public void SetMatrix( Matrix4x4 matrix ) { float[] array = matrix.ToArray( ); for ( int i = 0, k = 0; i < 4; i++ ) { for ( int j = 0; j < 4; j++, k++ ) { string textBoxName = string.Format( "i{0}_j{1}_Box", i, j ); if ( textBoxes.ContainsKey( textBoxName ) ) { textBoxes[textBoxName].Text = FormatFloat( array[k] ); } } } }
public WorldRendererControl( ) { InitializeComponent( ); objectPoints = new Vector3[] { new Vector3( 0, 0, 0 ), }; colors = new Color[] { Color.White, }; lines = new int[0, 2]; // create default matrices worldMatrix = Matrix4x4.Identity; viewMatrix = Matrix4x4.CreateLookAt( new Vector3( 0, 0, 5 ), new Vector3( 0, 0, 0 ) ); perspectiveMatrix = Matrix4x4.CreatePerspective( 1, 1, 1, 1000 ); Recalculate( ); }
/// <summary> /// Subtracts corresponding components of two matrices. /// </summary> /// /// <param name="matrix1">The matrix to subtract from.</param> /// <param name="matrix2">The matrix to subtract from the first matrix.</param> /// /// <returns>Returns a matrix which components are equal to difference of corresponding /// components of the two specified matrices.</returns> /// public static Matrix4x4 Subtract(Matrix4x4 matrix1, Matrix4x4 matrix2) { return matrix1 - matrix2; }
/// <summary> /// Subtracts corresponding components of two matrices. /// </summary> /// /// <param name="matrix1">The matrix to subtract from.</param> /// <param name="matrix2">The matrix to subtract from the first matrix.</param> /// /// <returns>Returns a matrix which components are equal to difference of corresponding /// components of the two specified matrices.</returns> /// public static Matrix4x4 operator -(Matrix4x4 matrix1, Matrix4x4 matrix2) { Matrix4x4 m = new Matrix4x4(); m.V00 = matrix1.V00 - matrix2.V00; m.V01 = matrix1.V01 - matrix2.V01; m.V02 = matrix1.V02 - matrix2.V02; m.V03 = matrix1.V03 - matrix2.V03; m.V10 = matrix1.V10 - matrix2.V10; m.V11 = matrix1.V11 - matrix2.V11; m.V12 = matrix1.V12 - matrix2.V12; m.V13 = matrix1.V13 - matrix2.V13; m.V20 = matrix1.V20 - matrix2.V20; m.V21 = matrix1.V21 - matrix2.V21; m.V22 = matrix1.V22 - matrix2.V22; m.V23 = matrix1.V23 - matrix2.V23; m.V30 = matrix1.V30 - matrix2.V30; m.V31 = matrix1.V31 - matrix2.V31; m.V32 = matrix1.V32 - matrix2.V32; m.V33 = matrix1.V33 - matrix2.V33; return m; }
/// <summary> /// Adds corresponding components of two matrices. /// </summary> /// /// <param name="matrix1">The matrix to add to.</param> /// <param name="matrix2">The matrix to add to the first matrix.</param> /// /// <returns>Returns a matrix which components are equal to sum of corresponding /// components of the two specified matrices.</returns> /// public static Matrix4x4 Add(Matrix4x4 matrix1, Matrix4x4 matrix2) { return matrix1 + matrix2; }
/// <summary> /// Adds corresponding components of two matrices. /// </summary> /// /// <param name="matrix1">The matrix to add to.</param> /// <param name="matrix2">The matrix to add to the first matrix.</param> /// /// <returns>Returns a matrix which components are equal to sum of corresponding /// components of the two specified matrices.</returns> /// public static Matrix4x4 operator +(Matrix4x4 matrix1, Matrix4x4 matrix2) { Matrix4x4 m = new Matrix4x4(); m.V00 = matrix1.V00 + matrix2.V00; m.V01 = matrix1.V01 + matrix2.V01; m.V02 = matrix1.V02 + matrix2.V02; m.V03 = matrix1.V03 + matrix2.V03; m.V10 = matrix1.V10 + matrix2.V10; m.V11 = matrix1.V11 + matrix2.V11; m.V12 = matrix1.V12 + matrix2.V12; m.V13 = matrix1.V13 + matrix2.V13; m.V20 = matrix1.V20 + matrix2.V20; m.V21 = matrix1.V21 + matrix2.V21; m.V22 = matrix1.V22 + matrix2.V22; m.V23 = matrix1.V23 + matrix2.V23; m.V30 = matrix1.V30 + matrix2.V30; m.V31 = matrix1.V31 + matrix2.V31; m.V32 = matrix1.V32 + matrix2.V32; m.V33 = matrix1.V33 + matrix2.V33; return m; }
