コード例 #1
0
ファイル: Trackball.cs プロジェクト: bondehagen/meshellator
        public Trackball()
        {
            _transform = new Transform3DGroup();
            _transform.Children.Add(_scale);
            _transform.Children.Add(new RotateTransform3D(_rotation));

            _currentOrientation = Quaternion.Identity;
            _persistentOrientation = Quaternion.Identity;

            IoC.Get<IPropertyGrid>().SelectedObject = _rotation;
        }
コード例 #2
0
ファイル: Trackball.cs プロジェクト: bondehagen/meshellator
        private void Track(Point currentPosition)
        {
            Vector3D currentPosition3D = ProjectToTrackball(EventSource.ActualWidth, EventSource.ActualHeight, currentPosition);

            IoC.Get<IOutput>().Append("New trackball position: " + currentPosition3D);

            // Because our sphere is centered at the origin, we may interpret our points as vectors. Doing so it is trivial
            // to find the axis and angle of rotation using the cross product dot product respectively.
            Vector3D axis = Vector3D.Cross(_initialPosition3D, currentPosition3D);
            float angle = Vector3D.AngleBetween(_initialPosition3D, currentPosition3D);

            // We negate the angle because we are rotating the camera (if we were rotating the scene, we wouldn't do this).
            Quaternion delta = new Quaternion(axis, -angle);

            // Get the initial orientation.
            Quaternion q = _persistentOrientation;

            // Compose the delta with the previous orientation
            q *= delta;

            // Store the new orientation.
            _rotation.Axis = q.Axis;
            _rotation.Angle = q.Angle;

            _currentOrientation = q;

            //_previousPosition3D = currentPosition3D;
        }
コード例 #3
0
ファイル: Quaternion.cs プロジェクト: tgjones/nexus
 public static bool IsNan(Quaternion q)
 {
     return float.IsNaN(q.X) || float.IsNaN(q.Y) || float.IsNaN(q.Z) || float.IsNaN(q.W);
 }
コード例 #4
0
ファイル: Trackball.cs プロジェクト: bondehagen/meshellator
        private void OnMouseDown(object sender, MouseEventArgs e)
        {
            IoC.Get<IOutput>().Append("Mouse down");

            Mouse.Capture(EventSource, CaptureMode.Element);
            _previousPosition2D = e.GetPosition(EventSource);
            _initialPosition3D = ProjectToTrackball(
                    EventSource.ActualWidth,
                    EventSource.ActualHeight,
                    _previousPosition2D);
            _currentOrientation = _persistentOrientation;

            _mouseDown = true;
        }
コード例 #5
0
ファイル: Quaternion.cs プロジェクト: tgjones/nexus
        public static Quaternion CreateFromRotationMatrix(Matrix3D matrix)
        {
            float num8 = (matrix.M11 + matrix.M22) + matrix.M33;
            Quaternion quaternion = new Quaternion();
            if (num8 > 0f)
            {
                float num = (float)Math.Sqrt((double)(num8 + 1f));
                quaternion.W = num * 0.5f;
                num = 0.5f / num;
                quaternion.X = (matrix.M23 - matrix.M32) * num;
                quaternion.Y = (matrix.M31 - matrix.M13) * num;
                quaternion.Z = (matrix.M12 - matrix.M21) * num;
                return quaternion;
            }
            if ((matrix.M11 >= matrix.M22) && (matrix.M11 >= matrix.M33))
            {
                float num7 = (float)Math.Sqrt((double)(((1f + matrix.M11) - matrix.M22) - matrix.M33));
                float num4 = 0.5f / num7;
                quaternion.X = 0.5f * num7;
                quaternion.Y = (matrix.M12 + matrix.M21) * num4;
                quaternion.Z = (matrix.M13 + matrix.M31) * num4;
                quaternion.W = (matrix.M23 - matrix.M32) * num4;
                return quaternion;
            }
            if (matrix.M22 > matrix.M33)
            {
                float num6 = (float)Math.Sqrt((double)(((1f + matrix.M22) - matrix.M11) - matrix.M33));
                float num3 = 0.5f / num6;
                quaternion.X = (matrix.M21 + matrix.M12) * num3;
                quaternion.Y = 0.5f * num6;
                quaternion.Z = (matrix.M32 + matrix.M23) * num3;
                quaternion.W = (matrix.M31 - matrix.M13) * num3;
                return quaternion;
            }
            float num5 = (float)Math.Sqrt((double)(((1f + matrix.M33) - matrix.M11) - matrix.M22));
            float num2 = 0.5f / num5;
            quaternion.X = (matrix.M31 + matrix.M13) * num2;
            quaternion.Y = (matrix.M32 + matrix.M23) * num2;
            quaternion.Z = 0.5f * num5;
            quaternion.W = (matrix.M12 - matrix.M21) * num2;

            return quaternion;
        }