/Dlls/Delta.Rendering.Cameras.xml
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Possible License(s): Apache-2.0
- <?xml version="1.0"?>
- <doc>
- <assembly>
- <name>Delta.Rendering.Cameras</name>
- </assembly>
- <members>
- <member name="T:Delta.Rendering.Cameras.IsoPerspectiveCamera">
- <summary>
- 3D Iso perspective camera which works as LookAtCamera and has its target
- but the different is that it has iso-perspective projection.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Cameras.BaseCamera">
- <summary>
- Abstract base camera class, provides some useful constants and properties
- that are commonly used in most camera classes. Is used as a dynamic
- module which updates itself directly after the input module updated, so
- the camera always have the newest input data to use for camera movement.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.ImplementationVersion">
- <summary>
- The current version of the implementation of this Camera class.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.DefaultNearPlane">
- <summary>
- The near plane of the camera.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.DefaultFarPlane">
- <summary>
- The far plane distance for the camera. See below for previous values.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.FastMultiplier">
- <summary>
- Speed multiplier if "fast" key is pressed
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.SlowMultiplier">
- <summary>
- Speed multiplier if "slow" key is pressed
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.DefaultFieldOfView">
- <summary>
- The default FieldOfView is 60 degrees.
- obs: 75 degrees (Pi * 5 / 12) because too much people complained.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.UpVector">
- <summary>
- The direction vector for the camera to show where is top.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.projectionMatrix">
- <summary>
- The projection matrix is only calculated once in the constructor
- and when the window resizes (because it depends on the AspectRatio).
- It is only used in UpdateViewMatrix, which will just set
- ScreenSpace.ViewProjection3D and ScreenSpace.ViewInverse.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.viewMatrix">
- <summary>
- Protected viewMatrix for updating the screen properties.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.position">
- <summary>
- Position
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.lookDirection">
- <summary>
- Look direction
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.target">
- <summary>
- Target
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.distance">
- <summary>
- Distance
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.rotation">
- <summary>
- Rotation
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.currentlyUsedCamera">
- <summary>
- Currently used camera
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.BaseCamera.needToUpdateProjectionMatrix">
- <summary>
- Helper flag to indicate we need to update the projection matrix because
- something like NearPlane, FarPlane or FieldOfView has changed.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.BaseCamera.#ctor(Delta.Utilities.Datatypes.Vector)">
- <summary>
- Create the camera
- </summary>
- <param name="setPosition">Camera initial position.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.BaseCamera.Finalize">
- <summary>
- Releases unmanaged resources and performs other cleanup operations
- before the <see cref="T:Delta.Rendering.Cameras.BaseCamera"/> is reclaimed by garbage collection.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.BaseCamera.Load(System.IO.BinaryReader)">
- <summary>
- Load camera from BinaryStream.
- </summary>
- <param name="reader">Binary reader used for reading data.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.BaseCamera.Save(System.IO.BinaryWriter)">
- <summary>
- Save camera data to BinaryWritter.
- </summary>
- <param name="dataWriter">Binary writer used for writing data.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.BaseCamera.Dispose">
- <summary>
- Dispose the camera and most important remove it from the camera list.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.BaseCamera.Activate">
- <summary>
- Make the camera current (e.g. index zero on the camera list),
- so it'll be updated.
- </summary>
- <returns>
- True if this camera has been set as active one, false if it was active
- last frame.
- </returns>
- </member>
- <member name="M:Delta.Rendering.Cameras.BaseCamera.UpdateProjectionMatrix">
- <summary>
- Update projection matrix. In the base class this simply creates a
- normal perspective camera with the Screen aspect ratio. In overridden
- classes this can be changed (for example for isometric projection).
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.BaseCamera.Run">
- <summary>
- Update the camera every tick directly after input updated its
- values so we always have the newest input data.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.BaseCamera.UpdateScreenProperties">
- <summary>
- Update the screen properties ViewProjection3D and ViewInverse.
