Esempio n. 1
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        public void SetRotationAboutEye(double x, double y, double z)
        {
            msgMatrix       matx      = new msgMatrix();
            msgVectorStruct LookAtPos = new msgVectorStruct();

            matx.Rotate(zero_p, x_axe, x / 180.0 * Math.PI);
            matx.Rotate(zero_p, z_axe, -z / 180.0 * Math.PI);

            LookAtPos.x = 0.0;
            LookAtPos.y = m_fFocalLength;
            LookAtPos.z = 0.0;
            matx.ApplyMatrixToVector(zero_p, LookAtPos);

            m_fLookAtPos.x = m_fEyePos.x + LookAtPos.x;
            m_fLookAtPos.y = m_fEyePos.y + LookAtPos.y;
            m_fLookAtPos.z = m_fEyePos.z + LookAtPos.z;

            // Calculate our camera's UpVector using ONLY the 'X' (Pitch) and 'Z' (Yaw)
            // parameters
            m_fUpVector = z_axe;
            matx.ApplyMatrixToVector(zero_p, m_fUpVector);

            // Just save the 'y' value for later use when calculating the camera's 'Up' vector
            // prior to calling gluLookAt()
            m_fRoll = y;
        }
Esempio n. 2
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        private void PrepareMatrix(double Ox, double Oy, double Oz,
                                   double Rx, double Ry, double Rz,
                                   double Tx, double Ty, double Tz,
                                   ref msgMatrix XForm)
        {
            XForm.Identity();

            msgVectorStruct TransV = new msgVectorStruct();

            TransV.x = Tx;
            TransV.y = Ty;
            TransV.z = Tz;
            XForm.Translate(TransV);

            XForm.Rotate(zero_p, x_axe, Rx);
            XForm.Rotate(zero_p, y_axe, Ry);
            XForm.Rotate(zero_p, z_axe, Rz);

            msgVectorStruct oV = new msgVectorStruct();

            oV.x = Ox;
            oV.y = Oy;
            oV.z = Oz;
            XForm.Translate(oV);
        }
Esempio n. 3
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        public void CalculateUpVector()
        {
            msgMatrix matx = new msgMatrix();

            matx.Rotate(zero_p, x_axe, m_fPitch / 180.0 * Math.PI);
            matx.Rotate(zero_p, z_axe, -m_fYaw / 180.0 * Math.PI);

            m_fUpVector = z_axe;
            matx.ApplyMatrixToVector(zero_p, m_fUpVector);
        }
Esempio n. 4
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        public void PositionCamera()
        {
            if (m_bResetClippingPlanes)
            {
                // Reset our cameras clipping plane
                ResetView(0, 0);
                m_bResetClippingPlanes = false;
            }

            if (m_fRoll != 0)
            {
                msgMatrix       matx = new msgMatrix();
                msgVectorStruct UpVector;

                matx.Rotate(zero_p, x_axe, m_fPitch / 180.0 * Math.PI);
                matx.Rotate(zero_p, y_axe, m_fRoll / 180.0 * Math.PI);
                matx.Rotate(zero_p, z_axe, -m_fYaw / 180.0 * Math.PI);

                UpVector = z_axe;
                matx.ApplyMatrixToVector(zero_p, UpVector);

                // Position the camera using the newly calculated 'Up' vector
                OpenGLControl.gluLookAt(m_fEyePos.x, m_fEyePos.y, m_fEyePos.z,
                                        m_fLookAtPos.x, m_fLookAtPos.y, m_fLookAtPos.z,
                                        UpVector.x, UpVector.y, UpVector.z);
            }
            else
            {
                // Since our 'Up' vector has already been calculated, all we need to do is
                // position the camera..
                OpenGLControl.gluLookAt(m_fEyePos.x, m_fEyePos.y, m_fEyePos.z,
                                        m_fLookAtPos.x, m_fLookAtPos.y, m_fLookAtPos.z,
                                        m_fUpVector.x, m_fUpVector.y, m_fUpVector.z);
            }