/// <summary> /// Multiplies two specified matrices. /// </summary> /// /// <param name="matrix1">Matrix to multiply.</param> /// <param name="matrix2">Matrix to multiply by.</param> /// /// <returns>Return new matrix, which the result of multiplication of the two specified matrices.</returns> /// public static Matrix4x4 Multiply(Matrix4x4 matrix1, Matrix4x4 matrix2) { return matrix1 * matrix2; }
/// <summary> /// Multiplies two specified matrices. /// </summary> /// /// <param name="matrix1">Matrix to multiply.</param> /// <param name="matrix2">Matrix to multiply by.</param> /// /// <returns>Return new matrix, which the result of multiplication of the two specified matrices.</returns> /// public static Matrix4x4 operator *(Matrix4x4 matrix1, Matrix4x4 matrix2) { Matrix4x4 m = new Matrix4x4(); m.V00 = matrix1.V00 * matrix2.V00 + matrix1.V01 * matrix2.V10 + matrix1.V02 * matrix2.V20 + matrix1.V03 * matrix2.V30; m.V01 = matrix1.V00 * matrix2.V01 + matrix1.V01 * matrix2.V11 + matrix1.V02 * matrix2.V21 + matrix1.V03 * matrix2.V31; m.V02 = matrix1.V00 * matrix2.V02 + matrix1.V01 * matrix2.V12 + matrix1.V02 * matrix2.V22 + matrix1.V03 * matrix2.V32; m.V03 = matrix1.V00 * matrix2.V03 + matrix1.V01 * matrix2.V13 + matrix1.V02 * matrix2.V23 + matrix1.V03 * matrix2.V33; m.V10 = matrix1.V10 * matrix2.V00 + matrix1.V11 * matrix2.V10 + matrix1.V12 * matrix2.V20 + matrix1.V13 * matrix2.V30; m.V11 = matrix1.V10 * matrix2.V01 + matrix1.V11 * matrix2.V11 + matrix1.V12 * matrix2.V21 + matrix1.V13 * matrix2.V31; m.V12 = matrix1.V10 * matrix2.V02 + matrix1.V11 * matrix2.V12 + matrix1.V12 * matrix2.V22 + matrix1.V13 * matrix2.V32; m.V13 = matrix1.V10 * matrix2.V03 + matrix1.V11 * matrix2.V13 + matrix1.V12 * matrix2.V23 + matrix1.V13 * matrix2.V33; m.V20 = matrix1.V20 * matrix2.V00 + matrix1.V21 * matrix2.V10 + matrix1.V22 * matrix2.V20 + matrix1.V23 * matrix2.V30; m.V21 = matrix1.V20 * matrix2.V01 + matrix1.V21 * matrix2.V11 + matrix1.V22 * matrix2.V21 + matrix1.V23 * matrix2.V31; m.V22 = matrix1.V20 * matrix2.V02 + matrix1.V21 * matrix2.V12 + matrix1.V22 * matrix2.V22 + matrix1.V23 * matrix2.V32; m.V23 = matrix1.V20 * matrix2.V03 + matrix1.V21 * matrix2.V13 + matrix1.V22 * matrix2.V23 + matrix1.V23 * matrix2.V33; m.V30 = matrix1.V30 * matrix2.V00 + matrix1.V31 * matrix2.V10 + matrix1.V32 * matrix2.V20 + matrix1.V33 * matrix2.V30; m.V31 = matrix1.V30 * matrix2.V01 + matrix1.V31 * matrix2.V11 + matrix1.V32 * matrix2.V21 + matrix1.V33 * matrix2.V31; m.V32 = matrix1.V30 * matrix2.V02 + matrix1.V31 * matrix2.V12 + matrix1.V32 * matrix2.V22 + matrix1.V33 * matrix2.V32; m.V33 = matrix1.V30 * matrix2.V03 + matrix1.V31 * matrix2.V13 + matrix1.V32 * matrix2.V23 + matrix1.V33 * matrix2.V33; return m; }
private Accord.Point[] PerformProjection(Vector3[] model, Matrix4x4 transformationMatrix, int viewSize) { Accord.Point[] projectedPoints = new Accord.Point[model.Length]; for (int i = 0; i < model.Length; i++) { Vector3 scenePoint = (transformationMatrix * model[i].ToVector4()).ToVector3(); projectedPoints[i] = new Accord.Point( (int)(scenePoint.X / scenePoint.Z * viewSize), (int)(scenePoint.Y / scenePoint.Z * viewSize)); } return projectedPoints; }