- Called from the InternalRun method.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.BaseCamera.SetupInputCommands">
- <summary>
- Setup the input commands for controlling this camera.
- Can be derived in the camera implementing classes.
- Normally no input is attached.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.BaseCamera.UpdateViewMatrix">
- <summary>
- Update view matrix of this camera.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.BaseCamera.BuildViewFrustum">
- <summary>
- Build view frustum
- http://www.chadvernon.com/blog/resources/directx9/frustum-culling/
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.BaseCamera.InternalRun">
- <summary>
- Internal run method for overriding in the derived classes.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.Current">
- <summary>
- Currently active camera.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.Position">
- <summary>
- The position of this camera.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.LookDirection">
- <summary>
- The look direction
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.Target">
- <summary>
- The camera target position
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.Distance">
- <summary>
- The distance between target position and camera position
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.Rotation">
- <summary>
- Camera rotation vector in yaw pitch roll format
- Rotation Vector should be in degrees
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.FieldOfView">
- <summary>
- Field of view, will cause the ProjectionMatrix to be updated the
- next time InternalRun is called.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.FarPlane">
- <summary>
- Far plane
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.NearPlane">
- <summary>
- Near plane
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.IsActive">
- <summary>
- Determines if the camera is active or not.
- Only one camera may be active at a given time
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.IsLocked">
- <summary>
- If set to true this camera should ignore all user input, which would
- otherwise be used to control the camera (via Mouse, Touch and Keys).
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.ViewMatrix">
- <summary>
- Public ViewMatrix for updating the screen properties.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.ViewFrustum">
- <summary>
- An array of 6 planes, one plane for each surface of the viewFrustum.
- Used order: 0=Left, 1=Right, 2=Top, 3=Bottom, 4=Near, 5=Far
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.VertexLookupTable">
- <summary>
- A 2 dimensional array used in checking boxes vs frustum.
- The first field in the array represents the 6 different planes.
- The second field represents X, Y, Z normal values of each field.
- 0 = xMax, 1 = yMax, 2 = zMax
- 3 = xMin, 4 = yMin, 5 = zMin.
- Example: If the bottom (3) plane Y (1) normal is positive (negative = 4)
- then VertexLookupTable[3,1] = 1.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.BaseCamera.AlwaysNeedsUpdate">
- <summary>
- If this camera always needs to be updated.
- Mainly used for camera implementations which contain multiple cameras,
- so they are able to decide if they need to switch control.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.IsoPerspectiveCamera.ImplementationVersion">
- <summary>
- The current version of the implementation of this Camera class.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.IsoPerspectiveCamera.scale">
- <summary>
- Scaling that emulates the Distance property for the isometric camera
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.IsoPerspectiveCamera.cameraShake">
- <summary>
- The shake value
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.IsoPerspectiveCamera.#ctor(Delta.Utilities.Datatypes.Vector)">
- <summary>
- Create iso perspective camera
- </summary>
- <param name="setPosition">Set position</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.IsoPerspectiveCamera.Shake(System.Single)">
- <summary>
- Shake
- </summary>
- <param name="amount">The amount.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.IsoPerspectiveCamera.Save(System.IO.BinaryWriter)">
- <summary>
- Override saving data from BinaryStream.
- </summary>
- <param name="dataWriter">Binary writer used for writing data.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.IsoPerspectiveCamera.Load(System.IO.BinaryReader)">
- <summary>
- Override loading data from BinaryStream.
- </summary>
- <param name="reader">Binary reader used for reading data.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.IsoPerspectiveCamera.UpdateViewMatrix">
- <summary>
- Update view matrix
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.IsoPerspectiveCamera.InternalRun">
- <summary>
- Updates the camera
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.IsoPerspectiveCamera.Position">
- <summary>
- The camera position.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.IsoPerspectiveCamera.Target">
- <summary>
- The camera target position
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.IsoPerspectiveCamera.Distance">
- <summary>
- The distance between target position and camera position.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.IsoPerspectiveCamera.LookDirection">
- <summary>
- The look direction.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Cameras.IsoPerspectiveCamera.IsoPerspectiveTests">
- <summary>
- Tests
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.IsoPerspectiveCamera.IsoPerspectiveTests.TestSaveAndLoad">
- <summary>
- Test save and load functionality of the Graph class
- </summary>
- </member>
- <member name="T:Delta.Rendering.Cameras.GameCamera">
- <summary>
- Game camera. This is our base camera used for games.
