public virtual void ComputeViewMatrix() { double lat1 = _latitude.Degrees; double lon1 = _longitude.Degrees; EyeDiff.X = SMath.DegreesToRadians(_latitude.Degrees - lat1); EyeDiff.Y = SMath.DegreesToRadians(_longitude.Degrees - lon1); ReferenceCenter = SMath.SphericalToCartesianV3D( _latitude.Degrees, _longitude.Degrees, WorldRadius); if (World.Settings.Project == Projection.OrthoGraghics) { //lat1 = 0; //lon1 = 0; EyeDiff.X = 0; EyeDiff.Y = 0; } Vector3d defaultPosition = SMath.SphericalToCartesianV3D(lat1, lon1, _worldRadius); m_ViewMatrix = Matrix4d.LookAtRH( defaultPosition, Vector3d.Empty, cameraUpVector); //TODO JHJ 这是干什么的 有什么用 m_ViewMatrix *= Matrix4d.Translation(0, 0, _worldRadius); m_ViewMatrix *= Matrix4d.RotationYawPitchRoll(-EyeDiff.Y, EyeDiff.X, 0); m_ViewMatrix *= Matrix4d.Translation(0, 0, -_worldRadius); m_ViewMatrix *= Matrix4d.RotationYawPitchRoll( 0, -_tilt.Radians, this._heading.Radians); m_ViewMatrix *= Matrix4d.Translation(0, 0, (-this._distance)); if (World.Settings.Project == Projection.Perspective) { m_ViewMatrix *= Matrix4d.RotationZ(this._bank.Radians); } else { m_ViewMatrix *= Matrix4d.RotationZ(this._bank.Radians); } // Extract camera position Matrix4d cam = Matrix4d.Invert(m_ViewMatrix); _position = new Vector3d(cam[3, 0], cam[3, 1], cam[3, 2]); }
public static Matrix4d RotationYawPitchRoll(double yaw, double pitch, double roll) { //Matrix4d test = ConvertDX.ToMatrix4d(Microsoft.DirectX.Matrix.RotationYawPitchRoll((float)yaw, (float)pitch, (float)roll)); // This can be simplified to a single matrix constructor by hand if it becomes a performance issue Matrix4d rollMat = Matrix4d.RotationZ(roll); Matrix4d pitchMat = Matrix4d.RotationX(pitch); Matrix4d yawMat = Matrix4d.RotationY(yaw); Matrix4d solution = rollMat * pitchMat * yawMat; return(solution); }