Example #1
0
        public override void RotationYawPitchRoll(Angle yaw, Angle pitch, Angle roll)
        {
            //if (World.Settings.Project == Projection.Perspective)
            //{
            if (World.Settings.cameraHasMomentum)
            {
                _latitudeMomentum  += pitch / 100;
                _longitudeMomentum += yaw / 100;
                _headingMomentum   += roll / 100;
            }

            this._targetOrientation = Quaternion4d.EulerToQuaternion(yaw.Radians, pitch.Radians, roll.Radians) * _targetOrientation;
            Vector3d v = Quaternion4d.QuaternionToEulerV3D(_targetOrientation);

            if (!double.IsNaN(v.Y))
            {
                this._targetLatitude.Radians  = v.Y;
                this._targetLongitude.Radians = v.X;
                if (!World.Settings.cameraTwistLock)
                {
                    _targetHeading.Radians = v.Z;
                }
            }

            base.RotationYawPitchRoll(yaw, pitch, roll);
            //}
        }
Example #2
0
        protected void SlerpToTargetOrientation(double percent)
        {
            double c = Quaternion4d.Dot(m_Orientation, _targetOrientation);

            if (c > 1.0)
            {
                c = 1.0;
            }
            else if (c < -1.0)
            {
                c = -1.0;
            }

            angle = Angle.FromRadians(Math.Acos(c));

            m_Orientation = Quaternion4d.Slerp(m_Orientation, this._targetOrientation, percent);

            Vector3d v = Quaternion4d.QuaternionToEulerV3D(m_Orientation);

            if (!double.IsNaN(v.Y))
            {
                this._latitude.Radians  = v.Y;
                this._longitude.Radians = v.X;
                this._heading.Radians   = v.Z;
            }
            this._tilt     += (this._targetTilt - this._tilt) * percent;
            this._bank     += (this._targetBank - this._bank) * percent;
            this._distance += (this._targetDistance - this._distance) * percent;
            ComputeAltitude(this._distance, this._tilt);
            this._fov += (this._targetFov - this._fov) * percent;
        }
Example #3
0
        public override void RotationYawPitchRoll(Angle yaw, Angle pitch, Angle roll)
        {
            if (!World.Settings.cameraSmooth)
            {
                base.RotationYawPitchRoll(yaw, pitch, roll);

                this._targetOrientation = m_Orientation;
                this._targetLatitude    = _latitude;
                this._targetLongitude   = _longitude;
                this._targetHeading     = _heading;
                return;
            }

            _targetOrientation = Quaternion4d.EulerToQuaternion(yaw.Radians, pitch.Radians, roll.Radians) * _targetOrientation;
            Vector3d v = Quaternion4d.QuaternionToEulerV3D(_targetOrientation);

            if (!double.IsNaN(v.Y))
            {
                this._targetLatitude.Radians = v.Y;
            }
            if (!double.IsNaN(v.X))
            {
                this._targetLongitude.Radians = v.X;
            }
            if (Math.Abs(roll.Radians) > double.Epsilon)
            {
                this._targetHeading.Radians = v.Z;
            }
        }
Example #4
0
        public virtual void Update(Device device)
        {
            this.viewPort = device.Viewport;

            Vector3d p = Quaternion4d.QuaternionToEulerV3D(m_Orientation);

            if (!double.IsNaN(p.Y))
            {
                this._latitude.Radians = p.Y;
            }
            if (!double.IsNaN(p.X))
            {
                this._longitude.Radians = p.X;
            }
            if (!double.IsNaN(p.Z))
            {
                this._heading.Radians = p.Z;
            }

            m_Orientation = Quaternion4d.EulerToQuaternion(_longitude.Radians, _latitude.Radians, _heading.Radians);

            ComputeProjectionMatrix(viewPort);
            ComputeViewMatrix();

            Matrix proh = (Matrix)ConvertDX.FromMatrix4d(m_ProjectionMatrix);

            device.Transform.Projection = proh;

            device.Transform.View = (Matrix)ConvertDX.FromMatrix4d(m_ViewMatrix);
            //TODO JHJ 默认就是单位矩阵
            //device.Transform.World = (Matrix)ConvertDX.FromMatrix4d(m_WorldMatrix);

