Beispiel #1
0
        private static Ray3D RayFromOrthographicCameraPoint(OrthographicCamera camera, Point point, Size viewSize)
        {
            Point3D     position          = camera.Position;
            Vector3D    lookDirection     = camera.LookDirection;
            Vector3D    upDirection       = camera.UpDirection;
            Transform3D transform         = camera.Transform;
            double      nearPlaneDistance = camera.NearPlaneDistance;
            double      farPlaneDistance  = camera.FarPlaneDistance;
            double      width             = camera.Width;
            Point       normalizedPoint   = CameraRayHelpers.GetNormalizedPoint(point, viewSize);
            double      aspectRatio       = CameraRayHelpers.GetAspectRatio(viewSize);
            double      num1       = width;
            double      num2       = num1 / aspectRatio;
            Point3D     point1     = new Point3D(normalizedPoint.X * (num1 / 2.0), normalizedPoint.Y * (num2 / 2.0), -nearPlaneDistance);
            Vector3D    vector     = new Vector3D(0.0, 0.0, -1.0);
            Matrix3D    viewMatrix = CameraRayHelpers.CreateViewMatrix((Transform3D)null, ref position, ref lookDirection, ref upDirection);

            viewMatrix.Invert();
            Point3D  point3D  = viewMatrix.Transform(point1);
            Vector3D vector3D = viewMatrix.Transform(vector);

            if (transform != null && transform != Transform3D.Identity)
            {
                point3D  = transform.Transform(point3D);
                vector3D = transform.Transform(vector3D);
            }
            return(new Ray3D(point3D, vector3D));
        }
Beispiel #2
0
        private static Ray3D RayFromPerspectiveCameraPoint(PerspectiveCamera camera, Point point, Size viewSize)
        {
            Point3D     position          = camera.Position;
            Vector3D    lookDirection     = camera.LookDirection;
            Vector3D    upDirection       = camera.UpDirection;
            Transform3D transform         = camera.Transform;
            double      nearPlaneDistance = camera.NearPlaneDistance;
            double      farPlaneDistance  = camera.FarPlaneDistance;
            double      num1            = camera.FieldOfView * (Math.PI / 180.0);
            Point       normalizedPoint = CameraRayHelpers.GetNormalizedPoint(point, viewSize);
            double      aspectRatio     = CameraRayHelpers.GetAspectRatio(viewSize);
            double      num2            = Math.Tan(num1 / 2.0);
            double      num3            = aspectRatio / num2;
            double      num4            = 1.0 / num2;
            Vector3D    vector          = new Vector3D(normalizedPoint.X / num4, normalizedPoint.Y / num3, -1.0);
            Matrix3D    viewMatrix      = CameraRayHelpers.CreateViewMatrix((Transform3D)null, ref position, ref lookDirection, ref upDirection);

            viewMatrix.Invert();
            Vector3D vector3D = viewMatrix.Transform(vector);
            Point3D  point3D  = position + nearPlaneDistance * vector3D;

            vector3D.Normalize();
            if (transform != null && transform != Transform3D.Identity)
            {
                point3D  = transform.Transform(point3D);
                vector3D = transform.Transform(vector3D);
            }
            return(new Ray3D(point3D, vector3D));
        }
Beispiel #3
0
        public static Ray3D RayFromViewportPoint(Size viewportSize, Camera camera, Point point)
        {
            if (camera == null)
            {
                return(new Ray3D());
            }
            PerspectiveCamera camera1;

            if ((camera1 = camera as PerspectiveCamera) != null)
            {
                return(CameraRayHelpers.RayFromPerspectiveCameraPoint(camera1, point, viewportSize));
            }
            MatrixCamera camera2;

            if ((camera2 = camera as MatrixCamera) != null)
            {
                return(CameraRayHelpers.RayFromMatrixCameraPoint(camera2, point, viewportSize));
            }
            OrthographicCamera camera3;

            if ((camera3 = camera as OrthographicCamera) != null)
            {
                return(CameraRayHelpers.RayFromOrthographicCameraPoint(camera3, point, viewportSize));
            }
            throw new ArgumentException(string.Format((IFormatProvider)CultureInfo.CurrentCulture, ExceptionStringTable.UnableToHandleCameraType, new object[1]
            {
                (object)camera.GetType().Name
            }), "camera");
        }
Beispiel #4
0
        private static Matrix3D CreateViewMatrix(Transform3D transform, ref Point3D position, ref Vector3D lookDirection, ref Vector3D upDirection)
        {
            Vector3D vector3D1 = -lookDirection;

            vector3D1.Normalize();
            Vector3D vector3D2 = Vector3D.CrossProduct(upDirection, vector3D1);

            vector3D2.Normalize();
            Vector3D vector1    = Vector3D.CrossProduct(vector3D1, vector3D2);
            Vector3D vector2    = (Vector3D)position;
            double   offsetX    = -Vector3D.DotProduct(vector3D2, vector2);
            double   offsetY    = -Vector3D.DotProduct(vector1, vector2);
            double   offsetZ    = -Vector3D.DotProduct(vector3D1, vector2);
            Matrix3D viewMatrix = new Matrix3D(vector3D2.X, vector1.X, vector3D1.X, 0.0, vector3D2.Y, vector1.Y, vector3D1.Y, 0.0, vector3D2.Z, vector1.Z, vector3D1.Z, 0.0, offsetX, offsetY, offsetZ, 1.0);

            CameraRayHelpers.PrependInverseTransform(transform, ref viewMatrix);
            return(viewMatrix);
        }
Beispiel #5
0
        private static Ray3D RayFromMatrixCameraPoint(MatrixCamera camera, Point point, Size viewSize)
        {
            Point    normalizedPoint = CameraRayHelpers.GetNormalizedPoint(point, viewSize);
            Matrix3D matrix3D        = camera.ViewMatrix * camera.ProjectionMatrix;

            if (!matrix3D.HasInverse)
            {
                throw new NotSupportedException(ExceptionStringTable.NeedToHandleSingularMatrixCameras);
            }
            matrix3D.Invert();
            Point4D  point4D   = new Point4D(normalizedPoint.X, normalizedPoint.Y, 0.0, 1.0) * matrix3D;
            Point3D  origin    = new Point3D(point4D.X / point4D.W, point4D.Y / point4D.W, point4D.Z / point4D.W);
            Vector3D direction = new Vector3D(matrix3D.M31 - matrix3D.M34 * origin.X, matrix3D.M32 - matrix3D.M34 * origin.Y, matrix3D.M33 - matrix3D.M34 * origin.Z);

            direction.Normalize();
            if (point4D.W < 0.0)
            {
                direction = -direction;
            }
            return(new Ray3D(origin, direction));
        }