double alpha, beta; //角度

        //コンストラクタ
        public Camera()
        {
            Upward = new Vector3D();
            Setposition = new Vector3D();
            LookatPoint = new Vector3D();
            CameraX = new Vector3D();
            CameraY = new Vector3D();
            CameraZ = new Vector3D();
            Light = new Vector3D();
            rotatematrix = new Matrix(3);
            projectionmatrix = new Matrix(3);
            Upward.X = 0.0f;
            Upward.Y = 0.0f;
            Upward.Z = 1.0f;
            Setposition.X = 100.0f;
            Setposition.Y = 300.0f;
            Setposition.Z = 100.0f;
            LookatPoint.X = 0.0f;
            LookatPoint.Y = 0.0f;
            LookatPoint.Z = 0.0f;
            temp2 = new Vector3D(-Setposition.X, -Setposition.Y, LookatPoint.Z);
            r = Setposition.Getnorm();
            alpha = Math.Atan(Setposition.Y / Setposition.X);
            beta = Math.Asin((double)Setposition.Z / r);
            Light.X = 50.0f;
            Light.Y = 60.0f;
            Light.Z = 100.0f;
            angle = Math.PI / 3.0;
            aspect = 1.0f;
            nearZ = 10.0f;
            farZ = 20.0f;
        }
        //ベクトル*行列
        public static Vector3D operator *(Vector3D A, Matrix B)
        {
            Vector3D temp = new Vector3D();

            temp.X = A.X * B.matrix[0, 0] + A.Y * B.matrix[1, 0] + A.Z * B.matrix[2, 0];
            temp.Y = A.X * B.matrix[0, 1] + A.Y * B.matrix[1, 1] + A.Z * B.matrix[2, 1];
            temp.Z = A.X * B.matrix[0, 2] + A.Y * B.matrix[1, 2] + A.Z * B.matrix[2, 2];

            return temp;
        }
 //軸回転行列の生成
 public void Set_Rotate_ArbAx(Vector3D n, double angle)
 {
     this.matrix[0, 0] = (float)(n.X * n.X + (1 - n.X * n.X) * Math.Cos(angle));
     this.matrix[1, 0] = (float)(n.X * n.Y * (1 - Math.Cos(angle)) - n.Z * Math.Sin(angle));
     this.matrix[2, 0] = (float)(n.Z * n.X * (1 - Math.Cos(angle)) + n.Y * Math.Sin(angle));
     this.matrix[0, 1] = (float)(n.X * n.Y * (1 - Math.Cos(angle)) + n.Z * Math.Sin(angle));
     this.matrix[1, 1] = (float)(n.Y * n.Y + (1 - n.Y * n.Y) * Math.Cos(angle));
     this.matrix[2, 1] = (float)(n.Y * n.Z * (1 - Math.Cos(angle)) - n.X * Math.Sin(angle));
     this.matrix[0, 2] = (float)(n.Z * n.X * (1 - Math.Cos(angle)) - n.Y * Math.Sin(angle));
     this.matrix[1, 2] = (float)(n.Y * n.Z * (1 - Math.Cos(angle)) + n.X * Math.Sin(angle));
     this.matrix[2, 2] = (float)(n.Z * n.Z + (1 - n.Z * n.Z) * Math.Cos(angle));
 }
 //誤差の範囲内かを判定
 public static bool NearlyEcoal(Vector3D A, Vector3D B, float errorrange)
 {
     if (Math.Abs(A.X - B.X) < errorrange && Math.Abs(A.Y - B.Y) < errorrange && Math.Abs(A.Z - B.Z) < errorrange)
         return true;
     else
         return false;
 }
 //等しいか判定
 public static bool Ecoal(Vector3D A, Vector3D B)
 {
     if (A.X == B.X && A.Y == B.Y && A.Z == B.Z)
         return true;
     else
         return false;
 }
        //外積
        public static Vector3D Outer(Vector3D A, Vector3D B)
        {
            Vector3D P = new Vector3D();

            P.X = A.Y * B.Z - A.Z * B.Y;
            P.Y = A.Z * B.X - A.X * B.Z;
            P.Z = A.X * B.Y - A.Y * B.X;

            return P;
        }
 //2つのベクトルの距離を取得
 public float Getdistance(Vector3D A)
 {
     return (A - this).Getnorm();
 }
        //一括座標変換(関数オーバロード)
        public Vector2D Translate(Vector3D A)
        {
            Vector3D P = new Vector3D();
            Vector2D R = new Vector2D();

            P = ViewTranslate(A);
            P = ProjectionTranslate(P);
            R = ViewPortTranslate(P);

            return R;
        }
        //スクリーン座標変換
        public Vector3D ViewTranslate(Vector3D A)
        {
            Vector3D P = new Vector3D();

