public FixedOffsetCameraControlScheme(Entity entity, Camera camera, DemosGame game)
     : base(camera, game)
 {
     Entity = entity;
     UseCameraSmoothing = true;
     CameraOffset = new Vector3(0, 0.7f, 0);
 }
 public CharacterCameraControlScheme(CharacterController character, Camera camera, DemosGame game)
     : base(camera, game)
 {
     Character = character;
     UseCameraSmoothing = true;
     StandingCameraOffset = 0.7f;
     CrouchingCameraOffset = 0.4f;
 }
        /// <summary>
        /// Sets up all the information required by the chase camera.
        /// </summary>
        /// <param name="chasedEntity">Target to follow.</param>
        /// <param name="offsetFromChaseTarget">Offset from the center of the entity target to point at.</param>
        /// <param name="transformOffset">Whether or not to transform the offset with the target entity's rotation.</param>
        /// <param name="distanceToTarget">Distance from the target position to try to maintain.</param>
        /// <param name="camera">Camera controlled by the scheme.</param>
        /// <param name="game">Running game.</param>
        public ChaseCameraControlScheme(Entity chasedEntity, Vector3 offsetFromChaseTarget, bool transformOffset, float distanceToTarget, Camera camera, DemosGame game)
            : base(camera, game)
        {
            ChasedEntity = chasedEntity;
            OffsetFromChaseTarget = offsetFromChaseTarget;
            TransformOffset = transformOffset;
            DistanceToTarget = distanceToTarget;
            ChaseCameraMargin = 1;

            rayCastFilter = RayCastFilter;
        }
        public DemosGame()
        {
            Graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            Graphics.PreferredBackBufferWidth = 1280;
            Graphics.PreferredBackBufferHeight = 720;
            Camera = new Camera(BEPUutilities.Vector3.Zero, 0, 0, BEPUutilities.Matrix.CreatePerspectiveFieldOfViewRH(MathHelper.PiOver4, Graphics.PreferredBackBufferWidth / (float)Graphics.PreferredBackBufferHeight, .1f, 10000));

            Exiting += DemosGameExiting;
        }
 protected CameraControlScheme(Camera camera, DemosGame game)
 {
     Camera = camera;
     Game = game;
 }
 public FreeCameraControlScheme(float speed, Camera camera, DemosGame game)
     : base(camera, game)
 {
     Speed = speed;
 }