コード例 #1
0
        private void UpdateCameraMatrix()
        {
            // right-handed coordinates

#if false
            // front view
            var eye    = new Vector3D(0.0, 0.0, -CameraDistance);
            var at     = new Vector3D(0.0, 0.0, 0.0);
            var up     = new Vector3D(0.0, 1.0, 0.0);
            var lookAt = WWMatrixUtil.CalculateLookAt(eye, at, up);
#else
            // virtual trackball
            var cameraRot       = mVirtualTrackball.RotationMatrix();
            var cameraTranslate = new Matrix3D();
            cameraTranslate.Translate(new Vector3D(0.0, 0.0, -mCameraDistanceCurrent));
            var cameraMat = cameraTranslate * cameraRot;
            var lookAt    = cameraMat;
            lookAt.Invert();
#endif

            var viewProjectionMatrix = WWMatrixUtil.CreatePerspectiveProjectionMatrix(mCameraNear, mCameraDistanceCurrent * 2.0, CameraFovHDegree, 1.0);

            mWorldProjectionMatrix = lookAt * viewProjectionMatrix;
        }
コード例 #2
0
        private void RedrawRoom()
        {
            DrawModel(mRoom.RoomModel, Matrix3D.Identity, new SolidColorBrush(Colors.White));

            Matrix3D listenerMatrix = new Matrix3D();

            listenerMatrix.Translate((Vector3D)mRoom.ListenerPos);
            DrawModel(mRoom.ListenerModel, listenerMatrix, new SolidColorBrush(Colors.Gray));

            for (int i = 0; i < WWRoom.NUM_OF_SPEAKERS; ++i)
            {
                var      pos  = mRoom.SpeakerPos(i);
                var      dir  = mRoom.SpeakerDir(i);
                Vector3D posV = new Vector3D(pos.X, pos.Y, pos.Z);
                Vector3D at   = new Vector3D(pos.X + dir.X, pos.Y + dir.Y, pos.Z + dir.Z);
                Vector3D up   = new Vector3D(0.0, 1.0, 0.0);

                Matrix3D speakerMatrixInv = WWMatrixUtil.CalculateLookAt(posV, at, up);
                var      speakerMatrix    = speakerMatrixInv;
                speakerMatrix.Invert();

                DrawModel(mRoom.SpeakerModel, speakerMatrix, new SolidColorBrush(Colors.Gray));
            }
        }