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/Dlls/Delta.Rendering.Cameras.xml

#
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Possible License(s): Apache-2.0
  1. <?xml version="1.0"?>
  2. <doc>
  3. <assembly>
  4. <name>Delta.Rendering.Cameras</name>
  5. </assembly>
  6. <members>
  7. <member name="T:Delta.Rendering.Cameras.IsoPerspectiveCamera">
  8. <summary>
  9. 3D Iso perspective camera which works as LookAtCamera and has its target
  10. but the different is that it has iso-perspective projection.
  11. </summary>
  12. </member>
  13. <member name="T:Delta.Rendering.Cameras.BaseCamera">
  14. <summary>
  15. Abstract base camera class, provides some useful constants and properties
  16. that are commonly used in most camera classes. Is used as a dynamic
  17. module which updates itself directly after the input module updated, so
  18. the camera always have the newest input data to use for camera movement.
  19. </summary>
  20. </member>
  21. <member name="F:Delta.Rendering.Cameras.BaseCamera.ImplementationVersion">
  22. <summary>
  23. The current version of the implementation of this Camera class.
  24. </summary>
  25. </member>
  26. <member name="F:Delta.Rendering.Cameras.BaseCamera.DefaultNearPlane">
  27. <summary>
  28. The near plane of the camera.
  29. </summary>
  30. </member>
  31. <member name="F:Delta.Rendering.Cameras.BaseCamera.DefaultFarPlane">
  32. <summary>
  33. The far plane distance for the camera. See below for previous values.
  34. </summary>
  35. </member>
  36. <member name="F:Delta.Rendering.Cameras.BaseCamera.FastMultiplier">
  37. <summary>
  38. Speed multiplier if "fast" key is pressed
  39. </summary>
  40. </member>
  41. <member name="F:Delta.Rendering.Cameras.BaseCamera.SlowMultiplier">
  42. <summary>
  43. Speed multiplier if "slow" key is pressed
  44. </summary>
  45. </member>
  46. <member name="F:Delta.Rendering.Cameras.BaseCamera.DefaultFieldOfView">
  47. <summary>
  48. The default FieldOfView is 60 degrees.
  49. obs: 75 degrees (Pi * 5 / 12) because too much people complained.
  50. </summary>
  51. </member>
  52. <member name="F:Delta.Rendering.Cameras.BaseCamera.UpVector">
  53. <summary>
  54. The direction vector for the camera to show where is top.
  55. </summary>
  56. </member>
  57. <member name="F:Delta.Rendering.Cameras.BaseCamera.projectionMatrix">
  58. <summary>
  59. The projection matrix is only calculated once in the constructor
  60. and when the window resizes (because it depends on the AspectRatio).
  61. It is only used in UpdateViewMatrix, which will just set
  62. ScreenSpace.ViewProjection3D and ScreenSpace.ViewInverse.
  63. </summary>
  64. </member>
  65. <member name="F:Delta.Rendering.Cameras.BaseCamera.viewMatrix">
  66. <summary>
  67. Protected viewMatrix for updating the screen properties.
  68. </summary>
  69. </member>
  70. <member name="F:Delta.Rendering.Cameras.BaseCamera.position">
  71. <summary>
  72. Position
  73. </summary>
  74. </member>
  75. <member name="F:Delta.Rendering.Cameras.BaseCamera.lookDirection">
  76. <summary>
  77. Look direction
  78. </summary>
  79. </member>
  80. <member name="F:Delta.Rendering.Cameras.BaseCamera.target">
  81. <summary>
  82. Target
  83. </summary>
  84. </member>
  85. <member name="F:Delta.Rendering.Cameras.BaseCamera.distance">
  86. <summary>
  87. Distance
  88. </summary>
  89. </member>
  90. <member name="F:Delta.Rendering.Cameras.BaseCamera.rotation">
  91. <summary>
  92. Rotation
  93. </summary>
  94. </member>
  95. <member name="F:Delta.Rendering.Cameras.BaseCamera.currentlyUsedCamera">
  96. <summary>
  97. Currently used camera
  98. </summary>
  99. </member>
  100. <member name="F:Delta.Rendering.Cameras.BaseCamera.needToUpdateProjectionMatrix">
  101. <summary>
  102. Helper flag to indicate we need to update the projection matrix because
  103. something like NearPlane, FarPlane or FieldOfView has changed.
  104. </summary>
  105. </member>
  106. <member name="M:Delta.Rendering.Cameras.BaseCamera.#ctor(Delta.Utilities.Datatypes.Vector)">
  107. <summary>
  108. Create the camera
  109. </summary>
  110. <param name="setPosition">Camera initial position.</param>
  111. </member>
  112. <member name="M:Delta.Rendering.Cameras.BaseCamera.Finalize">
  113. <summary>
  114. Releases unmanaged resources and performs other cleanup operations
  115. before the <see cref="T:Delta.Rendering.Cameras.BaseCamera"/> is reclaimed by garbage collection.