- Currently it is a combination of PathCamera and FreeCamera with
- the ability to switch between them.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Cameras.PathCamera">
- <summary>
- Path camera represent a camera witch moves on a given path.
- A path consist of many positions in a 3D space. The camera stops moving,
- when it reached the last position in the given path.
- The UP-Vector is implemented in the base camera in the UpdateViewMatrix
- method. Which is the UnitZ-Vector.
- <para />
- TODO: The matrices are not interpolated yet!
- </summary>
- </member>
- <member name="T:Delta.Rendering.Cameras.LookAtCamera">
- <summary>
- 3D camera that support setting of position and target.
- </summary>
- <remarks>
- With this camera you can apply behaviour of looking at given target or
- move around given target.
- </remarks>
- </member>
- <member name="F:Delta.Rendering.Cameras.LookAtCamera.ImplementationVersion">
- <summary>
- The current version of the implementation of this Camera class.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.LookAtCamera.MPS">
- <summary>
- The Move speed Per Second.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.LookAtCamera.MouseSpeedFactor">
- <summary>
- Speed multiplier for mouse control
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.LookAtCamera.KeyboardSpeedFactor">
- <summary>
- Speed multiplier for keyboard control
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.LookAtCamera.MinPitchRotation">
- <summary>
- Limit for looking down
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.LookAtCamera.MaxPitchRotation">
- <summary>
- Limit for looking up
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.LookAtCamera.DefaultLookAtCamPosition">
- <summary>
- A default position which can be used if the current camera position
- value isn't known (in the constructor).
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.LookAtCamera.DefaultTargetPosition">
- <summary>
- A position to a default target twhich can be used if the current camera
- target position value isn't known (in the constructor).
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.LookAtCamera.defaultPosition">
- <summary>
- Used to be able to reset the position to constructor time
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.LookAtCamera.defaultTarget">
- <summary>
- Used to be able to reset the target to constructor time
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.LookAtCamera.shiftPressed">
- <summary>
- Flag determining if shift is pressed.
- Used to make the speed multiplier slower.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.LookAtCamera.ctrlPressed">
- <summary>
- Flag determining if control is pressed.
- Used to make the speed multiplier faster.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.#ctor(Delta.Utilities.Datatypes.Vector)">
- <summary>
- Create look at camera
- </summary>
- <param name="setPosition">Camera initial position.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.#ctor(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector)">
- <summary>
- Create look at camera
- </summary>
- <param name="setPosition">Camera initial position.</param>
- <param name="setTarget">Camera initial target.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.UpdateViewMatrix">
- <summary>
- Update view matrix
- TODO: doesn't make that computation more sense in the BaseCamera class?
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.SetupInputCommands">
- <summary>
- Setup the connection between input commands and camera movement.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.Zoom(System.Boolean,System.Boolean)">
- <summary>
- Zoom in or out. if respectFPS is set to true, Time.Delta will be taken
- into account. E.g.: set this to true for hold-able buttons.
- </summary>
- <param name="zoomIn">if set to <c>true</c> [zoom in].</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.InternalRun">
- <summary>
- Update the camera.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.UpdateMouseInput">
- <summary>
- Update mouse input
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.UpdateTouchInput">
- <summary>
- Update touch input
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.RotateHorizontal(System.Boolean)">
- <summary>
- Rotate horizontal
- </summary>
- <param name="left">if set to <c>true</c> [left].</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.RotateVertical(System.Boolean)">
- <summary>
- Rotate vertical
- </summary>
- <param name="up">if set to <c>true</c> [up].</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.ResetCamera">
- <summary>
- Resets camera position/rotation to values at constructor time
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.UpdatePosition">
- <summary>
- Update position
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.SetPositionValues">
- <summary>
- Set position values
- Used by the Position and Target properties.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.Save(System.IO.BinaryWriter)">
- <summary>
- Override saving data from BinaryStream.