            ViewFrustum.Update(
                Matrix4d.Multiply(m_WorldMatrix,
                                  Matrix4d.Multiply(m_ViewMatrix, m_ProjectionMatrix)));

            // Old view range (used in quadtile logic)
            double factor = (this._altitude) / this._worldRadius;

            if (factor > 1)
            {
                viewRange = Angle.FromRadians(Math.PI);
            }
            else
            {
                viewRange = Angle.FromRadians(Math.Abs(Math.Asin((this._altitude) / this._worldRadius)) * 2);
            }


            // True view range
            if (factor < 1)
            {
                trueViewRange = Angle.FromRadians(Math.Abs(Math.Asin((this._distance) / this._worldRadius)) * 2);
            }
            else
            {
                trueViewRange = Angle.FromRadians(Math.PI);
            }
        }
Example #5
0
        /// <summary>
        /// Pan the camera using delta values
        /// </summary>
        /// <param name="lat">Latitude offset</param>
        /// <param name="lon">Longitude offset</param>
        public override void Pan(Angle lat, Angle lon)
        {
            if (World.Settings.cameraHasMomentum)
            {
                _latitudeMomentum  += lat / 100;
                _longitudeMomentum += lon / 100;
            }

            if (Angle.IsNaN(lat))
            {
                lat = this._targetLatitude;
            }
            if (Angle.IsNaN(lon))
            {
                lon = this._targetLongitude;
            }
            lat += _targetLatitude;
            lon += _targetLongitude;

            if (Math.Abs(lat.Radians) > Math.PI / 2 - 1e-3)
            {
                lat.Radians = Math.Sign(lat.Radians) * (Math.PI / 2 - 1e-3);
            }

            this._targetOrientation = Quaternion4d.EulerToQuaternion(
                lon.Radians,
                lat.Radians,
                _targetHeading.Radians);

            Vector3d v = Quaternion4d.QuaternionToEulerV3D(this._targetOrientation);

            if (!double.IsNaN(v.Y))
            {
                _targetLatitude.Radians  = v.Y;
                _targetLongitude.Radians = v.X;
                _targetHeading.Radians   = v.Z;

                if (!World.Settings.cameraSmooth)
                {
                    _latitude     = _targetLatitude;
                    _longitude    = _targetLongitude;
                    _heading      = _targetHeading;
                    m_Orientation = _targetOrientation;
                }
            }
        }
Example #6
0
        public virtual void RotationYawPitchRoll(Angle yaw, Angle pitch, Angle roll)
        {
            m_Orientation = Quaternion4d.EulerToQuaternion(yaw.Radians, pitch.Radians, roll.Radians) * m_Orientation;

            Vector3d p = Quaternion4d.QuaternionToEulerV3D(m_Orientation);

            if (!double.IsNaN(p.Y))
            {
                _latitude.Radians = p.Y;
            }
            if (!double.IsNaN(p.X))
            {
                _longitude.Radians = p.X;
            }
            if (Math.Abs(roll.Radians) > double.Epsilon)
            {
                _heading.Radians = p.Z;
            }
        }
Example #7
0
        /// <summary>
        /// Sets camera position.
        /// </summary>
        /// <param name="lat">Latitude in decimal degrees</param>
        /// <param name="lon">Longitude in decimal degrees</param>
        /// <param name="heading">Heading in decimal degrees</param>
        /// <param name="_altitude">Altitude above ground level in meters</param>
        /// <param name="tilt">Tilt in decimal degrees</param>
        /// <param name="bank">Camera bank (roll) in decimal degrees</param>
        public virtual void SetPosition(double lat, double lon, double heading, double _altitude, double tilt, double bank)
        {
            if (double.IsNaN(lat))
            {
                lat = this._latitude.Degrees;
            }
            if (double.IsNaN(lon))
            {
                lon = this._longitude.Degrees;
            }
            if (double.IsNaN(heading))
            {
                heading = this._heading.Degrees;
            }
            if (double.IsNaN(bank))
            {
                bank = this._bank.Degrees;
            }

            m_Orientation = Quaternion4d.EulerToQuaternion(
                SMath.DegreesToRadians(lon),
                SMath.DegreesToRadians(lat),
                SMath.DegreesToRadians(heading));