  116. </summary>
  117. </member>
  118. <member name="M:Delta.Rendering.Cameras.BaseCamera.Load(System.IO.BinaryReader)">
  119. <summary>
  120. Load camera from BinaryStream.
  121. </summary>
  122. <param name="reader">Binary reader used for reading data.</param>
  123. </member>
  124. <member name="M:Delta.Rendering.Cameras.BaseCamera.Save(System.IO.BinaryWriter)">
  125. <summary>
  126. Save camera data to BinaryWritter.
  127. </summary>
  128. <param name="dataWriter">Binary writer used for writing data.</param>
  129. </member>
  130. <member name="M:Delta.Rendering.Cameras.BaseCamera.Dispose">
  131. <summary>
  132. Dispose the camera and most important remove it from the camera list.
  133. </summary>
  134. </member>
  135. <member name="M:Delta.Rendering.Cameras.BaseCamera.Activate">
  136. <summary>
  137. Make the camera current (e.g. index zero on the camera list),
  138. so it'll be updated.
  139. </summary>
  140. <returns>
  141. True if this camera has been set as active one, false if it was active
  142. last frame.
  143. </returns>
  144. </member>
  145. <member name="M:Delta.Rendering.Cameras.BaseCamera.UpdateProjectionMatrix">
  146. <summary>
  147. Update projection matrix. In the base class this simply creates a
  148. normal perspective camera with the Screen aspect ratio. In overridden
  149. classes this can be changed (for example for isometric projection).
  150. </summary>
  151. </member>
  152. <member name="M:Delta.Rendering.Cameras.BaseCamera.Run">
  153. <summary>
  154. Update the camera every tick directly after input updated its
  155. values so we always have the newest input data.
  156. </summary>
  157. </member>
  158. <member name="M:Delta.Rendering.Cameras.BaseCamera.UpdateScreenProperties">
  159. <summary>
  160. Update the screen properties ViewProjection3D and ViewInverse.
  161. Called from the InternalRun method.
  162. </summary>
  163. </member>
  164. <member name="M:Delta.Rendering.Cameras.BaseCamera.SetupInputCommands">
  165. <summary>
  166. Setup the input commands for controlling this camera.
  167. Can be derived in the camera implementing classes.
  168. Normally no input is attached.
  169. </summary>
  170. </member>
  171. <member name="M:Delta.Rendering.Cameras.BaseCamera.UpdateViewMatrix">
  172. <summary>
  173. Update view matrix of this camera.
  174. </summary>
  175. </member>
  176. <member name="M:Delta.Rendering.Cameras.BaseCamera.BuildViewFrustum">
  177. <summary>
  178. Build view frustum
  179. http://www.chadvernon.com/blog/resources/directx9/frustum-culling/
  180. </summary>
  181. </member>
  182. <member name="M:Delta.Rendering.Cameras.BaseCamera.InternalRun">
  183. <summary>
  184. Internal run method for overriding in the derived classes.
  185. </summary>
  186. </member>
  187. <member name="P:Delta.Rendering.Cameras.BaseCamera.Current">
  188. <summary>
  189. Currently active camera.
  190. </summary>
  191. </member>
  192. <member name="P:Delta.Rendering.Cameras.BaseCamera.Position">
  193. <summary>
  194. The position of this camera.
  195. </summary>
  196. </member>
  197. <member name="P:Delta.Rendering.Cameras.BaseCamera.LookDirection">
  198. <summary>
  199. The look direction
  200. </summary>
  201. </member>
  202. <member name="P:Delta.Rendering.Cameras.BaseCamera.Target">
  203. <summary>
  204. The camera target position
  205. </summary>
  206. </member>
  207. <member name="P:Delta.Rendering.Cameras.BaseCamera.Distance">
  208. <summary>
  209. The distance between target position and camera position
  210. </summary>
  211. </member>
  212. <member name="P:Delta.Rendering.Cameras.BaseCamera.Rotation">
  213. <summary>
  214. Camera rotation vector in yaw pitch roll format
  215. Rotation Vector should be in degrees
  216. </summary>
  217. </member>
  218. <member name="P:Delta.Rendering.Cameras.BaseCamera.FieldOfView">
  219. <summary>
  220. Field of view, will cause the ProjectionMatrix to be updated the
  221. next time InternalRun is called.
  222. </summary>
  223. </member>
  224. <member name="P:Delta.Rendering.Cameras.BaseCamera.FarPlane">
  225. <summary>
  226. Far plane
  227. </summary>
  228. </member>
  229. <member name="P:Delta.Rendering.Cameras.BaseCamera.NearPlane">
  230. <summary>
  231. Near plane
  232. </summary>
  233. </member>
  234. <member name="P:Delta.Rendering.Cameras.BaseCamera.IsActive">
  235. <summary>
  236. Determines if the camera is active or not.
  237. Only one camera may be active at a given time
  238. </summary>
  239. </member>
  240. <member name="P:Delta.Rendering.Cameras.BaseCamera.IsLocked">
  241. <summary>
  242. If set to true this camera should ignore all user input, which would
  243. otherwise be used to control the camera (via Mouse, Touch and Keys).