- </summary>
- <param name="dataWriter">Binary writer used for writing data.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.Load(System.IO.BinaryReader)">
- <summary>
- Override loading data from BinaryStream.
- </summary>
- <param name="reader">Binary reader used for reading data.</param>
- </member>
- <member name="P:Delta.Rendering.Cameras.LookAtCamera.Position">
- <summary>
- The camera position.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.LookAtCamera.Target">
- <summary>
- Target
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.LookAtCamera.Distance">
- <summary>
- The distance between target position and camera position
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.LookAtCamera.SpeedMultiplier">
- <summary>
- Speed multiplier for every movement
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.LookAtCamera.MoveSpeed">
- <summary>
- Movespeed per second over time.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Cameras.LookAtCamera.LookAtCameraTests">
- <summary>
- Tests
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.LookAtCamera.LookAtCameraTests.TestSaveAndLoad">
- <summary>
- Test save and load functionality of the Graph class
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.PathCamera.ImplementationVersion">
- <summary>
- The current version of the implementation of this Camera class.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.PathCamera.DefaultSpeed">
- <summary>
- Camera default speed.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.PathCamera.LoadColladaCameraPath(System.String)">
- <summary>
- Loads the exported camera path (view) matrices from a Collada (file)
- data string.
- </summary>
- <param name="colladaMatricesString">Collada matrices string.</param>
- <returns>Return the loaded array of matrices.</returns>
- </member>
- <member name="M:Delta.Rendering.Cameras.PathCamera.LoadColladaMatrix(System.Single[],System.Int32)">
- <summary>
- Create matrix from collada float value array. The matrices in collada
- are stored differently from the xna format (row based instead of
- columns).
- </summary>
- <param name="mat">Array of floats containing this matrix, but
- not exclusively. Can contain many more matrices by using the offset
- parameter.</param>
- <param name="offset">The offset index inside the mat array.</param>
- <returns>Delta Matrix created from collada matrix data.</returns>
- </member>
- <member name="F:Delta.Rendering.Cameras.PathCamera.pathByMatrices">
- <summary>
- Interpolated positions and direction as a matrix.
- We get all the data from a Collada file.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.PathCamera.pathByPoints">
- <summary>
- Path of the camera by position points.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.PathCamera.positionDistances">
- <summary>
- Precalculated distances from the start to the current position,
- to speed up the calculations on moving along the path.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.PathCamera.targetPath">
- <summary>
- The camera target positions path related to the camera
- positions path.
- This path can also be longer or shorter than the positions
- path, because the current distance on the target path will be
- calculated relatively to the length of the positions path.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.PathCamera.targetDistances">
- <summary>
- Precalculated distances from the start to the current target
- position, to speed up the calculations on moving along the path.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.PathCamera.elapsedDistance">
- <summary>
- The elapsed distance on the path.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.PathCamera.targetDistanceFactor">
- <summary>
- The relative factor between the length of the camera path and
- the length of the target path.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.PathCamera.#ctor(Delta.Utilities.Datatypes.Matrix[])">
- <summary>
- Create path camera with a list of matrices.
- </summary>
- <param name="setPath">Matrix array containing path data.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.PathCamera.#ctor(Delta.Utilities.Datatypes.Vector[],Delta.Utilities.Datatypes.Vector[])">
- <summary>
- Create path camera with a list of vectors (positions) and
- a list of target vectors (if available).
- </summary>
- <param name="setPath">Vector array containing
- path points data.</param>
- <param name="setPath">Vector array containing
- target path points data.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.PathCamera.#ctor">
- <summary>
- Private helper constructor to set the default values for
- all other constructors above.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.PathCamera.Save(System.IO.BinaryWriter)">
- <summary>
- Override saving data from BinaryStream.