            // Save the Model view matrix.  This is used later for
            // conversion of mouse coordinates to world coordinates.
            OpenGLControl.glGetDoublev(OpenGLControl.GL_MODELVIEW_MATRIX, m_dModelViewMatrix);
        }
Esempio n. 5
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        public void SetRotationAboutLookAt(double x, double y, double z)
        {
            msgMatrix matx = new msgMatrix();
            msgVectorStruct EyePos = new msgVectorStruct();

            matx.Rotate(zero_p, x_axe, x / 180.0 * Math.PI);
            matx.Rotate(zero_p, z_axe, -z / 180.0 * Math.PI);

            EyePos.x = 0.0;
            EyePos.y = -m_fFocalLength;
            EyePos.z = 0.0;
            matx.ApplyMatrixToVector(zero_p, EyePos);

            m_fEyePos.x = EyePos.x + m_fLookAtPos.x;
            m_fEyePos.y = EyePos.y + m_fLookAtPos.y;
            m_fEyePos.z = EyePos.z + m_fLookAtPos.z;

            // Calculate our camera's UpVector using ONLY the 'X' (Pitch) and 'Z' (Yaw)
            // parameters
            m_fUpVector = z_axe;
            matx.ApplyMatrixToVector(zero_p, m_fUpVector);

            // Just save the 'y' value for later use when calculating the camera's 'Up' vector
            // prior to calling gluLookAt()
            m_fRoll = y;
        }
Esempio n. 6
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        public void CalculateUpVector()
        {
            msgMatrix matx = new msgMatrix();

            matx.Rotate(zero_p, x_axe, m_fPitch / 180.0 * Math.PI);
            matx.Rotate(zero_p, z_axe, -m_fYaw / 180.0 * Math.PI);

            m_fUpVector = z_axe;
            matx.ApplyMatrixToVector(zero_p, m_fUpVector);
        }
Esempio n. 7
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        public void PositionCamera()
        {
            if (m_bResetClippingPlanes)
            {
                // Reset our cameras clipping plane
                ResetView(0, 0);
                m_bResetClippingPlanes = false;
            }

            if (m_fRoll != 0)
            {
                msgMatrix matx = new msgMatrix();
                msgVectorStruct UpVector;

                matx.Rotate(zero_p, x_axe, m_fPitch / 180.0 * Math.PI);
                matx.Rotate(zero_p, y_axe, m_fRoll / 180.0 * Math.PI);
                matx.Rotate(zero_p, z_axe, -m_fYaw / 180.0 * Math.PI);

                UpVector = z_axe;
                matx.ApplyMatrixToVector(zero_p, UpVector);

                // Position the camera using the newly calculated 'Up' vector
                OpenGLControl.gluLookAt(m_fEyePos.x, m_fEyePos.y, m_fEyePos.z,
                              m_fLookAtPos.x, m_fLookAtPos.y, m_fLookAtPos.z,
                              UpVector.x, UpVector.y, UpVector.z);
            }
            else
            {
                // Since our 'Up' vector has already been calculated, all we need to do is
                // position the camera..
                OpenGLControl.gluLookAt(m_fEyePos.x, m_fEyePos.y, m_fEyePos.z,
                              m_fLookAtPos.x, m_fLookAtPos.y, m_fLookAtPos.z,
                              m_fUpVector.x, m_fUpVector.y, m_fUpVector.z);
            }

            // Save the Model view matrix.  This is used later for
            // conversion of mouse coordinates to world coordinates.
            OpenGLControl.glGetDoublev(OpenGLControl.GL_MODELVIEW_MATRIX, m_dModelViewMatrix);
        }
Esempio n. 8
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        private void PrepareMatrix(double Ox, double Oy, double Oz,
				   double Rx, double Ry, double Rz,
				   double Tx, double Ty, double Tz,
				   ref msgMatrix XForm)
        {
            XForm.Identity();

            msgVectorStruct TransV = new msgVectorStruct();
            TransV.x = Tx;
            TransV.y = Ty;
            TransV.z = Tz;
            XForm.Translate(TransV);

            XForm.Rotate(zero_p, x_axe, Rx);
            XForm.Rotate(zero_p, y_axe, Ry);
            XForm.Rotate(zero_p, z_axe, Rz);

            msgVectorStruct oV = new msgVectorStruct();
            oV.x = Ox;
            oV.y = Oy;
            oV.z = Oz;
            XForm.Translate(oV);
        }