public override void draw(Graphics graphics, Camera camera, WorldLights worldLights) { if (Settings.debug) { distanceToCamera = (float)camera.Position.getMagnitude(); Matrix4 ModelViewProjection = camera.Frustum * camera.View * StaticMatrices.UniformScaleMatrix(scale); renderVertices = GameShapes.UnitAxes(); foreach (Vector4D vertex in renderVertices) { vertex.LeftMultiply(ModelViewProjection); if (Math.Abs(vertex.Z) < Math.Abs(vertex.W)) { vertex.divideByW(); vertex.moveOriginToCenterScreen(); } } PointF[] pointsAll = renderVertices.Select(x => x.getPointXY()).ToArray(); graphics.DrawLine(new Pen(Color.Cyan), pointsAll[0], pointsAll[1]); graphics.DrawLine(new Pen(Color.Magenta), pointsAll[0], pointsAll[2]); graphics.DrawLine(new Pen(Color.Yellow), pointsAll[0], pointsAll[3]); } }
public override void yaw(float amount) { for (int i = 0; i < 3; i += 2) { axes[i].LeftMultiply(StaticMatrices.RotationMatrixArbitraryAxis(axes[1], -amount)); } }
public override void pitch(float amount) { for (int i = 1; i < 3; i++) { axes[i].LeftMultiply(StaticMatrices.RotationMatrixArbitraryAxis(axes[0], amount)); } }
public override void roll(float amount) { for (int i = 0; i < 2; i++) { axes[i].LeftMultiply(StaticMatrices.RotationMatrixArbitraryAxis(axes[2], amount * -.01)); } }
public override void draw(Graphics graphics, Camera camera, WorldLights worldLights) { if (Settings.debug) { Vector4D centerVector = Vector4D.Zero(); centerVector.LeftMultiply(StaticMatrices.TranslationMatrix(position)); centerVector.LeftMultiply(camera.View); distanceToCamera = (float)centerVector.getMagnitude(); centerVector.LeftMultiply(camera.Frustum); centerVector.divideByW(); centerVector.moveOriginToCenterScreen(); Matrix4 mat = camera.Frustum * camera.View * StaticMatrices.TranslationMatrix(position) * StaticMatrices.ScaleMatrix(new Vector3D(intensity * .0005, intensity * .0005, intensity * .0005)); Vector4D[] vertices = GameShapes.Tetrahedron(); for (int i = 0; i < 4; i++) { vertices[i].LeftMultiply(mat); vertices[i].divideByW(); vertices[i].moveOriginToCenterScreen(); } PointF[] pointsAll = vertices.Select(x => x.getPointXY()).ToArray(); graphics.DrawLine(new Pen(Color.FromArgb((int)red, (int)green, (int)blue), 2), pointsAll[0], pointsAll[1]); graphics.DrawLine(new Pen(Color.FromArgb((int)red, (int)green, (int)blue), 2), pointsAll[0], pointsAll[2]); graphics.DrawLine(new Pen(Color.FromArgb((int)red, (int)green, (int)blue), 2), pointsAll[0], pointsAll[3]); graphics.DrawLine(new Pen(Color.FromArgb((int)red, (int)green, (int)blue), 2), pointsAll[1], pointsAll[2]); graphics.DrawLine(new Pen(Color.FromArgb((int)red, (int)green, (int)blue), 2), pointsAll[1], pointsAll[3]); graphics.DrawLine(new Pen(Color.FromArgb((int)red, (int)green, (int)blue), 2), pointsAll[2], pointsAll[3]); graphics.DrawString((intensity * .001).ToString() + "K", new Font("Arial", 12), new SolidBrush(Color.White), centerVector.getPointXY()); } }
public override void createView() { view = StaticMatrices.ViewMatrix(center, _pitch, _yaw); }
public virtual void createFrustum() { frustum = StaticMatrices.FrustumMatrix(fov, aspRat, zNear, zFar); // should be 1.78 FOV for 1366x768, but whatever... }
public override void createView() { view = StaticMatrices.ViewMatrix(center, axes); }
/// <summary> /// preDraw is called by the graphics engine before object Z-sorting is done. It get's everything ready for drawing. /// </summary> /// <param name="graphics">GDI graphics to use</param> /// <param name="camera">Camera to use</param> /// <param name="worldLights">Set of lights to use</param> /// <param name="rotation">Rotation of mesh</param> /// <param name="scale">Scale of mesh</param> /// <param name="position">Position of mesh</param> public void preDraw(Graphics graphics, Camera camera, WorldLights worldLights, Vector3D rotation, Vector3D scale, Vector3D position) { #region Generate transform matrices Matrix4 ViewProjectionMatrix = camera.Frustum * camera.View; Matrix4 WorldTransformMatrix = StaticMatrices.TranslationMatrix(position) * StaticMatrices.RotationMatrixZYX(rotation) * StaticMatrices.ScaleMatrix(scale); #endregion #region Start with vertices in object (local) space for (int i = 0; i < dynamicVertices.Length; i++) { dynamicVertices[i].setVector(staticVertices[i]); } #endregion #region Transform vertices to world space (combinining the scale, rotation, and position matrices) foreach (Vector4D vertex in dynamicVertices) { vertex.LeftMultiply(WorldTransformMatrix); } #endregion #region Calculate lighting from world lights /// Have yet to test whether parallel is actually faster, so leaving original code: //foreach (FaceGDI face in faces) // face.calculateWorldLighting(dynamicVertices, worldLights, position); Parallel.For(0, faces.Length, i => { faces[i].calculateWorldLighting(dynamicVertices, worldLights, position); }); #endregion #region Transform vertices to view space (combining camera view and frustum transforms) foreach (Vector4D vertex in dynamicVertices) { /// Transforms vertex into camera space and applies frustum matrix vertex.LeftMultiply(ViewProjectionMatrix); /// Creates the illusion of perspective, shringing the x, y, and z values based on the original z value, as stored in w. vertex.divideByW(); /// Required to compensate for GDI's upper-left-hand corner origin - could be done elsewhere - maybe doesn't need to be done for each vertex each frame - look into it. vertex.moveOriginToCenterScreen(); } #endregion // Faces are now ready to draw. This last bit is for the Z-Sorting and distance read out and stuff. #region Calculate render position and distance from camera renderPositionGDI.zero(); renderPositionGDI.LeftMultiply(WorldTransformMatrix); renderPositionGDI.LeftMultiply(camera.View); distanceFromCamera = (float)renderPositionGDI.getMagnitude(); if (Settings.debug) { renderPositionGDI.LeftMultiply(camera.Frustum); renderPositionGDI.divideByW(); renderPositionGDI.moveOriginToCenterScreen(); } #endregion }