  244. </summary>
  245. </member>
  246. <member name="P:Delta.Rendering.Cameras.BaseCamera.ViewMatrix">
  247. <summary>
  248. Public ViewMatrix for updating the screen properties.
  249. </summary>
  250. </member>
  251. <member name="P:Delta.Rendering.Cameras.BaseCamera.ViewFrustum">
  252. <summary>
  253. An array of 6 planes, one plane for each surface of the viewFrustum.
  254. Used order: 0=Left, 1=Right, 2=Top, 3=Bottom, 4=Near, 5=Far
  255. </summary>
  256. </member>
  257. <member name="P:Delta.Rendering.Cameras.BaseCamera.VertexLookupTable">
  258. <summary>
  259. A 2 dimensional array used in checking boxes vs frustum.
  260. The first field in the array represents the 6 different planes.
  261. The second field represents X, Y, Z normal values of each field.
  262. 0 = xMax, 1 = yMax, 2 = zMax
  263. 3 = xMin, 4 = yMin, 5 = zMin.
  264. Example: If the bottom (3) plane Y (1) normal is positive (negative = 4)
  265. then VertexLookupTable[3,1] = 1.
  266. </summary>
  267. </member>
  268. <member name="P:Delta.Rendering.Cameras.BaseCamera.AlwaysNeedsUpdate">
  269. <summary>
  270. If this camera always needs to be updated.
  271. Mainly used for camera implementations which contain multiple cameras,
  272. so they are able to decide if they need to switch control.
  273. </summary>
  274. </member>
  275. <member name="F:Delta.Rendering.Cameras.IsoPerspectiveCamera.ImplementationVersion">
  276. <summary>
  277. The current version of the implementation of this Camera class.
  278. </summary>
  279. </member>
  280. <member name="F:Delta.Rendering.Cameras.IsoPerspectiveCamera.scale">
  281. <summary>
  282. Scaling that emulates the Distance property for the isometric camera
  283. </summary>
  284. </member>
  285. <member name="F:Delta.Rendering.Cameras.IsoPerspectiveCamera.cameraShake">
  286. <summary>
  287. The shake value
  288. </summary>
  289. </member>
  290. <member name="M:Delta.Rendering.Cameras.IsoPerspectiveCamera.#ctor(Delta.Utilities.Datatypes.Vector)">
  291. <summary>
  292. Create iso perspective camera
  293. </summary>
  294. <param name="setPosition">Set position</param>
  295. </member>
  296. <member name="M:Delta.Rendering.Cameras.IsoPerspectiveCamera.Shake(System.Single)">
  297. <summary>
  298. Shake
  299. </summary>
  300. <param name="amount">The amount.</param>
  301. </member>
  302. <member name="M:Delta.Rendering.Cameras.IsoPerspectiveCamera.Save(System.IO.BinaryWriter)">
  303. <summary>
  304. Override saving data from BinaryStream.
  305. </summary>
  306. <param name="dataWriter">Binary writer used for writing data.</param>
  307. </member>
  308. <member name="M:Delta.Rendering.Cameras.IsoPerspectiveCamera.Load(System.IO.BinaryReader)">
  309. <summary>
  310. Override loading data from BinaryStream.
  311. </summary>
  312. <param name="reader">Binary reader used for reading data.</param>
  313. </member>
  314. <member name="M:Delta.Rendering.Cameras.IsoPerspectiveCamera.UpdateViewMatrix">
  315. <summary>
  316. Update view matrix
  317. </summary>
  318. </member>
  319. <member name="M:Delta.Rendering.Cameras.IsoPerspectiveCamera.InternalRun">
  320. <summary>
  321. Updates the camera
  322. </summary>
  323. </member>
  324. <member name="P:Delta.Rendering.Cameras.IsoPerspectiveCamera.Position">
  325. <summary>
  326. The camera position.
  327. </summary>
  328. </member>
  329. <member name="P:Delta.Rendering.Cameras.IsoPerspectiveCamera.Target">
  330. <summary>
  331. The camera target position
  332. </summary>
  333. </member>
  334. <member name="P:Delta.Rendering.Cameras.IsoPerspectiveCamera.Distance">
  335. <summary>
  336. The distance between target position and camera position.
  337. </summary>
  338. </member>
  339. <member name="P:Delta.Rendering.Cameras.IsoPerspectiveCamera.LookDirection">
  340. <summary>
  341. The look direction.
  342. </summary>
  343. </member>
  344. <member name="T:Delta.Rendering.Cameras.IsoPerspectiveCamera.IsoPerspectiveTests">
  345. <summary>
  346. Tests
  347. </summary>
  348. </member>
  349. <member name="M:Delta.Rendering.Cameras.IsoPerspectiveCamera.IsoPerspectiveTests.TestSaveAndLoad">
  350. <summary>
  351. Test save and load functionality of the Graph class
  352. </summary>
  353. </member>
  354. <member name="T:Delta.Rendering.Cameras.GameCamera">
  355. <summary>
  356. Game camera. This is our base camera used for games.
  357. Currently it is a combination of PathCamera and FreeCamera with
  358. the ability to switch between them.
  359. </summary>
  360. </member>
  361. <member name="T:Delta.Rendering.Cameras.PathCamera">
  362. <summary>
  363. Path camera represent a camera witch moves on a given path.
  364. A path consist of many positions in a 3D space. The camera stops moving,
  365. when it reached the last position in the given path.
  366. The UP-Vector is implemented in the base camera in the UpdateViewMatrix
  367. method. Which is the UnitZ-Vector.
