A 4x4 matrix for use in 3D.
Beispiel #1
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 /// <summary>
 /// Project a Vector4 onto a screen.
 /// </summary>
 /// <param name="width">The width of the buffer that is being rendered to.</param>
 /// <param name="height">The height of the buffer that is being rendered to.</param>
 /// <param name="vector">The Vector4 to project.</param>
 /// <param name="model">The model matrix of the object that is being rendered.</param>
 /// <returns>The projected vector.</returns>
 public Vector2 ProjectVector(int width, int height, Vector4 vector, Matrix4 model = null)
 {
     // different size, update projection matrix
     if (width != oldWidth || height != oldHeight)
     {
         oldWidth = width;
         oldHeight = height;
         projectionMatrix = Matrix4.Identity;
         double aspectRatio = width / height;
         double zoomX = 1 / Math.Tan(fov / 2);
         double zoomY = zoomX * aspectRatio;
         projectionMatrix[0] = zoomX;
         projectionMatrix[5] = zoomY;
         projectionMatrix[10] = -(far + near) / (far - near);
         projectionMatrix[11] = (-2 * near * far) / (far - near);
         projectionMatrix[14] = -1;
         projectionMatrix[15] = 0;
     }
     Matrix4 matrix = projectionMatrix * viewMatrix;
     matrix *= model;
     Vector4 cartesian = vector * matrix;
     if (cartesian.W != 0)
     {
         cartesian.X /= cartesian.W;
         cartesian.Y /= cartesian.W;
         cartesian.Z /= cartesian.W;
     }
     else
         cartesian.W = 1;
     return new Vector2(cartesian.X / (2 * cartesian.W) + width / 2, cartesian.Y / (2 * cartesian.W) + height / 2);
 }
Beispiel #2
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 public static Matrix4 operator *(Matrix4 a, Matrix4 b)
 {
     Matrix4 result = new Matrix4();
     for (int i = 0; i < 4; i++)
         for (int j = 0; j < 4; j++)
             for (int k = 0; k < 4; k++)
                 result[i, j] = result[i, j] + a[i, k] * b[k, j];
     return result;
 }
Beispiel #3
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 /// <summary>
 /// Create a new Camera object.
 /// </summary>
 /// <param name="fov">The angle of the Field of View of the camera.</param>
 /// <param name="near">The distance from the Camera to the near clipping plane.</param>
 /// <param name="far">The distance from the Camera to the far clipping plane.</param>
 public Camera(int fov, double near, double far)
 {
     projectionMatrix = Matrix4.Identity;
     viewMatrix = Matrix4.Identity;
     position = new Vector4(0, 0, 0, 1);
     this.near = near;
     this.far = far;
     this.fov = fov;
 }
Beispiel #4
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 public Renderable()
 {
     ModelMatrix = Matrix4.Identity;
 }
Beispiel #5
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 /// <summary>
 /// Project a Vector3 onto a screen.
 /// </summary>
 /// <param name="width">The width of the buffer that is being rendered to.</param>
 /// <param name="height">The height of the buffer that is being rendered to.</param>
 /// <param name="vector">The Vector3 to project.</param>
 /// <param name="model">The model matrix of the object that is being rendered.</param>
 /// <returns>The projected vector.</returns>
 public Vector2 ProjectVector(int width, int height, Vector3 vector, Matrix4 model = null)
 {
     return this.ProjectVector(width, height, new Vector4(vector.X, vector.Y, vector.Z, 1), model);
 }