internal override RayHitTestParameters RayFromViewportPoint(Point p, Size viewSize, Rect3D boundingRect, out double distanceAdjustment)
        {
            // The camera may be animating.  Take a snapshot of the current value
            // and get the property values we need. (Window OS #992662)
            Point3D  position      = Position;
            Vector3D lookDirection = LookDirection;
            Vector3D upDirection   = UpDirection;
            double   zn            = NearPlaneDistance;
            double   zf            = FarPlaneDistance;
            double   width         = Width;

            //
            //  Compute rayParameters
            //

            // Find the point on the projection plane in post-projective space where
            // the viewport maps to a 2x2 square from (-1,1)-(1,-1).
            Point np = M3DUtil.GetNormalizedPoint(p, viewSize);

            double aspectRatio = M3DUtil.GetAspectRatio(viewSize);
            double w           = width;
            double h           = w / aspectRatio;

            // Direction is always perpendicular to the viewing surface.
            Vector3D direction = new Vector3D(0, 0, -1);

            // Apply the inverse of the view matrix to our ray.
            Matrix3D viewMatrix = CreateViewMatrix(Transform, ref position, ref lookDirection, ref upDirection);
            Matrix3D invView    = viewMatrix;

            invView.Invert();

            // We construct our ray such that the origin resides on the near
            // plane.  If our near plane is too far from our the bounding box
            // of our scene then the results will be inaccurate.  (e.g.,
            // OrthographicCameras permit negative near planes, so the near
            // plane could be at -Inf.)
            //
            // However, it is permissable to move the near plane nearer to
            // the scene bounds without changing what the ray intersects.
            // If the near plane is sufficiently far from the scene bounds
            // we make this adjustment below to increase precision.

            Rect3D transformedBoundingBox =
                M3DUtil.ComputeTransformedAxisAlignedBoundingBox(
                    ref boundingRect,
                    ref viewMatrix);

            // DANGER:  The NearPlaneDistance property is specified as a
            //          distance from the camera position along the
            //          LookDirection with (Near < Far).
            //
            //          However, when we transform our scene bounds so that
            //          the camera is aligned with the negative Z-axis the
            //          relationship inverts (Near > Far) as illustrated
            //          below:
            //
            //            NearPlane    Y                      FarPlane
            //                |        ^                          |
            //                |        |                          |
            //                |        | (rect.Z + rect.SizeZ)    |
            //                |        |           o____          |
            //                |        |           |    |         |
            //                |        |           |    |         |
            //                |        |            ____o         |
            //                |        |             (rect.Z)     |
            //                |     Camera ->                     |
            //          +Z  <----------+----------------------------> -Z
            //                |        0                          |
            //
            //          It is surprising, but its the "far" side of the
            //          transformed scene bounds that determines the near
            //          plane distance.

            double zn2 = -AddEpsilon(transformedBoundingBox.Z + transformedBoundingBox.SizeZ);

            if (zn2 > zn)
            {
                //
                // Our near plane is far from our children. Construct a new
                // near plane that's closer. Note that this will modify our
                // distance computations, so we have to be sure to adjust our
                // distances appropriately.
                //
                distanceAdjustment = zn2 - zn;

                zn = zn2;
            }
            else
            {
                //
                // Our near plane is either close to or in front of our
                // children, so let's keep it -- no distance adjustment needed.
                //
                distanceAdjustment = 0.0;
            }

            // Our origin is the point normalized to the front of our viewing volume.
            // To find our origin's x/y we just need to scale the normalize point by our
            // width/height.  In camera space we are looking down the negative Z axis
            // so we just set Z to be -zn which puts us on the projection plane
            // (Windows OS #1005064).
            Point3D origin = new Point3D(np.X * (w / 2), np.Y * (h / 2), -zn);

            invView.MultiplyPoint(ref origin);
            invView.MultiplyVector(ref direction);

            RayHitTestParameters rayParameters = new RayHitTestParameters(origin, direction);

            //
            //  Compute HitTestProjectionMatrix
            //

            Matrix3D projectionMatrix = GetProjectionMatrix(aspectRatio, zn, zf);

            // The projectionMatrix takes camera-space 3D points into normalized clip
            // space.

            // The viewportMatrix will take normalized clip space into
            // viewport coordinates, with an additional 2D translation
            // to put the ray at the origin.
            Matrix3D viewportMatrix = new Matrix3D();

            viewportMatrix.TranslatePrepend(new Vector3D(-p.X, viewSize.Height - p.Y, 0));
            viewportMatrix.ScalePrepend(new Vector3D(viewSize.Width / 2, -viewSize.Height / 2, 1));
            viewportMatrix.TranslatePrepend(new Vector3D(1, 1, 0));

            // `First world-to-camera, then camera's projection, then normalized clip space to viewport.
            rayParameters.HitTestProjectionMatrix =
                viewMatrix *
                projectionMatrix *
                viewportMatrix;

            return(rayParameters);
        }
Example #2
0
 /// <summary>
 /// Transforms the bounding box to the smallest axis aligned bounding box
 /// that contains all the points in the original bounding box
 /// </summary>
 /// <param name="rect">Bounding box</param>
 /// <returns>The transformed bounding box</returns>
 public override Rect3D TransformBounds(Rect3D rect)
 {
     return(M3DUtil.ComputeTransformedAxisAlignedBoundingBox(ref rect, this));
 }
Example #3
0
        /// <summary>
        ///     Returns the bounds of the Model3D subgraph rooted at this Model3D.
        ///
        ///     Outer space refers to the space after this Model's Transform is
        ///     applied -- or said another way, applying a transform to this Model
        ///     affects it's outer bounds.  (While its inner bounds remain unchanged.)
        /// </summary>
        internal Rect3D CalculateSubgraphBoundsOuterSpace()
        {
            Rect3D innerBounds = CalculateSubgraphBoundsInnerSpace();

            return(M3DUtil.ComputeTransformedAxisAlignedBoundingBox(ref innerBounds, Transform));
        }