  368. <para />
  369. TODO: The matrices are not interpolated yet!
  370. </summary>
  371. </member>
  372. <member name="T:Delta.Rendering.Cameras.LookAtCamera">
  373. <summary>
  374. 3D camera that support setting of position and target.
  375. </summary>
  376. <remarks>
  377. With this camera you can apply behaviour of looking at given target or
  378. move around given target.
  379. </remarks>
  380. </member>
  381. <member name="F:Delta.Rendering.Cameras.LookAtCamera.ImplementationVersion">
  382. <summary>
  383. The current version of the implementation of this Camera class.
  384. </summary>
  385. </member>
  386. <member name="F:Delta.Rendering.Cameras.LookAtCamera.MPS">
  387. <summary>
  388. The Move speed Per Second.
  389. </summary>
  390. </member>
  391. <member name="F:Delta.Rendering.Cameras.LookAtCamera.MouseSpeedFactor">
  392. <summary>
  393. Speed multiplier for mouse control
  394. </summary>
  395. </member>
  396. <member name="F:Delta.Rendering.Cameras.LookAtCamera.KeyboardSpeedFactor">
  397. <summary>
  398. Speed multiplier for keyboard control
  399. </summary>
  400. </member>
  401. <member name="F:Delta.Rendering.Cameras.LookAtCamera.MinPitchRotation">
  402. <summary>
  403. Limit for looking down
  404. </summary>
  405. </member>
  406. <member name="F:Delta.Rendering.Cameras.LookAtCamera.MaxPitchRotation">
  407. <summary>
  408. Limit for looking up
  409. </summary>
  410. </member>
  411. <member name="F:Delta.Rendering.Cameras.LookAtCamera.DefaultLookAtCamPosition">
  412. <summary>
  413. A default position which can be used if the current camera position
  414. value isn't known (in the constructor).
  415. </summary>
  416. </member>
  417. <member name="F:Delta.Rendering.Cameras.LookAtCamera.DefaultTargetPosition">
  418. <summary>
  419. A position to a default target twhich can be used if the current camera
  420. target position value isn't known (in the constructor).
  421. </summary>
  422. </member>
  423. <member name="F:Delta.Rendering.Cameras.LookAtCamera.defaultPosition">
  424. <summary>
  425. Used to be able to reset the position to constructor time
  426. </summary>
  427. </member>
  428. <member name="F:Delta.Rendering.Cameras.LookAtCamera.defaultTarget">
  429. <summary>
  430. Used to be able to reset the target to constructor time
  431. </summary>
  432. </member>
  433. <member name="F:Delta.Rendering.Cameras.LookAtCamera.shiftPressed">
  434. <summary>
  435. Flag determining if shift is pressed.
  436. Used to make the speed multiplier slower.
  437. </summary>
  438. </member>
  439. <member name="F:Delta.Rendering.Cameras.LookAtCamera.ctrlPressed">
  440. <summary>
  441. Flag determining if control is pressed.
  442. Used to make the speed multiplier faster.
  443. </summary>
  444. </member>
  445. <member name="M:Delta.Rendering.Cameras.LookAtCamera.#ctor(Delta.Utilities.Datatypes.Vector)">
  446. <summary>
  447. Create look at camera
  448. </summary>
  449. <param name="setPosition">Camera initial position.</param>
  450. </member>
  451. <member name="M:Delta.Rendering.Cameras.LookAtCamera.#ctor(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector)">
  452. <summary>
  453. Create look at camera
  454. </summary>
  455. <param name="setPosition">Camera initial position.</param>
  456. <param name="setTarget">Camera initial target.</param>
  457. </member>
  458. <member name="M:Delta.Rendering.Cameras.LookAtCamera.UpdateViewMatrix">
  459. <summary>
  460. Update view matrix
  461. TODO: doesn't make that computation more sense in the BaseCamera class?
  462. </summary>
  463. </member>
  464. <member name="M:Delta.Rendering.Cameras.LookAtCamera.SetupInputCommands">
  465. <summary>
  466. Setup the connection between input commands and camera movement.
  467. </summary>
  468. </member>
  469. <member name="M:Delta.Rendering.Cameras.LookAtCamera.Zoom(System.Boolean,System.Boolean)">
  470. <summary>
  471. Zoom in or out. if respectFPS is set to true, Time.Delta will be taken
  472. into account. E.g.: set this to true for hold-able buttons.
