コード例 #1
0
ファイル: Rotation.cs プロジェクト: helgihaf/Alpha
        public static Vertex RotateArbitrary(Vertex vertex, Vertex axisVertex, double angle)
        {
            double axisX2 = axisVertex.X * axisVertex.X;
            double axisY2 = axisVertex.Y * axisVertex.Y;
            double axisZ2 = axisVertex.Z * axisVertex.Z;
            double axisSumOfSquares = axisX2 + axisY2 + axisZ2;

            Matrix rotationMatrix = new Matrix(4, 4);
            rotationMatrix[0,0] = (axisX2 + (axisY2 + axisZ2) * Math.Cos(angle)) / axisSumOfSquares;
            rotationMatrix[0,1] = (axisVertex.X * axisVertex.Y * (1 - Math.Cos(angle)) - axisVertex.Z * Math.Sqrt(axisSumOfSquares) * Math.Sin(angle)) / axisSumOfSquares;
            rotationMatrix[0,2] = (axisVertex.X * axisVertex.Z * (1 - Math.Cos(angle)) + axisVertex.Y * Math.Sqrt(axisSumOfSquares) * Math.Sin(angle)) / axisSumOfSquares;
            rotationMatrix[0,3] = 0.0;

            rotationMatrix[1,0] = (axisVertex.X * axisVertex.Y * (1 - Math.Cos(angle)) + axisVertex.Z * Math.Sqrt(axisSumOfSquares) * Math.Sin(angle)) / axisSumOfSquares;
            rotationMatrix[1,1] = (axisY2 + (axisX2 + axisZ2) * Math.Cos(angle)) / axisSumOfSquares;
            rotationMatrix[1,2] = (axisVertex.Y * axisVertex.Z * (1 - Math.Cos(angle)) - axisVertex.X * Math.Sqrt(axisSumOfSquares) * Math.Sin(angle)) / axisSumOfSquares;
            rotationMatrix[1,3] = 0.0;

            rotationMatrix[2,0] = (axisVertex.X * axisVertex.Z * (1 - Math.Cos(angle)) - axisVertex.Y * Math.Sqrt(axisSumOfSquares) * Math.Sin(angle)) / axisSumOfSquares;
            rotationMatrix[2,1] = (axisVertex.Y * axisVertex.Z * (1 - Math.Cos(angle)) + axisVertex.X * Math.Sqrt(axisSumOfSquares) * Math.Sin(angle)) / axisSumOfSquares;
            rotationMatrix[2,2] = (axisZ2 + (axisX2 + axisY2) * Math.Cos(angle)) / axisSumOfSquares;
            rotationMatrix[2,3] = 0.0;

            rotationMatrix[3,0] = 0.0;
            rotationMatrix[3,1] = 0.0;
            rotationMatrix[3,2] = 0.0;
            rotationMatrix[3,3] = 1.0;

            var outputMatrix = rotationMatrix * vertex.ToSingleRowMatrix();
            return new Vertex((float)outputMatrix[0, 0], (float)outputMatrix[1, 0], (float)outputMatrix[2, 0]);
        }
コード例 #2
0
ファイル: WorldObject.cs プロジェクト: helgihaf/Alpha
 public void ApplyVertex(Vertex vertex)
 {
     for (int i = 0; i < TransformedVertices.Length; i++)
     {
         TransformedVertices[i].Add(vertex);
     }
 }
コード例 #3
0
ファイル: Rotation.cs プロジェクト: helgihaf/Alpha
        public static Vertex RotateZ(Vertex vertex, double angle)
        {
            Vertex result = new Vertex(vertex);

            if (angle != 0)
            {
                var sin = Math.Sin(angle);
                var cos = Math.Cos(angle);
                result.X = (float)(vertex.X * cos - vertex.Y * sin);
                result.Y = (float)(vertex.Y * cos + vertex.X * sin);
            }

            return result;
        }
コード例 #4
0
ファイル: Box.cs プロジェクト: helgihaf/Alpha
        public Box(float width, float height, float depth)
        {
            Vertices = new Vertex[]
            {
                new Vertex { X = -width/2, Y = height/2, Z = -depth/2 },
                new Vertex { X = width/2, Y = height/2, Z = -depth/2 },
                new Vertex { X = width/2, Y = -height/2, Z = -depth/2 },
                new Vertex { X = -width/2, Y = -height/2, Z = -depth/2 },
                new Vertex { X = -width/2, Y = height/2, Z = depth/2 },
                new Vertex { X = width/2, Y = height/2, Z = depth/2 },
                new Vertex { X = width/2, Y = -height/2, Z = depth/2 },
                new Vertex { X = -width/2, Y = -height/2, Z = depth/2 },
            };