/// <summary> /// Creates a matrix from 4 columns specified as vectors. /// </summary> /// /// <param name="column0">First column of the matrix to create.</param> /// <param name="column1">Second column of the matrix to create.</param> /// <param name="column2">Third column of the matrix to create.</param> /// <param name="column3">Fourth column of the matrix to create.</param> /// /// <returns>Returns a matrix from specified columns.</returns> /// public static Matrix4x4 CreateFromColumns(Vector4 column0, Vector4 column1, Vector4 column2, Vector4 column3) { Matrix4x4 m = new Matrix4x4(); m.V00 = column0.X; m.V10 = column0.Y; m.V20 = column0.Z; m.V30 = column0.W; m.V01 = column1.X; m.V11 = column1.Y; m.V21 = column1.Z; m.V31 = column1.W; m.V02 = column2.X; m.V12 = column2.Y; m.V22 = column2.Z; m.V32 = column2.W; m.V03 = column3.X; m.V13 = column3.Y; m.V23 = column3.Z; m.V33 = column3.W; return m; }
/// <summary> /// Creates a matrix from 4 rows specified as vectors. /// </summary> /// /// <param name="row0">First row of the matrix to create.</param> /// <param name="row1">Second row of the matrix to create.</param> /// <param name="row2">Third row of the matrix to create.</param> /// <param name="row3">Fourth row of the matrix to create.</param> /// /// <returns>Returns a matrix from specified rows.</returns> /// public static Matrix4x4 CreateFromRows(Vector4 row0, Vector4 row1, Vector4 row2, Vector4 row3) { Matrix4x4 m = new Matrix4x4(); m.V00 = row0.X; m.V01 = row0.Y; m.V02 = row0.Z; m.V03 = row0.W; m.V10 = row1.X; m.V11 = row1.Y; m.V12 = row1.Z; m.V13 = row1.W; m.V20 = row2.X; m.V21 = row2.Y; m.V22 = row2.Z; m.V23 = row2.W; m.V30 = row3.X; m.V31 = row3.Y; m.V32 = row3.Z; m.V33 = row3.W; return m; }
/// <summary> /// Creates a perspective projection matrix. /// </summary> /// /// <param name="width">Width of the view volume at the near view plane.</param> /// <param name="height">Height of the view volume at the near view plane.</param> /// <param name="nearPlaneDistance">Distance to the near view plane.</param> /// <param name="farPlaneDistance">Distance to the far view plane.</param> /// /// <returns>Return a perspective projection matrix.</returns> /// /// <exception cref="ArgumentOutOfRangeException">Both near and far view planes' distances must be greater than zero.</exception> /// <exception cref="ArgumentException">Near plane must be closer than the far plane.</exception> /// public static Matrix4x4 CreatePerspective(float width, float height, float nearPlaneDistance, float farPlaneDistance) { if (nearPlaneDistance <= 0) throw new ArgumentOutOfRangeException("nearPlaneDistance ", "Near plane distance must be greater than zero."); if (farPlaneDistance <= 0) throw new ArgumentOutOfRangeException("farPlaneDistance", "Far view plane distance must be greater than zero."); if (nearPlaneDistance >= farPlaneDistance) throw new ArgumentException("Near plane must be closer than the far plane.", "farPlaneDistance"); Matrix4x4 m = new Matrix4x4(); m.V00 = 2.0f * nearPlaneDistance / width; m.V11 = 2.0f * nearPlaneDistance / height; m.V22 = farPlaneDistance / (nearPlaneDistance - farPlaneDistance); m.V32 = -1; m.V23 = (nearPlaneDistance * farPlaneDistance) / (nearPlaneDistance - farPlaneDistance); return m; }
