Esempio n. 1
0
        public void CalcFrustumPlanes()
        {
            Vector3 cN = Position + CenterOfInterest * Znear;
            Vector3 cF = Position + CenterOfInterest * Zfar;

            float Hnear  = 2.0f * Convert.ToSingle(Math.Tan(Matrix4Extension.DegreesToRadians(fov / 2.0f)) * Znear);
            float Wnear  = Hnear * aspect_ratio;
            float Hfar   = 2.0f * Convert.ToSingle(Math.Tan(Matrix4Extension.DegreesToRadians(fov / 2.0f)) * Zfar);
            float Wfar   = Hfar * aspect_ratio;
            float hHnear = Hnear / 2.0f;
            float hWnear = Wnear / 2.0f;
            float hHfar  = Hfar / 2.0f;
            float hWfar  = Wfar / 2.0f;


            farPts[0] = cF + Up * hHfar - right * hWfar;
            farPts[1] = cF - Up * hHfar - right * hWfar;
            farPts[2] = cF - Up * hHfar + right * hWfar;
            farPts[3] = cF + Up * hHfar + right * hWfar;

            nearPts[0] = cN + Up * hHnear - right * hWnear;
            nearPts[1] = cN - Up * hHnear - right * hWnear;
            nearPts[2] = cN - Up * hHnear + right * hWnear;
            nearPts[3] = cN + Up * hHnear + right * hWnear;

            planes[0] = CPlane.FromPoints(nearPts[3], nearPts[0], farPts[0]);
            planes[1] = CPlane.FromPoints(nearPts[1], nearPts[2], farPts[2]);
            planes[2] = CPlane.FromPoints(nearPts[0], nearPts[1], farPts[1]);
            planes[3] = CPlane.FromPoints(nearPts[2], nearPts[3], farPts[2]);
            planes[4] = CPlane.FromPoints(nearPts[0], nearPts[3], nearPts[2]);
            planes[5] = CPlane.FromPoints(farPts[3], farPts[0], farPts[1]);
        }
Esempio n. 2
0
        public virtual void Rotate(float y, float p, float r)
        {
            yaw   = Matrix4Extension.DegreesToRadians(y);
            pitch = Matrix4Extension.DegreesToRadians(p);
            roll  = Matrix4Extension.DegreesToRadians(r);
            Matrix4 rNew = yawPitchRoll(yaw, pitch, 0.0f);

            R = Matrix4.Mult(R, rNew);

            Update();
        }