public void Update(ITimer timer) { float t = timer == null ? 0.0f : (float)timer.TotalSeconds; this.worldMatrix = XMMatrix.RotationY(t); this.meshColor = new XMVector( (XMScalar.Sin(t * 1.0f) + 1.0f) * 0.5f, (XMScalar.Cos(t * 3.0f) + 1.0f) * 0.5f, (XMScalar.Sin(t * 5.0f) + 1.0f) * 0.5f, 1.0f); }
public static bool SolveCubic(float e, float f, float g, out float t, out float u, out float v) { float p, q, h, rc, d, theta, costh3, sinth3; p = f - (e * e / 3.0f); q = g - (e * f / 3.0f) + (e * e * e * 2.0f / 27.0f); h = (q * q / 4.0f) + (p * p * p / 27.0f); if (h > 0.0f) { t = u = v = 0.0f; return(false); // only one real root } // all the same root if ((h == 0.0f) && (q == 0.0f)) { t = -e / 3; u = -e / 3; v = -e / 3; return(true); } d = (float)Math.Sqrt((q * q / 4.0f) - h); if (d < 0) { rc = (float)-Math.Pow(-d, 1.0f / 3.0f); } else { rc = (float)Math.Pow(d, 1.0f / 3.0f); } theta = XMScalar.ACos(-q / (2.0f * d)); costh3 = XMScalar.Cos(theta / 3.0f); sinth3 = (float)Math.Sqrt(3.0f) * XMScalar.Sin(theta / 3.0f); t = (2.0f * rc * costh3) - (e / 3.0f); u = (-rc * (costh3 + sinth3)) - (e / 3.0f); v = (-rc * (costh3 - sinth3)) - (e / 3.0f); return(true); }
private void Animate(double fTime) { float t = (float)(fTime * 0.2); float camera0OriginX = this.cameraOrigins[0].X; float camera1OriginX = this.cameraOrigins[1].X; float camera2OriginX = this.cameraOrigins[2].X; float camera3OriginX = this.cameraOrigins[3].X; float camera3OriginZ = this.cameraOrigins[3].Z; // animate sphere 0 around the frustum { BoundingSphere sphere = this.secondarySpheres[0].Sphere; sphere.Center = new XMFloat3 { X = 10 * XMScalar.Sin(3 * t), Y = 7 * XMScalar.Cos(5 * t), Z = sphere.Center.Z }; this.secondarySpheres[0].Sphere = sphere; } // animate oriented box 0 around the frustum { BoundingOrientedBox box = this.secondaryOrientedBoxes[0].Box; box.Center = new XMFloat3 { X = 8 * XMScalar.Sin(3.5f * t), Y = 5 * XMScalar.Cos(5.1f * t), Z = box.Center.Z }; box.Orientation = XMQuaternion.RotationRollPitchYaw(t * 1.4f, t * 0.2f, t); this.secondaryOrientedBoxes[0].Box = box; } // animate aligned box 0 around the frustum { BoundingBox box = this.secondaryAABoxes[0].Box; box.Center = new XMFloat3 { X = 10 * XMScalar.Sin(2.1f * t), Y = 7 * XMScalar.Cos(3.8f * t), Z = box.Center.Z }; this.secondaryAABoxes[0].Box = box; } // animate sphere 1 around the aligned box { BoundingSphere sphere = this.secondarySpheres[1].Sphere; sphere.Center = new XMFloat3 { X = 8 * XMScalar.Sin(2.9f * t) + camera1OriginX, Y = 8 * XMScalar.Cos(4.6f * t), Z = 8 * XMScalar.Cos(1.6f * t) }; this.secondarySpheres[1].Sphere = sphere; } // animate oriented box 1 around the aligned box { BoundingOrientedBox box = this.secondaryOrientedBoxes[1].Box; box.Center = new XMFloat3 { X = 8 * XMScalar.Sin(3.2f * t) + camera1OriginX, Y = 8 * XMScalar.Cos(2.1f * t), Z = 8 * XMScalar.Sin(1.6f * t) }; box.Orientation = XMQuaternion.RotationRollPitchYaw(t * 0.7f, t * 1.3f, t); this.secondaryOrientedBoxes[1].Box = box; } // animate aligned box 1 around the aligned box { BoundingBox box = this.secondaryAABoxes[1].Box; box.Center = new XMFloat3 { X = 8 * XMScalar.Sin(1.1f * t) + camera1OriginX, Y = 8 * XMScalar.Cos(5.8f * t), Z = 8 * XMScalar.Cos(3.0f * t) }; this.secondaryAABoxes[1].Box = box; } // animate sphere 2 around the oriented box { BoundingSphere sphere = this.secondarySpheres[2].Sphere; sphere.Center = new XMFloat3 { X = 8 * XMScalar.Sin(2.2f * t) + camera2OriginX, Y = 8 * XMScalar.Cos(4.3f * t), Z = 8 * XMScalar.Cos(1.8f * t) }; this.secondarySpheres[2].Sphere = sphere; } // animate oriented box 2 around the oriented box { BoundingOrientedBox box = this.secondaryOrientedBoxes[2].Box; box.Center = new XMFloat3 { X = 8 * XMScalar.Sin(3.7f * t) + camera2OriginX, Y = 8 * XMScalar.Cos(2.5f * t), Z = 8 * XMScalar.Sin(1.1f * t) }; box.Orientation = XMQuaternion.RotationRollPitchYaw(t * 0.9f, t * 1.8f, t); this.secondaryOrientedBoxes[2].Box = box; } // animate aligned box 2 around the oriented box { BoundingBox box = this.secondaryAABoxes[2].Box; box.Center = new XMFloat3 { X = 8 * XMScalar.Sin(1.3f * t) + camera2OriginX, Y = 8 * XMScalar.Cos(5.2f * t), Z = 8 * XMScalar.Cos(3.5f * t) }; this.secondaryAABoxes[2].Box = box; } // triangle points in local space - equilateral triangle with radius of 2 XMVector trianglePointA = new(0, 2, 0, 0); XMVector trianglePointB = new(1.732f, -1, 0, 0); XMVector trianglePointC = new(-1.732f, -1, 0, 0); XMMatrix triangleCoords; XMMatrix translation; // animate triangle 0 around the frustum triangleCoords = XMMatrix.RotationRollPitchYaw(t * 1.4f, t * 2.5f, t); translation = XMMatrix.Translation( 5 * XMScalar.Sin(5.3f * t) + camera0OriginX, 5 * XMScalar.Cos(2.3f * t), 5 * XMScalar.Sin(3.4f * t)); triangleCoords = XMMatrix.Multiply(triangleCoords, translation); this.secondaryTriangles[0].PointA = XMVector3.Transform(trianglePointA, triangleCoords); this.secondaryTriangles[0].PointB = XMVector3.Transform(trianglePointB, triangleCoords); this.secondaryTriangles[0].PointC = XMVector3.Transform(trianglePointC, triangleCoords); // animate triangle 1 around the aligned box triangleCoords = XMMatrix.RotationRollPitchYaw(t * 1.4f, t * 2.5f, t); translation = XMMatrix.Translation( 8 * XMScalar.Sin(5.3f * t) + camera1OriginX, 8 * XMScalar.Cos(2.3f * t), 8 * XMScalar.Sin(3.4f * t)); triangleCoords = XMMatrix.Multiply(triangleCoords, translation); this.secondaryTriangles[1].PointA = XMVector3.Transform(trianglePointA, triangleCoords); this.secondaryTriangles[1].PointB = XMVector3.Transform(trianglePointB, triangleCoords); this.secondaryTriangles[1].PointC = XMVector3.Transform(trianglePointC, triangleCoords); // animate triangle 2 around the oriented box triangleCoords = XMMatrix.RotationRollPitchYaw(t * 1.4f, t * 2.5f, t); translation = XMMatrix.Translation( 8 * XMScalar.Sin(5.3f * t) + camera2OriginX, 8 * XMScalar.Cos(2.3f * t), 8 * XMScalar.Sin(3.4f * t)); triangleCoords = XMMatrix.Multiply(triangleCoords, translation); this.secondaryTriangles[2].PointA = XMVector3.Transform(trianglePointA, triangleCoords); this.secondaryTriangles[2].PointB = XMVector3.Transform(trianglePointB, triangleCoords); this.secondaryTriangles[2].PointC = XMVector3.Transform(trianglePointC, triangleCoords); // animate primary ray (this is the only animated primary object) this.primaryRay.Direction = new XMVector(XMScalar.Sin(t * 3), 0, XMScalar.Cos(t * 3), 0); // animate sphere 3 around the ray { BoundingSphere sphere = this.secondarySpheres[3].Sphere; sphere.Center = new XMFloat3(camera3OriginX - 3, 0.5f * XMScalar.Sin(t * 5), camera3OriginZ); this.secondarySpheres[3].Sphere = sphere; } // animate aligned box 3 around the ray { BoundingBox box = this.secondaryAABoxes[3].Box; box.Center = new XMFloat3(camera3OriginX + 3, 0.5f * XMScalar.Sin(t * 4), camera3OriginZ); this.secondaryAABoxes[3].Box = box; } // animate oriented box 3 around the ray { BoundingOrientedBox box = this.secondaryOrientedBoxes[3].Box; box.Center = new XMFloat3(camera3OriginX, 0.5f * XMScalar.Sin(t * 4.5f), camera3OriginZ + 3); box.Orientation = XMQuaternion.RotationRollPitchYaw(t * 0.9f, t * 1.8f, t); this.secondaryOrientedBoxes[3].Box = box; } // animate triangle 3 around the ray triangleCoords = XMMatrix.RotationRollPitchYaw(t * 1.4f, t * 2.5f, t); translation = XMMatrix.Translation( camera3OriginX, 0.5f * XMScalar.Cos(4.3f * t), camera3OriginZ - 3); triangleCoords = XMMatrix.Multiply(triangleCoords, translation); this.secondaryTriangles[3].PointA = XMVector3.Transform(trianglePointA, triangleCoords); this.secondaryTriangles[3].PointB = XMVector3.Transform(trianglePointB, triangleCoords); this.secondaryTriangles[3].PointC = XMVector3.Transform(trianglePointC, triangleCoords); }