/Rendering/SceneGraph/SceneGraphNodeCamera.cs
C# | 73 lines | 36 code | 6 blank | 31 comment | 1 complexity | 82d198a6221a30a3b59b538ce7ba9041 MD5 | raw file
1#region License 2/* Copyright : Santtu Syrjälä 3 * License : New BSD 4 * 5 * SceneGraphNode for Delta Engine 6 * 7 * General purpose scene graph for 2D and 3D that is compatible with Delta Engines vertex constructs, cameras and rendering pipeline. 8 * 9 * If You find a bug, find a way to make it work faster or other additions to make it more useful please share them! You can find me in Delta Engine forums. You will get Your name 10 * in here if YOU WISH. 11 * 12 * Addition : I don't wa...(of course I want) NEED money for this thing. I though would like You to include me in the credits portion of Your application if You like/use 13 * this. It is NOT REQUIRED, though it would serve as a little thanks that would warm this programmer's heart. 14 * 15 * Changes : 16 * 10.09.2011 : Release of the preview 0.1.0.0 17 */ 18#endregion 19 20using Delta.Rendering.Cameras; 21 22namespace Delta.Rendering.SceneGraph 23{ 24 /// <summary> 25 /// SceneGraphNode for wrapping a Camera. 26 /// </summary> 27 public class SceneGraphNodeCamera : SceneGraphNode 28 { 29 #region Camera (Public) 30 /// <summary> 31 /// Camera to be wrapped. 32 /// </summary> 33 public BaseCamera Camera 34 { 35 get; 36 protected set; 37 } 38 #endregion 39 40 #region Constructors 41 /// <summary> 42 /// Creates a new instance of <see cref="SceneGraphNodeCamera"/> 43 /// </summary> 44 /// <param name="camera">The camera attached to this node.</param> 45 public SceneGraphNodeCamera(BaseCamera camera) 46 { 47 Camera = camera; 48 } 49 #endregion 50 51 #region Methods (Private) 52 53 #region UpdateTransformation 54 /// <summary> 55 /// Overridden UpdateTranformation method for settings the world 56 /// position/rotation for the camera. 57 /// </summary> 58 /// <returns>True if transform was updated, otherwise False.</returns> 59 protected override bool UpdateTransformation() 60 { 61 bool toReturn = base.UpdateTransformation(); 62 if (toReturn) 63 { 64 Camera.Position = WorldPosition; 65 Camera.Rotation = WorldRotation; 66 } 67 return toReturn; 68 } 69 #endregion 70 71 #endregion 72 } 73}