  473. </summary>
  474. <param name="zoomIn">if set to <c>true</c> [zoom in].</param>
  475. </member>
  476. <member name="M:Delta.Rendering.Cameras.LookAtCamera.InternalRun">
  477. <summary>
  478. Update the camera.
  479. </summary>
  480. </member>
  481. <member name="M:Delta.Rendering.Cameras.LookAtCamera.UpdateMouseInput">
  482. <summary>
  483. Update mouse input
  484. </summary>
  485. </member>
  486. <member name="M:Delta.Rendering.Cameras.LookAtCamera.UpdateTouchInput">
  487. <summary>
  488. Update touch input
  489. </summary>
  490. </member>
  491. <member name="M:Delta.Rendering.Cameras.LookAtCamera.RotateHorizontal(System.Boolean)">
  492. <summary>
  493. Rotate horizontal
  494. </summary>
  495. <param name="left">if set to <c>true</c> [left].</param>
  496. </member>
  497. <member name="M:Delta.Rendering.Cameras.LookAtCamera.RotateVertical(System.Boolean)">
  498. <summary>
  499. Rotate vertical
  500. </summary>
  501. <param name="up">if set to <c>true</c> [up].</param>
  502. </member>
  503. <member name="M:Delta.Rendering.Cameras.LookAtCamera.ResetCamera">
  504. <summary>
  505. Resets camera position/rotation to values at constructor time
  506. </summary>
  507. </member>
  508. <member name="M:Delta.Rendering.Cameras.LookAtCamera.UpdatePosition">
  509. <summary>
  510. Update position
  511. </summary>
  512. </member>
  513. <member name="M:Delta.Rendering.Cameras.LookAtCamera.SetPositionValues">
  514. <summary>
  515. Set position values
  516. Used by the Position and Target properties.
  517. </summary>
  518. </member>
  519. <member name="M:Delta.Rendering.Cameras.LookAtCamera.Save(System.IO.BinaryWriter)">
  520. <summary>
  521. Override saving data from BinaryStream.
  522. </summary>
  523. <param name="dataWriter">Binary writer used for writing data.</param>
  524. </member>
  525. <member name="M:Delta.Rendering.Cameras.LookAtCamera.Load(System.IO.BinaryReader)">
  526. <summary>
  527. Override loading data from BinaryStream.
  528. </summary>
  529. <param name="reader">Binary reader used for reading data.</param>
  530. </member>
  531. <member name="P:Delta.Rendering.Cameras.LookAtCamera.Position">
  532. <summary>
  533. The camera position.
  534. </summary>
  535. </member>
  536. <member name="P:Delta.Rendering.Cameras.LookAtCamera.Target">
  537. <summary>
  538. Target
  539. </summary>
  540. </member>
  541. <member name="P:Delta.Rendering.Cameras.LookAtCamera.Distance">
  542. <summary>
  543. The distance between target position and camera position
  544. </summary>
  545. </member>
  546. <member name="P:Delta.Rendering.Cameras.LookAtCamera.SpeedMultiplier">
  547. <summary>
  548. Speed multiplier for every movement
  549. </summary>
  550. </member>
  551. <member name="P:Delta.Rendering.Cameras.LookAtCamera.MoveSpeed">
  552. <summary>
  553. Movespeed per second over time.
  554. </summary>
  555. </member>
  556. <member name="T:Delta.Rendering.Cameras.LookAtCamera.LookAtCameraTests">
  557. <summary>
  558. Tests
  559. </summary>
  560. </member>
  561. <member name="M:Delta.Rendering.Cameras.LookAtCamera.LookAtCameraTests.TestSaveAndLoad">
  562. <summary>
  563. Test save and load functionality of the Graph class
  564. </summary>
  565. </member>
  566. <member name="F:Delta.Rendering.Cameras.PathCamera.ImplementationVersion">
  567. <summary>
  568. The current version of the implementation of this Camera class.
  569. </summary>
  570. </member>
  571. <member name="F:Delta.Rendering.Cameras.PathCamera.DefaultSpeed">
  572. <summary>
  573. Camera default speed.
  574. </summary>
  575. </member>
  576. <member name="M:Delta.Rendering.Cameras.PathCamera.LoadColladaCameraPath(System.String)">
  577. <summary>
  578. Loads the exported camera path (view) matrices from a Collada (file)
  579. data string.
  580. </summary>
  581. <param name="colladaMatricesString">Collada matrices string.</param>
  582. <returns>Return the loaded array of matrices.</returns>
  583. </member>
  584. <member name="M:Delta.Rendering.Cameras.PathCamera.LoadColladaMatrix(System.Single[],System.Int32)">
  585. <summary>
  586. Create matrix from collada float value array. The matrices in collada
  587. are stored differently from the xna format (row based instead of
  588. columns).
  589. </summary>
  590. <param name="mat">Array of floats containing this matrix, but
  591. not exclusively. Can contain many more matrices by using the offset
  592. parameter.</param>
  593. <param name="offset">The offset index inside the mat array.</param>
  594. <returns>Delta Matrix created from collada matrix data.</returns>
  595. </member>
  596. <member name="F:Delta.Rendering.Cameras.PathCamera.pathByMatrices">
  597. <summary>
  598. Interpolated positions and direction as a matrix.
  599. We get all the data from a Collada file.
  600. </summary>
  601. </member>
  602. <member name="F:Delta.Rendering.Cameras.PathCamera.pathByPoints">
  603. <summary>
  604. Path of the camera by position points.
  605. </summary>
  606. </member>
  607. <member name="F:Delta.Rendering.Cameras.PathCamera.positionDistances">
  608. <summary>
  609. Precalculated distances from the start to the current position,
  610. to speed up the calculations on moving along the path.
  611. </summary>
  612. </member>
  613. <member name="F:Delta.Rendering.Cameras.PathCamera.targetPath">
  614. <summary>
  615. The camera target positions path related to the camera
  616. positions path.
