private void MapToSphere(Vector2 screenPoint, out Vector3 vector) { Vector2 deltaFromCenter = screenPoint - screenCenter; Vector2 deltaMinus1To1 = deltaFromCenter; //Adjust point coords and scale down to range of [-1 ... 1] deltaMinus1To1.x = (deltaMinus1To1.x / rotationTrackingRadius); deltaMinus1To1.y = (deltaMinus1To1.y / rotationTrackingRadius); //Compute square of the length of the vector from this point to the center double length = (deltaMinus1To1.x * deltaMinus1To1.x) + (deltaMinus1To1.y * deltaMinus1To1.y); //If the point is mapped outside the sphere... (length > radius squared) if (length > 1.0) { //Compute a normalizing factor (radius / sqrt(length)) double normalizedLength = (1.0 / Math.Sqrt(length)); //Return the "normalized" vector, a point on the sphere vector.x = deltaMinus1To1.x * normalizedLength; vector.y = deltaMinus1To1.y * normalizedLength; vector.z = 0.0; lastMoveInsideRadius = false; } else //Else it's inside { //Return a vector to a point mapped inside the sphere sqrt(radius squared - length) vector.x = deltaMinus1To1.x; vector.y = deltaMinus1To1.y; vector.z = Math.Sqrt(1.0 - length); lastMoveInsideRadius = true; } vector = Vector3.TransformVector(vector, localToScreenTransform); }
public static Ray Transform(Ray ray, Matrix4X4 matrix) { Vector3 transformedOrigin = Vector3.TransformPosition(ray.origin, matrix); Vector3 transformedDirecton = Vector3.TransformVector(ray.directionNormal, matrix); return(new Ray(transformedOrigin, transformedDirecton, ray.minDistanceToConsider, ray.maxDistanceToConsider, ray.intersectionType)); }
public static Plane Transform(Plane inputPlane, Matrix4X4 matrix) { Vector3 planeNormal = inputPlane.PlaneNormal; double distanceToPlane = inputPlane.DistanceToPlaneFromOrigin; Plane outputPlane = new Plane(); outputPlane.PlaneNormal = Vector3.TransformVector(planeNormal, matrix).GetNormal(); Vector3 pointOnPlane = planeNormal * distanceToPlane; Vector3 pointOnTransformedPlane = Vector3.Transform(pointOnPlane, matrix); outputPlane.DistanceToPlaneFromOrigin = Vector3.Dot(outputPlane.PlaneNormal, pointOnTransformedPlane); return(outputPlane); }