            P.X = Vector3D.Inner(A, CameraX) - Vector3D.Inner(Setposition, CameraX);
            P.Y = Vector3D.Inner(A, CameraY) - Vector3D.Inner(Setposition, CameraY);
            P.Z = Vector3D.Inner(A, CameraZ) - Vector3D.Inner(Setposition, CameraZ);

            return P;
        }
Example #10
0
        //ビューポート変換
        public Vector2D ViewPortTranslate(Vector3D A)
        {
            Vector2D P = new Vector2D();

            P.X = (float)(A.X * (w / 2) + (w / 2));
            P.Y = (float)(A.Y * -(h / 2) + (h / 2));

            return P;
        }
Example #11
0
        //射影変換
        public Vector3D ProjectionTranslate(Vector3D A)
        {
            Vector3D P = new Vector3D();

            SetProjectionMatrix();
            P = A * projectionmatrix;

            P.Z += (farZ * nearZ) / (farZ - nearZ);

            P.X = P.X / A.Z;
            P.Y = P.Y / A.Z;
            P.Z = P.Z / A.Z;

            return P;
        }
Example #12
0
        //カメラ座標の設定
        public void SetCaemraAxes()
        {
            CameraZ = LookatPoint - Setposition;
            CameraZ.Normalization();

            CameraX = Vector3D.Outer(Upward, CameraZ);
            CameraX.Normalization();

            CameraY = Vector3D.Outer(CameraZ, CameraX);
        }
Example #13
0
        //座標軸より上か判定
        public bool CheckIsUp()
        {
            Vector3D A = new Vector3D(0, 0, -1);

            return (Vector3D.Inner(A, -1 * Setposition) < 0);
        }
Example #14
0
        //カメラの回転
        public void RotateCamera(double x1, double y1, double x2, double y2)
        {
            Vector2D A = new Vector2D();
            Vector3D N1 = new Vector3D();
            Vector3D N2 = new Vector3D();
            Vector3D temp = new Vector3D();

            double alpha, beta;
            float x, y, z;

            N1.X = Setposition.Y;
            N1.Y = -Setposition.X;
            N1.Z = LookatPoint.Z;

            N1.Normalization();

            N2.X = LookatPoint.X;
            N2.Y = LookatPoint.Y;
            N2.Z = 1;

            N2.Normalization();

            if (Upward.Z > 0)
            {
                A.X = (float)((x2 - x1) / w);
                A.Y = (float)((y2 - y1) / h);
            }
            if (Upward.Z < 0)
            {
                A.X = (float)((x1 - x2) / w);
                A.Y = (float)((y1 - y2) / h);
            }

            alpha = 2 * Math.PI * A.Y;
            beta = 2 * Math.PI * A.X;

            x = Setposition.X;
            y = Setposition.Y;
            z = Setposition.Z;

            rotatematrix.Set_Rotate_ArbAx(N1, alpha);

            temp = Setposition * rotatematrix;

            rotatematrix.Set_Rotate_ArbAx(N2, beta);

            temp = temp * rotatematrix;

            SetPosition(temp.X, temp.Y, temp.Z);

            if (Vector3D.Inner(temp2, Setposition - LookatPoint) > 0 && Upward.Z > 0) Upward.Z = -Upward.Z;

            if (Vector3D.Inner(temp2, Setposition - LookatPoint) < 0 && Upward.Z < 0) Upward.Z = -Upward.Z;

            if (Upward.Z > 0) temp2.Set(-Setposition.X, -Setposition.Y, LookatPoint.Z);

            if (Upward.Z < 0) temp2.Set(Setposition.X, Setposition.Y, LookatPoint.Z);
        }
Example #15
0
 //任意の点の回転
 public void RotatePoint(Vector3D n, ref Vector3D v, float a)
 {
     rotatematrix.Set_Rotate_ArbAx(n, a);
     v = v * rotatematrix;
 }
 //座標を設定
 public Vector3D(Vector3D vtr3D)
 {
     this.Set(vtr3D.X, vtr3D.Y, vtr3D.Z);
 }
 public static float Inner(Vector3D A, Vector3D B)
 {
     return A.X * B.X + A.Y * B.Y + A.Z * B.Z;
 }
Example #18
0
        //一括座標変換
        public Vector2D[] Translate(Vector3D[] A)
        {
            int len = A.Length;

            Vector3D[] P = new Vector3D[len];
            Vector2D[] R = new Vector2D[len];
            for (int i = 0; i < len; i++)
            {
                P[i] = new Vector3D();
                R[i] = new Vector2D();
            }

            for (int i = 0; i < len; i++)
            {
                P[i] = ViewTranslate(A[i]);
                P[i] = ProjectionTranslate(P[i]);
                R[i] = ViewPortTranslate(P[i]);
            }

            return R;
        }