  617. This path can also be longer or shorter than the positions
  618. path, because the current distance on the target path will be
  619. calculated relatively to the length of the positions path.
  620. </summary>
  621. </member>
  622. <member name="F:Delta.Rendering.Cameras.PathCamera.targetDistances">
  623. <summary>
  624. Precalculated distances from the start to the current target
  625. position, to speed up the calculations on moving along the path.
  626. </summary>
  627. </member>
  628. <member name="F:Delta.Rendering.Cameras.PathCamera.elapsedDistance">
  629. <summary>
  630. The elapsed distance on the path.
  631. </summary>
  632. </member>
  633. <member name="F:Delta.Rendering.Cameras.PathCamera.targetDistanceFactor">
  634. <summary>
  635. The relative factor between the length of the camera path and
  636. the length of the target path.
  637. </summary>
  638. </member>
  639. <member name="M:Delta.Rendering.Cameras.PathCamera.#ctor(Delta.Utilities.Datatypes.Matrix[])">
  640. <summary>
  641. Create path camera with a list of matrices.
  642. </summary>
  643. <param name="setPath">Matrix array containing path data.</param>
  644. </member>
  645. <member name="M:Delta.Rendering.Cameras.PathCamera.#ctor(Delta.Utilities.Datatypes.Vector[],Delta.Utilities.Datatypes.Vector[])">
  646. <summary>
  647. Create path camera with a list of vectors (positions) and
  648. a list of target vectors (if available).
  649. </summary>
  650. <param name="setPath">Vector array containing
  651. path points data.</param>
  652. <param name="setPath">Vector array containing
  653. target path points data.</param>
  654. </member>
  655. <member name="M:Delta.Rendering.Cameras.PathCamera.#ctor">
  656. <summary>
  657. Private helper constructor to set the default values for
  658. all other constructors above.
  659. </summary>
  660. </member>
  661. <member name="M:Delta.Rendering.Cameras.PathCamera.Save(System.IO.BinaryWriter)">
  662. <summary>
  663. Override saving data from BinaryStream.
  664. </summary>
  665. <param name="dataWriter">Binary writer used for writing data.</param>
  666. </member>
  667. <member name="M:Delta.Rendering.Cameras.PathCamera.Load(System.IO.BinaryReader)">
  668. <summary>
  669. Override loading data from BinaryStream.
  670. </summary>
  671. <param name="reader">Binary reader used for reading data.</param>
  672. </member>
  673. <member name="M:Delta.Rendering.Cameras.PathCamera.InternalRun">
  674. <summary>
  675. Internal run
  676. </summary>
  677. </member>
  678. <member name="M:Delta.Rendering.Cameras.PathCamera.UpdateMatrixPath">
  679. <summary>
  680. Update the path camera according to the matrices.
  681. </summary>
  682. </member>
  683. <member name="M:Delta.Rendering.Cameras.PathCamera.UpdatePointsPath">
  684. <summary>
  685. Update the path camera according to the vector positions and target
  686. positions (if available).
  687. </summary>
  688. </member>
  689. <member name="M:Delta.Rendering.Cameras.PathCamera.GetPointPosition(Delta.Utilities.Datatypes.Vector[],System.Single[],System.Single,Delta.Utilities.Datatypes.Vector@)">
  690. <summary>
  691. Get a vector position by an array of positions, precalculated
  692. distances (for performance) and a current distance.
  693. <para />
  694. Basically the logic of a 2d graph but with a 3d vector as the
  695. result.
  696. </summary>
  697. </member>
  698. <member name="P:Delta.Rendering.Cameras.PathCamera.LookDirection">
  699. <summary>
  700. Look direction
  701. </summary>
  702. </member>
  703. <member name="P:Delta.Rendering.Cameras.PathCamera.IsFinished">
  704. <summary>
  705. Has the camera reached the last node of the path?
  706. </summary>
  707. </member>
  708. <member name="P:Delta.Rendering.Cameras.PathCamera.Speed">
  709. <summary>
  710. The speed of the camera, default is 10f.
  711. </summary>
  712. </member>
  713. <member name="F:Delta.Rendering.Cameras.GameCamera.freeCamera">
  714. <summary>
  715. Free camera we switch into
  716. </summary>
  717. </member>
  718. <member name="F:Delta.Rendering.Cameras.GameCamera.cameraMode">
  719. <summary>
  720. Camera mode, 0 = level camera, 1 free camera, 2 = waiting, 3 = return
  721. to level camera (need extra mode because we have no touch release)
  722. </summary>
  723. </member>
  724. <member name="M:Delta.Rendering.Cameras.GameCamera.#ctor(Delta.Utilities.Datatypes.Matrix[])">
  725. <summary>
  726. Create new GameCamera
  727. </summary>
  728. <param name="setPath">Matrix array containing path data.</param>
  729. </member>
  730. <member name="M:Delta.Rendering.Cameras.GameCamera.InternalRun">
  731. <summary>
  732. Update the camera.
  733. </summary>
  734. </member>
  735. <member name="P:Delta.Rendering.Cameras.GameCamera.InLevelCameraMode">
  736. <summary>
  737. In level camera mode
  738. </summary>
  739. </member>
  740. <member name="T:Delta.Rendering.Cameras.FreeCamera">
  741. <summary>
  742. Free camera. This camera is useful to look around in the game scene.
  743. Move and rotate the camera as you want with any input device. Not really
  744. used much in games, but useful for debugging or observing.