- </summary>
- <param name="dataWriter">Binary writer used for writing data.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.PathCamera.Load(System.IO.BinaryReader)">
- <summary>
- Override loading data from BinaryStream.
- </summary>
- <param name="reader">Binary reader used for reading data.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.PathCamera.InternalRun">
- <summary>
- Internal run
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.PathCamera.UpdateMatrixPath">
- <summary>
- Update the path camera according to the matrices.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.PathCamera.UpdatePointsPath">
- <summary>
- Update the path camera according to the vector positions and target
- positions (if available).
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.PathCamera.GetPointPosition(Delta.Utilities.Datatypes.Vector[],System.Single[],System.Single,Delta.Utilities.Datatypes.Vector@)">
- <summary>
- Get a vector position by an array of positions, precalculated
- distances (for performance) and a current distance.
- <para />
- Basically the logic of a 2d graph but with a 3d vector as the
- result.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.PathCamera.LookDirection">
- <summary>
- Look direction
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.PathCamera.IsFinished">
- <summary>
- Has the camera reached the last node of the path?
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.PathCamera.Speed">
- <summary>
- The speed of the camera, default is 10f.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.GameCamera.freeCamera">
- <summary>
- Free camera we switch into
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.GameCamera.cameraMode">
- <summary>
- Camera mode, 0 = level camera, 1 free camera, 2 = waiting, 3 = return
- to level camera (need extra mode because we have no touch release)
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.GameCamera.#ctor(Delta.Utilities.Datatypes.Matrix[])">
- <summary>
- Create new GameCamera
- </summary>
- <param name="setPath">Matrix array containing path data.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.GameCamera.InternalRun">
- <summary>
- Update the camera.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.GameCamera.InLevelCameraMode">
- <summary>
- In level camera mode
- </summary>
- </member>
- <member name="T:Delta.Rendering.Cameras.FreeCamera">
- <summary>
- Free camera. This camera is useful to look around in the game scene.
- Move and rotate the camera as you want with any input device. Not really
- used much in games, but useful for debugging or observing.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.FreeCamera.ImplementationVersion">
- <summary>
- The current version of the implementation of this Camera class.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.FreeCamera.MPS">
- <summary>
- The default move speed per second.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.FreeCamera.MouseSpeedFactor">
- <summary>
- Speed multiplier for mouse control
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.FreeCamera.KeyboardSpeedFactor">
- <summary>
- Speed multiplier for keyboard control
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.FreeCamera.MinPitchRotation">
- <summary>
- Limit for looking downwards
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.FreeCamera.MaxPitchRotation">
- <summary>
- Limit for looking upwards
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.FreeCamera.DefaultLookAtCamPosition">
- <summary>
- A default position which can be used if the current camera position
- value isn't known (in the constructor).
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.FreeCamera.DefaultTargetPosition">
- <summary>
- A position to a default target twhich can be used if the current camera
- target position value isn't known (in the constructor).
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.FreeCamera.rotationMatrix">
- <summary>
- Rotation matrix, will be computed automatically by the (Internal)Run()
- method.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.FreeCamera.#ctor(Delta.Utilities.Datatypes.Vector)">
- <summary>
- Create free camera
- </summary>
- <param name="setPosition">Camera initial position.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.FreeCamera.MoveUp(System.Single)">
- <summary>
- Moves the camera up.
- </summary>
- <param name="moveVelocity">The move velocity.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.FreeCamera.MoveDown(System.Single)">
- <summary>
- Move the camera down.
- </summary>
- <param name="moveVelocity">Move velocity.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.FreeCamera.MoveRight(System.Single)">
- <summary>
- Move the camera right.
- </summary>
- <param name="moveVelocity">Move velocity.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.FreeCamera.MoveLeft(System.Single)">
- <summary>
- Move the camera left.
- </summary>
- <param name="moveVelocity">Move velocity.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.FreeCamera.MoveForward(System.Single)">
- <summary>
- Move the camera forward.
