Axiom.Core.Camera.AutoTrack C# (CSharp) Method

AutoTrack() private method

private AutoTrack ( ) : void
return void
        internal void AutoTrack()
        {
            // assumes all scene nodes have been updated
            if (AutoTrackingTarget != null)
            {
                LookAt(AutoTrackingTarget.DerivedPosition + AutoTrackingOffset);
            }
        }

Usage Example

Beispiel #1
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		/// <summary>
		///		Prompts the class to send its contents to the renderer.
		/// </summary>
		/// <remarks>
		///		This method prompts the scene manager to send the
		///		contents of the scene it manages to the rendering
		///		pipeline, possibly preceded by some sorting, culling
		///		or other scene management tasks. Note that this method is not normally called
		///		directly by the user application; it is called automatically
		///		by the engine's rendering loop.
		/// </remarks>
		/// <param name="camera">Pointer to a camera from whose viewpoint the scene is to be rendered.</param>
		/// <param name="viewport">The target viewport</param>
		/// <param name="showOverlays">Whether or not any overlay objects should be rendered</param>
		protected internal void RenderScene( Camera camera, Viewport viewport, bool showOverlays )
		{
			// let the engine know this is the current scene manager
			Root.Instance.SceneManager = this;

			if ( this.IsShadowTechniqueInUse )
			{
				// initialize shadow volume materials
				this.InitShadowVolumeMaterials();
			}

			// Perform a quick pre-check to see whether we should override far distance
			// When using stencil volumes we have to use infinite far distance
			// to prevent dark caps getting clipped
			if ( this.IsShadowTechniqueStencilBased &&
				 camera.Far != 0 &&
				 this.targetRenderSystem.Capabilities.HasCapability( Capabilities.InfiniteFarPlane ) &&
				 this.shadowUseInfiniteFarPlane )
			{
				// infinite far distance
				camera.Far = 0.0f;
			}

			this.cameraInProgress = camera;
			this.hasCameraChanged = true;

			// Update the scene, only do this once per frame
			ulong thisFrameNumber = Root.Instance.CurrentFrameCount;
			if ( thisFrameNumber != this.lastFrameNumber )
			{
				// Update animations
				this.ApplySceneAnimations();
				// Update controllers
				ControllerManager.Instance.UpdateAll();
				this.lastFrameNumber = thisFrameNumber;
			}

			// Update scene graph for this camera (can happen multiple times per frame)
			this.UpdateSceneGraph( camera );

			// Auto-track nodes
			foreach ( SceneNode sn in autoTrackingSceneNodes.Values )
			{
				sn.AutoTrack();
			}

			// ask the camera to auto track if it has a target
			camera.AutoTrack();

			// Are we using any shadows at all?
			if ( this.IsShadowTechniqueInUse && this.illuminationStage != IlluminationRenderStage.RenderToTexture &&
				 viewport.ShowShadows && this.findVisibleObjects )
			{
				// Locate any lights which could be affecting the frustum
				this.FindLightsAffectingFrustum( camera );

				if ( this.IsShadowTechniqueTextureBased )
				{
					// *******
					// WARNING
					// *******
					// This call will result in re-entrant calls to this method
					// therefore anything which comes before this is NOT
					// guaranteed persistent. Make sure that anything which
					// MUST be specific to this camera / target is done
					// AFTER THIS POINT
					this.PrepareShadowTextures( camera, viewport );
					// reset the cameras because of the re-entrant call
					this.cameraInProgress = camera;
					this.hasCameraChanged = true;
				}
			}

			// Invert vertex winding?
			this.targetRenderSystem.InvertVertexWinding = camera.IsReflected;

			// Tell params about viewport
			this.autoParamDataSource.Viewport = viewport;
			// Set the viewport
			this.SetViewport( viewport );

			// set the current camera for use in the auto GPU program params
			this.autoParamDataSource.Camera = camera;

			// Set autoparams for finite dir light extrusion
			this.autoParamDataSource.SetShadowDirLightExtrusionDistance( this.shadowDirLightExtrudeDist );