  745. </summary>
  746. </member>
  747. <member name="F:Delta.Rendering.Cameras.FreeCamera.ImplementationVersion">
  748. <summary>
  749. The current version of the implementation of this Camera class.
  750. </summary>
  751. </member>
  752. <member name="F:Delta.Rendering.Cameras.FreeCamera.MPS">
  753. <summary>
  754. The default move speed per second.
  755. </summary>
  756. </member>
  757. <member name="F:Delta.Rendering.Cameras.FreeCamera.MouseSpeedFactor">
  758. <summary>
  759. Speed multiplier for mouse control
  760. </summary>
  761. </member>
  762. <member name="F:Delta.Rendering.Cameras.FreeCamera.KeyboardSpeedFactor">
  763. <summary>
  764. Speed multiplier for keyboard control
  765. </summary>
  766. </member>
  767. <member name="F:Delta.Rendering.Cameras.FreeCamera.MinPitchRotation">
  768. <summary>
  769. Limit for looking downwards
  770. </summary>
  771. </member>
  772. <member name="F:Delta.Rendering.Cameras.FreeCamera.MaxPitchRotation">
  773. <summary>
  774. Limit for looking upwards
  775. </summary>
  776. </member>
  777. <member name="F:Delta.Rendering.Cameras.FreeCamera.DefaultLookAtCamPosition">
  778. <summary>
  779. A default position which can be used if the current camera position
  780. value isn't known (in the constructor).
  781. </summary>
  782. </member>
  783. <member name="F:Delta.Rendering.Cameras.FreeCamera.DefaultTargetPosition">
  784. <summary>
  785. A position to a default target twhich can be used if the current camera
  786. target position value isn't known (in the constructor).
  787. </summary>
  788. </member>
  789. <member name="F:Delta.Rendering.Cameras.FreeCamera.rotationMatrix">
  790. <summary>
  791. Rotation matrix, will be computed automatically by the (Internal)Run()
  792. method.
  793. </summary>
  794. </member>
  795. <member name="M:Delta.Rendering.Cameras.FreeCamera.#ctor(Delta.Utilities.Datatypes.Vector)">
  796. <summary>
  797. Create free camera
  798. </summary>
  799. <param name="setPosition">Camera initial position.</param>
  800. </member>
  801. <member name="M:Delta.Rendering.Cameras.FreeCamera.MoveUp(System.Single)">
  802. <summary>
  803. Moves the camera up.
  804. </summary>
  805. <param name="moveVelocity">The move velocity.</param>
  806. </member>
  807. <member name="M:Delta.Rendering.Cameras.FreeCamera.MoveDown(System.Single)">
  808. <summary>
  809. Move the camera down.
  810. </summary>
  811. <param name="moveVelocity">Move velocity.</param>
  812. </member>
  813. <member name="M:Delta.Rendering.Cameras.FreeCamera.MoveRight(System.Single)">
  814. <summary>
  815. Move the camera right.
  816. </summary>
  817. <param name="moveVelocity">Move velocity.</param>
  818. </member>
  819. <member name="M:Delta.Rendering.Cameras.FreeCamera.MoveLeft(System.Single)">
  820. <summary>
  821. Move the camera left.
  822. </summary>
  823. <param name="moveVelocity">Move velocity.</param>
  824. </member>
  825. <member name="M:Delta.Rendering.Cameras.FreeCamera.MoveForward(System.Single)">
  826. <summary>
  827. Move the camera forward.
  828. </summary>
  829. <param name="moveVelocity">Move velocity.</param>
  830. </member>
  831. <member name="M:Delta.Rendering.Cameras.FreeCamera.MoveBackward(System.Single)">
  832. <summary>
  833. Move the camera backward.
  834. </summary>
  835. <param name="moveVelocity">Move velocity.</param>
  836. </member>
  837. <member name="M:Delta.Rendering.Cameras.FreeCamera.Save(System.IO.BinaryWriter)">
  838. <summary>
  839. Override saving data from BinaryStream.
  840. </summary>
  841. <param name="dataWriter">Binary writer used for writing data.</param>
  842. </member>
  843. <member name="M:Delta.Rendering.Cameras.FreeCamera.Load(System.IO.BinaryReader)">
