Méthode | Description | |
---|---|---|
Camera ( GraphicsDevice graphicsDevice ) : System | ||
LookAt ( Vector3 target ) : void | ||
LookAt ( float x, float y, float z ) : void | ||
NormalizeUp ( ) : void | ||
PickRay ( Vector2 vec ) : Microsoft.Xna.Framework.Ray | ||
PickRay ( Vector2 vec, float viewportX, float viewportY, float viewportWidth, float viewportHeight ) : Microsoft.Xna.Framework.Ray | ||
PickRay ( float x, float y ) : Microsoft.Xna.Framework.Ray | ||
PickRay ( float x, float y, float viewportX, float viewportY, float viewportWidth, float viewportHeight ) : Microsoft.Xna.Framework.Ray | ||
Project ( Vector3 vec ) : Vector3 | ||
Project ( Vector3 vec, float viewportX, float viewportY, float viewportWidth, float viewportHeight ) : Vector3 | ||
Rotate ( Matrix transform ) : void | ||
Rotate ( Microsoft.Xna.Framework.Quaternion quat ) : void | ||
Rotate ( Vector3 axis, float angle ) : void | ||
Rotate ( float angle, float axisX, float axisY, float axisZ ) : void | ||
RotateAround ( Vector3 point, Vector3 axis, float angle ) : void | ||
Transform ( Matrix transform ) : void | ||
Translate ( Vector3 vec ) : void | ||
Translate ( float x, float y, float z ) : void | ||
Unproject ( Vector3 vec ) : Vector3 | ||
Unproject ( Vector3 vec, float viewportX, float viewportY, float viewportWidth, float viewportHeight ) : Vector3 | ||
Update ( ) : void | ||
Update ( bool updateFrustum ) : void |
Méthode | Description | |
---|---|---|
Apply ( ) : void |
public Camera ( GraphicsDevice graphicsDevice ) : System | ||
graphicsDevice | GraphicsDevice | |
Résultat | System |
public LookAt ( float x, float y, float z ) : void | ||
x | float | |
y | float | |
z | float | |
Résultat | void |
public PickRay ( Vector2 vec ) : Microsoft.Xna.Framework.Ray | ||
vec | Vector2 | |
Résultat | Microsoft.Xna.Framework.Ray |
public PickRay ( Vector2 vec, float viewportX, float viewportY, float viewportWidth, float viewportHeight ) : Microsoft.Xna.Framework.Ray | ||
vec | Vector2 | |
viewportX | float | |
viewportY | float | |
viewportWidth | float | |
viewportHeight | float | |
Résultat | Microsoft.Xna.Framework.Ray |
public PickRay ( float x, float y ) : Microsoft.Xna.Framework.Ray | ||
x | float | |
y | float | |
Résultat | Microsoft.Xna.Framework.Ray |
public PickRay ( float x, float y, float viewportX, float viewportY, float viewportWidth, float viewportHeight ) : Microsoft.Xna.Framework.Ray | ||
x | float | |
y | float | |
viewportX | float | |
viewportY | float | |
viewportWidth | float | |
viewportHeight | float | |
Résultat | Microsoft.Xna.Framework.Ray |
public Project ( Vector3 vec, float viewportX, float viewportY, float viewportWidth, float viewportHeight ) : Vector3 | ||
vec | Vector3 | |
viewportX | float | |
viewportY | float | |
viewportWidth | float | |
viewportHeight | float | |
Résultat | Vector3 |
public Rotate ( Microsoft.Xna.Framework.Quaternion quat ) : void | ||
quat | Microsoft.Xna.Framework.Quaternion | |
Résultat | void |
public Rotate ( Vector3 axis, float angle ) : void | ||
axis | Vector3 | |
angle | float | |
Résultat | void |
public Rotate ( float angle, float axisX, float axisY, float axisZ ) : void | ||
angle | float | |
axisX | float | |
axisY | float | |
axisZ | float | |
Résultat | void |
public RotateAround ( Vector3 point, Vector3 axis, float angle ) : void | ||
point | Vector3 | |
axis | Vector3 | |
angle | float | |
Résultat | void |
public Transform ( Matrix transform ) : void | ||
transform | Matrix | |
Résultat | void |
public Translate ( float x, float y, float z ) : void | ||
x | float | |
y | float | |
z | float | |
Résultat | void |
public Unproject ( Vector3 vec, float viewportX, float viewportY, float viewportWidth, float viewportHeight ) : Vector3 | ||
vec | Vector3 | |
viewportX | float | |
viewportY | float | |
viewportWidth | float | |
viewportHeight | float | |
Résultat | Vector3 |
public abstract Update ( bool updateFrustum ) : void | ||
updateFrustum | bool | |
Résultat | void |