            Triangles = new Triangle[]
            {
                // Front
                new Triangle { A = 0, B = 1, C = 2, EdgeMask = EdgeMask.ABC },
                new Triangle { A = 2, B = 3, C = 0, EdgeMask = EdgeMask.ABC },

                // Back
                new Triangle { A = 5, B = 4, C = 7, EdgeMask = EdgeMask.ABC },
                new Triangle { A = 7, B = 6, C = 5, EdgeMask = EdgeMask.ABC },

                // Top
                new Triangle { A = 0, B = 4, C = 5, EdgeMask = EdgeMask.ABC },
                new Triangle { A = 5, B = 1, C = 0, EdgeMask = EdgeMask.ABC },

                // Right side
                new Triangle { A = 1, B = 5, C = 6, EdgeMask = EdgeMask.ABC },
                new Triangle { A = 6, B = 2, C = 1, EdgeMask = EdgeMask.ABC },

                // Bottom
                new Triangle { A = 3, B = 2, C = 6, EdgeMask = EdgeMask.ABC },
                new Triangle { A = 6, B = 7, C = 3, EdgeMask = EdgeMask.ABC },

                // Right
                new Triangle { A = 4, B = 0, C = 3, EdgeMask = EdgeMask.ABC },
                new Triangle { A = 3, B = 7, C = 4, EdgeMask = EdgeMask.ABC },
            };
        }
コード例 #5
0
ファイル: ShipModel.cs プロジェクト: helgihaf/Alpha
        public ShipModel(float width, float height, float depth)
        {
            Vertices = new Vertex[]
            {
                new Vertex { X = -width/2, Y = -height/2, Z = depth/2 },
                new Vertex { X = 0, Y = height/2, Z = depth/2 },
                new Vertex { X = width/2, Y = -height/2, Z = depth/2 },
                new Vertex { X = 0, Y = -height/2, Z = -depth/2 },
            };

            Triangles = new Triangle[]
            {
                // Back
                new Triangle { A = 0, B = 1, C = 2, EdgeMask = EdgeMask.ABCA },
                // Top right
                new Triangle { A = 0, B = 3, C = 1, EdgeMask = EdgeMask.ABCA },
                // Top left
                new Triangle { A = 3, B = 2, C = 1, EdgeMask = EdgeMask.ABCA },
                // Bottom
                new Triangle { A = 0, B = 2, C = 3, EdgeMask = EdgeMask.ABCA },
            };
        }
コード例 #6
0
ファイル: WorldObject.cs プロジェクト: helgihaf/Alpha
 public void BeginTransformation()
 {
     if (TransformedVertices == null || TransformedVertices.Length != Vertices.Length)
     {
         TransformedVertices = new Vertex[Vertices.Length];
     }
     for (int i = 0; i < Vertices.Length; i++)
     {
         TransformedVertices[i] = new Vertex
         {
             X = Vertices[i].X,
             Y = Vertices[i].Y,
             Z = Vertices[i].Z
         };
     }
 }
コード例 #7
0
ファイル: Vertex.cs プロジェクト: helgihaf/Alpha
 public void Add(Vertex other)
 {
     X += other.X;
     Y += other.Y;
     Z += other.Z;
 }
コード例 #8
0
ファイル: Vertex.cs プロジェクト: helgihaf/Alpha
 public Vertex(Vertex copyFrom)
 {
     this.X = copyFrom.X;
     this.Y = copyFrom.Y;
     this.Z = copyFrom.Z;
 }
コード例 #9
0
ファイル: World.cs プロジェクト: helgihaf/Alpha
        private void TransformObject(WorldObject obj, Vertex eyeVertice)
        {
            obj.BeginTransformation();

            //obj.DumpVertices("Before");
            // Rotate object around it's origin
            obj.Rotate();
            //obj.DumpVertices("After");

            // Apply the object's location to its transformed vertices
            obj.ApplyVertex(obj.Location);

            // Apply the eye's location
            obj.ApplyVertex(eyeVertice);

            // Apply the eye's rotation
            obj.Rotate(Eye.Rotation);

            obj.EndTransformation();
            //obj.DumpVertices("End");
        }