindings(FrameEventArgs e)
        {
            Vector3 direction  = Vector3.Zero;
            bool    rotated    = false;
            bool    translated = false;

            slowFlySpeed  = Keyboard[Key.AltLeft];
            fastFlySpeed  = Keyboard[Key.ShiftLeft];
            movementSpeed = fastFlySpeed ? 10.0f : 0.3f;
            movementSpeed = slowFlySpeed ? 0.01f : movementSpeed;



            // Calibrator (for translation debugging)
            if (Keyboard[Key.Number1])
            {
                ActiveCamera.calibTrans.X += ActiveCamera.calibSpeed.X;
            }
            if (Keyboard[Key.Number2])
            {
                ActiveCamera.calibTrans.X -= ActiveCamera.calibSpeed.X;
            }
            if (Keyboard[Key.Number3])
            {
                ActiveCamera.calibTrans.Y += ActiveCamera.calibSpeed.Y;
            }
            if (Keyboard[Key.Number4])
            {
                ActiveCamera.calibTrans.Y -= ActiveCamera.calibSpeed.Y;
            }
            if (Keyboard[Key.Number5])
            {
                ActiveCamera.calibTrans.Z += ActiveCamera.calibSpeed.Z;
            }
            if (Keyboard[Key.Number6])
            {
                ActiveCamera.calibTrans.Z -= ActiveCamera.calibSpeed.Z;
            }

            // Calibrator (for orientation debugging)
            if (Keyboard[Key.Number6])
            {
                ActiveCamera.calibOrient.X += ActiveCamera.calibSpeed.X;
            }
            if (Keyboard[Key.Number7])
            {
                ActiveCamera.calibOrient.X -= ActiveCamera.calibSpeed.X;
            }
            if (Keyboard[Key.Number8])
            {
                ActiveCamera.calibOrient.Y += ActiveCamera.calibSpeed.Y;
            }
            if (Keyboard[Key.Number9])
            {
                ActiveCamera.calibOrient.Y -= ActiveCamera.calibSpeed.Y;
            }
            if (Keyboard[Key.Minus])
            {
                ActiveCamera.calibOrient.Z += ActiveCamera.calibSpeed.Z;
            }
            if (Keyboard[Key.Plus])
            {
                ActiveCamera.calibOrient.Z -= ActiveCamera.calibSpeed.Z;
            }



            if (Keyboard[Key.Escape] || Keyboard[Key.Q])
            {
                // QUIT APPLICATION
                if (WindowState == WindowState.Fullscreen)
                {
                    WindowState = WindowState.Normal;
                }

                //X3DProgram.Quit();
                System.Diagnostics.Process.GetCurrentProcess().Kill(); // Fast !
            }

            if (Keyboard[Key.R])
            {
                // RESET CAMERA POSITION+ORIENTATION
                ActiveCamera.Reset();
            }

            if (NavigationInfo.NavigationType != NavigationType.Examine)
            {
                if (Keyboard[Key.T])
                {
                    ActiveCamera.Fly(playerDirectionMagnitude * movementSpeed);
                    translated = true;
                }
                if (Keyboard[Key.G])
                {
                    ActiveCamera.Fly(-playerDirectionMagnitude * movementSpeed);
                    translated = true;
                }

                if (Keyboard[Key.W])
                {
                    ActiveCamera.Walk(playerDirectionMagnitude * movementSpeed);
                    translated = true;
                }
                if (Keyboard[Key.S])
                {
                    ActiveCamera.Walk(-playerDirectionMagnitude * movementSpeed);
                    translated = true;
                }
                if (Keyboard[Key.A])
                {
                    ActiveCamera.Strafe(playerDirectionMagnitude * movementSpeed);
                    translated = true;
                }
                if (Keyboard[Key.D])
                {
                    ActiveCamera.Strafe(-playerDirectionMagnitude * movementSpeed);
                    translated = true;
                }

                #region G.3 Emulate pointing device Key Bindings

                if (Keyboard[Key.Left])
                {
                    ActiveCamera.ApplyYaw(-playerDirectionMagnitude * movementSpeed);

                    rotated = true;
                }
                if (Keyboard[Key.Right])
                {
                    ActiveCamera.ApplyYaw(playerDirectionMagnitude * movementSpeed);

                    rotated = true;
                }
                if (Keyboard[Key.Up])
                {
                    ActiveCamera.ApplyPitch(-playerDirectionMagnitude * movementSpeed);
                    rotated = true;
                }
                if (Keyboard[Key.Down])
                {
                    ActiveCamera.ApplyPitch(playerDirectionMagnitude * movementSpeed);

                    rotated = true;
                }

                if (Keyboard[Key.Number0])
                {
                    ActiveCamera.ApplyRoll(-0.1f);
                    rotated = true;
                }
                if (Keyboard[Key.Number9])
                {
                    ActiveCamera.ApplyRoll(0.1f);
                    rotated = true;
                }

                #endregion
            }

            if (rotated)
            {
                ActiveCamera.ApplyRotation();
            }
        }