- </summary>
- <param name="moveVelocity">Move velocity.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.FreeCamera.MoveBackward(System.Single)">
- <summary>
- Move the camera backward.
- </summary>
- <param name="moveVelocity">Move velocity.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.FreeCamera.Save(System.IO.BinaryWriter)">
- <summary>
- Override saving data from BinaryStream.
- </summary>
- <param name="dataWriter">Binary writer used for writing data.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.FreeCamera.Load(System.IO.BinaryReader)">
- <summary>
- Override loading data from BinaryStream.
- </summary>
- <param name="reader">Binary reader used for reading data.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.FreeCamera.UpdateViewMatrix">
- <summary>
- Update the view matrix.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.FreeCamera.InternalRun">
- <summary>
- Update the free camera.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.FreeCamera.Pitch">
- <summary>
- Pitch
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.FreeCamera.Yaw">
- <summary>
- Yaw
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.FreeCamera.Roll">
- <summary>
- Roll
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.FreeCamera.IsStopMoving">
- <summary>
- Flag for preventing the camera from moving.
- TODO: remove! this looks really bad here!
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.FreeCamera.UpDirection">
- <summary>
- Up direction
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.FreeCamera.RightDirection">
- <summary>
- Right direction
- </summary>
- </member>
- <member name="T:Delta.Rendering.Cameras.FreeCamera.FreeCameraTests">
- <summary>
- Tests
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.FreeCamera.FreeCameraTests.TestSaveAndLoad">
- <summary>
- Test save and load functionality of the Graph class
- </summary>
- </member>
- <member name="T:Delta.Rendering.Cameras.IsometricCamera">
- <summary>
- 3D isometric perspective camera which works as LookAtCamera and has its
- target but the different is that it has isometric projection.
- TODO: What about the scale matrix and using the position? this has to be refactored! Needs IsLocked support!
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.IsometricCamera.ImplementationVersion">
- <summary>
- The current version of the implementation of this Camera class.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.IsometricCamera.MPS">
- <summary>
- The Move speed Per Second.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Cameras.IsometricCamera.scale">
- <summary>
- Scaling that emulates the Distance property for the isometric camera
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.IsometricCamera.#ctor(Delta.Utilities.Datatypes.Vector)">
- <summary>
- Create isometric camera
- </summary>
- <param name="setPosition">Camera initial position.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.IsometricCamera.Zoom(System.Boolean)">
- <summary>
- Zoom in or out. if respectFPS is set to true, Time.Delta will be taken
- into account. E.g.: set this to true for hold-able buttons.
- </summary>
- <param name="zoomIn">if set to <c>true</c> [zoom in].</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.IsometricCamera.UpdateProjectionMatrix">
- <summary>
- Update projection matrix
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.IsometricCamera.Save(System.IO.BinaryWriter)">
- <summary>
- Override saving data from BinaryStream.
- </summary>
- <param name="dataWriter">Binary writer used for writing data.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.IsometricCamera.Load(System.IO.BinaryReader)">
- <summary>
- Override loading data from BinaryStream.
- </summary>
- <param name="reader">Binary reader used for reading data.</param>
- </member>
- <member name="M:Delta.Rendering.Cameras.IsometricCamera.SetupInputCommands">
- <summary>
- Setup the connection between input commands and camera movement.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.IsometricCamera.Position">
- <summary>
- The camera position
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.IsometricCamera.Target">
- <summary>
- The camera target position.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.IsometricCamera.Distance">
- <summary>
- The distance between target position and camera position.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Cameras.IsometricCamera.LookDirection">
- <summary>
- override the look direction to prevent the set accessor is making
- bad stuff. An isometric camera always have the same lookdirection,
- which is set in the constructor.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Cameras.IsometricCamera.IsometricCameraTests">
- <summary>
- Tests
- </summary>
- </member>
- <member name="M:Delta.Rendering.Cameras.IsometricCamera.IsometricCameraTests.TestSaveAndLoad">
- <summary>
- Test save and load functionality of the Graph class
- </summary>
- </member>
- </members>
- </doc>