コード例 #1
0
        public static bool WorldToScreen(Rect clientRect, CameraInfo cameraInfo, Vector3 position, out Point screenCoordinates)
        {
            Vector3 diff = new Vector3(position) - cameraInfo.Pos;

            screenCoordinates = new Point(0, 0);

            if ((diff * cameraInfo.ViewMatrix.FirstCol) < Vector3.Zero)
            {
                return(false);
            }

            Vector3 view = diff * cameraInfo.ViewMatrix.Inverse();
            Vector3 cam  = new Vector3(-view.Y, -view.Z, view.X);

            float windowWidth  = (clientRect.Right - clientRect.Left);
            float windowHeight = (clientRect.Bottom - clientRect.Top);

            float screenX = windowWidth / 2.0f;
            float screenY = windowHeight / 2.0f;

            float tmpX = screenX / MathF.Tan((cameraInfo.Fov * 180) * DEG_TO_RAD);
            float tmpY = screenY / MathF.Tan((cameraInfo.Fov * 180) * DEG_TO_RAD);

            screenCoordinates = new Point
            {
                X = (int)(screenX + cam.X * tmpX / cam.Z),
                Y = (int)(screenY + cam.Y * tmpY / cam.Z)
            };

            return(screenCoordinates.X > 0 && screenCoordinates.Y > 0 && screenCoordinates.X < windowWidth && screenCoordinates.Y < windowHeight);
        }
コード例 #2
0
ファイル: OverlayMath.cs プロジェクト: Persik3D/AmeisenBotX
        public static bool WorldToScreen(Rect clientRect, RawCameraInfo cameraInfo, Vector3 position, out Point screenCoordinates)
        {
            Vector3 diff = position - cameraInfo.Pos;
            Vector3 view = diff * cameraInfo.ViewMatrix.Inverse();

            float windowWidth  = clientRect.Right - clientRect.Left;
            float windowHeight = clientRect.Bottom - clientRect.Top;

            float screenX = windowWidth / 2.0f;
            float screenY = windowHeight / 2.0f;
            float screenF = windowWidth / windowHeight;

            float tmpX = screenX / MathF.Tan((screenF * (screenF >= 1.6f ? 55.0f : 44.0f) / 2.0f) * DEG_TO_RAD);
            float tmpY = screenY / MathF.Tan((screenF * 35.0f / 2.0f) * DEG_TO_RAD);

            screenCoordinates = new()
            {
                X = (int)MathF.Abs(screenX + (-view.Y * tmpX / view.X)),
                Y = (int)MathF.Abs(screenY + (-view.Z * tmpY / view.X)) - 20
            };

            return(screenCoordinates.X > 0 && screenCoordinates.Y > 0 && screenCoordinates.X < windowWidth && screenCoordinates.Y < windowHeight);
        }
    }