/// <summary> /// Creates a view matrix for the specified camera position and target point. /// </summary> /// /// <param name="cameraPosition">Position of camera.</param> /// <param name="cameraTarget">Target point towards which camera is pointing.</param> /// /// <returns>Returns a view matrix.</returns> /// /// <remarks><para>Camera's "up" vector is supposed to be (0, 1, 0).</para></remarks> /// public static Matrix4x4 CreateLookAt(Vector3 cameraPosition, Vector3 cameraTarget) { Matrix4x4 m = new Matrix4x4(); Vector3 vector = cameraPosition - cameraTarget; vector.Normalize(); Vector3 vector2 = Vector3.Cross(new Vector3(0, 1, 0), vector); vector2.Normalize(); Vector3 vector3 = Vector3.Cross(vector, vector2); m.V00 = vector2.X; m.V01 = vector2.Y; m.V02 = vector2.Z; m.V10 = vector3.X; m.V11 = vector3.Y; m.V12 = vector3.Z; m.V20 = vector.X; m.V21 = vector.Y; m.V22 = vector.Z; m.V03 = -Vector3.Dot(cameraPosition, vector2); m.V13 = -Vector3.Dot(cameraPosition, vector3); m.V23 = -Vector3.Dot(cameraPosition, vector); m.V33 = 1; return m; }
// Calculate new view transformation matrix private void UpdateViewMatrix( ) { viewMatrix = Matrix4x4.CreateLookAt( new Vector3( xCamera, yCamera, zCamera ), new Vector3( xLookAt, yLookAt, zLookAt ) ); worldRendererControl.ViewMatrix = viewMatrix; viewMatrixControl.SetMatrix( viewMatrix ); targetTransformationMatrixControl.SetMatrix( viewMatrix * transformationMatrix ); UpdateProjectedPoints( ); EstimatePose( ); }
// Calculate new world transformation matrix private void UpdateTransformationMatrix( ) { float rYaw = (float) ( yaw / 180 * Math.PI ); float rPitch = (float) ( pitch / 180 * Math.PI ); float rRoll = (float) ( roll / 180 * Math.PI ); transformationMatrix = Matrix4x4.CreateTranslation( new Vector3( xObject, yObject, zObject ) ) * Matrix4x4.CreateFromYawPitchRoll( rYaw, rPitch, rRoll ); worldRendererControl.WorldMatrix = transformationMatrix; transformationMatrixControl.SetMatrix( transformationMatrix ); targetTransformationMatrixControl.SetMatrix( viewMatrix * transformationMatrix ); UpdateProjectedPoints( ); EstimatePose( ); }
/// <summary> /// Multiplies specified matrix by the specified vector. /// </summary> /// /// <param name="matrix">Matrix to multiply by vector.</param> /// <param name="vector">Vector to multiply matrix by.</param> /// /// <returns>Returns new vector which is the result of multiplication of the specified matrix /// by the specified vector.</returns> /// public static Vector4 Multiply(Matrix4x4 matrix, Vector4 vector) { return matrix * vector; }
/// <summary> /// Tests whether the matrix equals to the specified one. /// </summary> /// /// <param name="matrix">The matrix to test equality with.</param> /// /// <returns>Returns <see langword="true"/> if the two matrices are equal or <see langword="false"/> otherwise.</returns> /// public bool Equals(Matrix4x4 matrix) { return (this == matrix); }
/// <summary> /// Creates a diagonal matrix using the specified vector as diagonal elements. /// </summary> /// /// <param name="vector">Vector to use for diagonal elements of the matrix.</param> /// /// <returns>Returns a diagonal matrix.</returns> /// public static Matrix4x4 CreateDiagonal(Vector4 vector) { Matrix4x4 m = new Matrix4x4(); m.V00 = vector.X; m.V11 = vector.Y; m.V22 = vector.Z; m.V33 = vector.W; return m; }