            Vector3d p = Quaternion4d.QuaternionToEulerV3D(m_Orientation);

            _latitude.Radians  = p.Y;
            _longitude.Radians = p.X;
            _heading.Radians   = p.Z;

            if (!double.IsNaN(tilt))
            {
                Tilt = Angle.FromDegrees(tilt);
            }
            if (!double.IsNaN(_altitude))
            {
                this.Altitude = _altitude;
            }
            this.Bank = Angle.FromDegrees(bank);
        }
Example #8
0
        public override void SetPosition(double lat, double lon, double heading, double _altitude, double tilt, double bank)
        {
            if (double.IsNaN(lat))
            {
                lat = this._latitude.Degrees;
            }
            if (double.IsNaN(lon))
            {
                lon = this._longitude.Degrees;
            }
            if (double.IsNaN(heading))
            {
                heading = this._heading.Degrees;
            }
            if (double.IsNaN(bank))
            {
                bank = _targetBank.Degrees;
            }

            this._targetOrientation = Quaternion4d.EulerToQuaternion(
                SMath.DegreesToRadians(lon),
                SMath.DegreesToRadians(lat),
                SMath.DegreesToRadians(heading));

            Vector3d v = Quaternion4d.QuaternionToEulerV3D(this._targetOrientation);

            this._targetLatitude.Radians  = v.Y;
            this._targetLongitude.Radians = v.X;
            this._targetHeading.Radians   = v.Z;

            if (!double.IsNaN(tilt))
            {
                this.Tilt = Angle.FromDegrees(tilt);
            }
            if (!double.IsNaN(_altitude))
            {
                Altitude = _altitude;
            }
            this.Bank = Angle.FromDegrees(bank);
        }
Example #9
0
        protected void NoSlerpToTargetOrientation()
        {
            m_Orientation = this._targetOrientation;
            Vector3d v = Quaternion4d.QuaternionToEulerV3D(m_Orientation);

            if (!double.IsNaN(v.Y))
            {
                this._latitude.Radians  = v.Y;
                this._longitude.Radians = v.X;
                this._heading.Radians   = v.Z;
            }

            //TODO JHJ 修改参数传递问题 镜头可以指定开始位置
            _targetLatitude  = _latitude;
            _targetLongitude = _longitude;
            _targetHeading   = _heading;

            this._tilt     = this._targetTilt;
            this._bank     = this._targetBank;
            this._distance = this._targetDistance;
            ComputeAltitude(this._distance, this._tilt);
            this._fov = this._targetFov;
        }
Example #10
0
        /// <summary>
        /// Pan the camera using delta values
        /// </summary>
        /// <param name="lat">Latitude offset</param>
        /// <param name="lon">Longitude offset</param>
        public virtual void Pan(Angle lat, Angle lon)
        {
            if (Angle.IsNaN(lat))
            {
                lat = this._latitude;
            }
            if (Angle.IsNaN(lon))
            {
                lon = this._longitude;
            }
            lat += _latitude;
            lon += _longitude;

            //	this._orientation = SMath.EulerToQuaternion(
            //		lon.Radians,
            //		lat.Radians,
            //		_heading.Radians);

            m_Orientation = Quaternion4d.EulerToQuaternion(
                lon.Radians, lat.Radians, _heading.Radians);

            Vector3d p = Quaternion4d.QuaternionToEulerV3D(m_Orientation);

            //	Vector3d v = SMath.QuaternionToEuler(this._orientation);
            //	if(!double.IsNaN(v.Y))
            //	{
            //		this._latitude.Radians = v.Y;
            //		this._longitude.Radians = v.X;
            //	}

            if (!double.IsNaN(p.Y))
            {
                _latitude.Radians  = p.Y;
                _longitude.Radians = p.X;
            }
        }