//------------------------------------------------------ // // Public Methods // //------------------------------------------------------ //------------------------------------------------------ // // Public Properties // //------------------------------------------------------ //------------------------------------------------------ // // Public Events // //------------------------------------------------------ //------------------------------------------------------ // // Internal Methods // //------------------------------------------------------ #region Internal Methods internal Matrix3D GetProjectionMatrix(double aspectRatio, double zn, double zf) { double fov = M3DUtil.DegreesToRadians(FieldOfView); // Note: h and w are 1/2 of the inverse of the width/height ratios: // // h = 1/(heightDepthRatio) * (1/2) // w = 1/(widthDepthRatio) * (1/2) // // Computation for h is a bit different than what you will find in // D3DXMatrixPerspectiveFovRH because we have a horizontal rather // than vertical FoV. double halfWidthDepthRatio = Math.Tan(fov / 2); double h = aspectRatio / halfWidthDepthRatio; double w = 1 / halfWidthDepthRatio; double m22 = zf != Double.PositiveInfinity ? zf / (zn - zf) : -1; double m32 = zn * m22; return(new Matrix3D( w, 0, 0, 0, 0, h, 0, 0, 0, 0, m22, -1, 0, 0, m32, 0)); }
internal override RayHitTestParameters RayFromViewportPoint(Point p, Size viewSize, Rect3D boundingRect, out double distanceAdjustment) { // The camera may be animating. Take a snapshot of the current value // and get the property values we need. (Window OS #992662) Point3D position = Position; Vector3D lookDirection = LookDirection; Vector3D upDirection = UpDirection; Transform3D transform = Transform; double zn = NearPlaneDistance; double zf = FarPlaneDistance; double fov = M3DUtil.DegreesToRadians(FieldOfView); // // Compute rayParameters // // Find the point on the projection plane in post-projective space where // the viewport maps to a 2x2 square from (-1,1)-(1,-1). Point np = M3DUtil.GetNormalizedPoint(p, viewSize); // Note: h and w are 1/2 of the inverse of the width/height ratios: // // h = 1/(heightDepthRatio) * (1/2) // w = 1/(widthDepthRatio) * (1/2) // // Computation for h is a bit different than what you will find in // D3DXMatrixPerspectiveFovRH because we have a horizontal rather // than vertical FoV. double aspectRatio = M3DUtil.GetAspectRatio(viewSize); double halfWidthDepthRatio = Math.Tan(fov / 2); double h = aspectRatio / halfWidthDepthRatio; double w = 1 / halfWidthDepthRatio; // To get from projective space to camera space we apply the // width/height ratios to find our normalized point at 1 unit // in front of the camera. (1 is convenient, but has no other // special significance.) See note above about the construction // of w and h. Vector3D rayDirection = new Vector3D(np.X / w, np.Y / h, -1); // Apply the inverse of the view matrix to our rayDirection vector // to convert it from camera to world space. // // NOTE: Because our construction of the ray assumes that the // viewMatrix translates the position to the origin we pass // null for the Camera.Transform below and account for it // later. Matrix3D viewMatrix = CreateViewMatrix(/* trasform = */ null, ref position, ref lookDirection, ref upDirection); Matrix3D invView = viewMatrix; invView.Invert(); invView.MultiplyVector(ref rayDirection); // The we have the ray direction, now we need the origin. The camera's // position would work except that we would intersect geometry between // the camera plane and the near plane so instead we must find the // point on the project plane where the ray (position, rayDirection) // intersect (Windows OS #1005064): // // | _.> p = camera position // rd _+" ld = camera look direction // .-" |ro pp = projection plane // _.-" | rd = ray direction // p +"--------+---> ro = desired ray origin on pp // ld | // pp // // Above we constructed the direction such that it's length projects to // 1 unit on the lookDirection vector. // // // rd _.> // .-" rd = unnormalized rayDirection // _.-" ld = normalized lookDirection (length = 1) // -"---------> // ld // // So to find the desired rayOrigin on the projection plane we simply do: Point3D rayOrigin = position + zn * rayDirection; rayDirection.Normalize(); // Account for the Camera.Transform we ignored during ray construction above. if (transform != null && transform != Transform3D.Identity) { Matrix3D m = transform.Value; m.MultiplyPoint(ref rayOrigin); m.MultiplyVector(ref rayDirection); PrependInverseTransform(m, ref viewMatrix); } RayHitTestParameters rayParameters = new RayHitTestParameters(rayOrigin, rayDirection); // // Compute HitTestProjectionMatrix // Matrix3D projectionMatrix = GetProjectionMatrix(aspectRatio, zn, zf); // The projectionMatrix takes camera-space 3D points into normalized clip // space. // The viewportMatrix will take normalized clip space into // viewport coordinates, with an additional 2D translation // to put the ray at the rayOrigin. Matrix3D viewportMatrix = new Matrix3D(); viewportMatrix.TranslatePrepend(new Vector3D(-p.X, viewSize.Height - p.Y, 0)); viewportMatrix.ScalePrepend(new Vector3D(viewSize.Width / 2, -viewSize.Height / 2, 1)); viewportMatrix.TranslatePrepend(new Vector3D(1, 1, 0)); // `First world-to-camera, then camera's projection, then normalized clip space to viewport. rayParameters.HitTestProjectionMatrix = viewMatrix * projectionMatrix * viewportMatrix; // // Perspective camera doesn't allow negative NearPlanes, so there's // not much point in adjusting the ray origin. Hence, the // distanceAdjustment remains 0. // distanceAdjustment = 0.0; return(rayParameters); }