			// sets the current ambient light color for use in auto GPU program params
			this.autoParamDataSource.AmbientLight = this.ambientColor;
			// Tell rendersystem
			this.targetRenderSystem.AmbientLight = this.ambientColor;

			// Tell params about render target
			this.autoParamDataSource.RenderTarget = viewport.Target;

			// set fog params
			float fogScale = 1f;
			if ( this.fogMode == FogMode.None )
			{
				fogScale = 0f;
			}
			this.autoParamDataSource.FogParams = new Vector4( this.fogStart, this.fogEnd, fogScale, 0 );

			// set the time in the auto param data source
			//autoParamDataSource.Time = ((float)Root.Instance.Timer.Milliseconds) / 1000f;

			// Set camera window clipping planes (if any)
			if ( this.targetRenderSystem.Capabilities.HasCapability( Capabilities.UserClipPlanes ) )
			{
				// TODO: Add ClipPlanes to RenderSystem.cs
				if ( camera.IsWindowSet )
				{
				    targetRenderSystem.ResetClipPlanes();
					IList<Plane> planeList = camera.WindowPlanes;
					for ( ushort i = 0; i < 4; ++i )
					{
					    targetRenderSystem.AddClipPlane( planeList[ i ] );

						//this.targetRenderSystem.EnableClipPlane( i, true );
						//this.targetRenderSystem.SetClipPlane( i, planeList[ i ] );
					}
				}
				// this disables any user-set clipplanes... this should be done manually
				//else
				//{
				//    for (ushort i = 0; i < 4; ++i)
				//    {
				//        targetRenderSystem.EnableClipPlane(i, false);
				//    }
				//}
			}

			// Prepare render queue for receiving new objects
			this.PrepareRenderQueue();

			// Parse the scene and tag visibles
			if ( this.findVisibleObjects )
			{
				if ( this.PreFindVisibleObjects != null )
					PreFindVisibleObjects( this, this.illuminationStage, viewport );
				this.FindVisibleObjects( camera, this.illuminationStage == IlluminationRenderStage.RenderToTexture );
				if ( this.PostFindVisibleObjects != null )
					PostFindVisibleObjects( this, this.illuminationStage, viewport );
			}

			// Add overlays, if viewport deems it
			if ( viewport.ShowOverlays && this.illuminationStage != IlluminationRenderStage.RenderToTexture )
			{
				// Queue overlays for rendering
				OverlayManager.Instance.QueueOverlaysForRendering( camera, this.GetRenderQueue(), viewport );
			}

			// queue overlays and skyboxes for rendering
			if ( viewport.ShowSkies && this.findVisibleObjects &&
				 this.illuminationStage != IlluminationRenderStage.RenderToTexture )
			{
				this.QueueSkiesForRendering( camera );
			}

			// begin frame geometry count
			this.targetRenderSystem.BeginGeometryCount();

			// clear the device if need be
			if ( viewport.ClearEveryFrame )
			{
				this.targetRenderSystem.ClearFrameBuffer( viewport.ClearBuffers, viewport.BackgroundColor );
			}

			// being a frame of animation
			this.targetRenderSystem.BeginFrame();

			// use the camera's current scene detail level
			this.targetRenderSystem.PolygonMode = camera.PolygonMode;

			// Set initial camera state
			this.targetRenderSystem.ProjectionMatrix = camera.ProjectionMatrixRS;
			this.targetRenderSystem.ViewMatrix = camera.ViewMatrix;

			// render all visible objects
			this.RenderVisibleObjects();

			// end the current frame
			this.targetRenderSystem.EndFrame();

			// Notify camera of the number of rendered faces
			camera.NotifyRenderedFaces( this.targetRenderSystem.FaceCount );

			// Notify camera of the number of rendered batches
			camera.NotifyRenderedBatches( this.targetRenderSystem.BatchCount );
		}
All Usage Examples Of Axiom.Core.Camera::AutoTrack