  844. <summary>
  845. Override loading data from BinaryStream.
  846. </summary>
  847. <param name="reader">Binary reader used for reading data.</param>
  848. </member>
  849. <member name="M:Delta.Rendering.Cameras.FreeCamera.UpdateViewMatrix">
  850. <summary>
  851. Update the view matrix.
  852. </summary>
  853. </member>
  854. <member name="M:Delta.Rendering.Cameras.FreeCamera.InternalRun">
  855. <summary>
  856. Update the free camera.
  857. </summary>
  858. </member>
  859. <member name="P:Delta.Rendering.Cameras.FreeCamera.Pitch">
  860. <summary>
  861. Pitch
  862. </summary>
  863. </member>
  864. <member name="P:Delta.Rendering.Cameras.FreeCamera.Yaw">
  865. <summary>
  866. Yaw
  867. </summary>
  868. </member>
  869. <member name="P:Delta.Rendering.Cameras.FreeCamera.Roll">
  870. <summary>
  871. Roll
  872. </summary>
  873. </member>
  874. <member name="P:Delta.Rendering.Cameras.FreeCamera.IsStopMoving">
  875. <summary>
  876. Flag for preventing the camera from moving.
  877. TODO: remove! this looks really bad here!
  878. </summary>
  879. </member>
  880. <member name="P:Delta.Rendering.Cameras.FreeCamera.UpDirection">
  881. <summary>
  882. Up direction
  883. </summary>
  884. </member>
  885. <member name="P:Delta.Rendering.Cameras.FreeCamera.RightDirection">
  886. <summary>
  887. Right direction
  888. </summary>
  889. </member>
  890. <member name="T:Delta.Rendering.Cameras.FreeCamera.FreeCameraTests">
  891. <summary>
  892. Tests
  893. </summary>
  894. </member>
  895. <member name="M:Delta.Rendering.Cameras.FreeCamera.FreeCameraTests.TestSaveAndLoad">
  896. <summary>
  897. Test save and load functionality of the Graph class
  898. </summary>
  899. </member>
  900. <member name="T:Delta.Rendering.Cameras.IsometricCamera">
  901. <summary>
  902. 3D isometric perspective camera which works as LookAtCamera and has its
  903. target but the different is that it has isometric projection.
  904. TODO: What about the scale matrix and using the position? this has to be refactored! Needs IsLocked support!
  905. </summary>
  906. </member>
  907. <member name="F:Delta.Rendering.Cameras.IsometricCamera.ImplementationVersion">
  908. <summary>
  909. The current version of the implementation of this Camera class.
  910. </summary>
  911. </member>
  912. <member name="F:Delta.Rendering.Cameras.IsometricCamera.MPS">
  913. <summary>
  914. The Move speed Per Second.
  915. </summary>
  916. </member>
  917. <member name="F:Delta.Rendering.Cameras.IsometricCamera.scale">
  918. <summary>
  919. Scaling that emulates the Distance property for the isometric camera
  920. </summary>
  921. </member>
  922. <member name="M:Delta.Rendering.Cameras.IsometricCamera.#ctor(Delta.Utilities.Datatypes.Vector)">
  923. <summary>
  924. Create isometric camera
  925. </summary>
  926. <param name="setPosition">Camera initial position.</param>
  927. </member>
  928. <member name="M:Delta.Rendering.Cameras.IsometricCamera.Zoom(System.Boolean)">
  929. <summary>
  930. Zoom in or out. if respectFPS is set to true, Time.Delta will be taken
  931. into account. E.g.: set this to true for hold-able buttons.
  932. </summary>
  933. <param name="zoomIn">if set to <c>true</c> [zoom in].</param>
  934. </member>
  935. <member name="M:Delta.Rendering.Cameras.IsometricCamera.UpdateProjectionMatrix">
  936. <summary>
  937. Update projection matrix
  938. </summary>
  939. </member>
  940. <member name="M:Delta.Rendering.Cameras.IsometricCamera.Save(System.IO.BinaryWriter)">
  941. <summary>
  942. Override saving data from BinaryStream.
  943. </summary>
  944. <param name="dataWriter">Binary writer used for writing data.</param>
  945. </member>
  946. <member name="M:Delta.Rendering.Cameras.IsometricCamera.Load(System.IO.BinaryReader)">
  947. <summary>
  948. Override loading data from BinaryStream.
  949. </summary>
  950. <param name="reader">Binary reader used for reading data.</param>
  951. </member>
  952. <member name="M:Delta.Rendering.Cameras.IsometricCamera.SetupInputCommands">
  953. <summary>
  954. Setup the connection between input commands and camera movement.
  955. </summary>
  956. </member>
  957. <member name="P:Delta.Rendering.Cameras.IsometricCamera.Position">
  958. <summary>
  959. The camera position
  960. </summary>
  961. </member>
  962. <member name="P:Delta.Rendering.Cameras.IsometricCamera.Target">
  963. <summary>
  964. The camera target position.
  965. </summary>
  966. </member>
  967. <member name="P:Delta.Rendering.Cameras.IsometricCamera.Distance">
  968. <summary>
  969. The distance between target position and camera position.
  970. </summary>
  971. </member>
  972. <member name="P:Delta.Rendering.Cameras.IsometricCamera.LookDirection">
  973. <summary>
  974. override the look direction to prevent the set accessor is making
  975. bad stuff. An isometric camera always have the same lookdirection,
  976. which is set in the constructor.
  977. </summary>
  978. </member>
  979. <member name="T:Delta.Rendering.Cameras.IsometricCamera.IsometricCameraTests">
  980. <summary>
  981. Tests
  982. </summary>
  983. </member>
  984. <member name="M:Delta.Rendering.Cameras.IsometricCamera.IsometricCameraTests.TestSaveAndLoad">
  985. <summary>
  986. Test save and load functionality of the Graph class
  987. </summary>
  988. </member>
  989. </members>
  990. </doc>