Пример #1
0
 public void ComputeMatrix()
 {
     Matrix = Matrix3d.Identity;
     Matrix.Multiply(Matrix3d.RotationX((float)(((Rotation)) / 180f * Math.PI)));
     Matrix.Multiply(Matrix3d.RotationZ((float)((LatCenter) / 180f * Math.PI)));
     Matrix.Multiply(Matrix3d.RotationY((float)(((360 - LngCenter)) / 180f * Math.PI)));
 }
Пример #2
0
 private void ComputeMatrix()
 {
     matrixComputed = true;
     matrix = Matrix3d.Identity;
     matrix.Multiply(Matrix3d.RotationX((((Rotation)) / 180f * Math.PI)));
     matrix.Multiply(Matrix3d.RotationZ(((CenterY) / 180f * Math.PI)));
     matrix.Multiply(Matrix3d.RotationY((((360 - CenterX) + 180) / 180f * Math.PI)));
 }
Пример #3
0
        public void SetupMatricesSpace3d(double canvasWidth, double canvasHeight)
        {
            Lighting = false;
            if (!firstTimeInit)
            {
                galacticMatrix = Matrix3d.Identity;
                // -28.9361739586894, 17.7603329867975
                galacticMatrix.Multiply(Matrix3d.RotationY(-(270-(17.7603329867975*15 )) / 180.0 * Math.PI));
                galacticMatrix.Multiply(Matrix3d.RotationX(-((-28.9361739586894)) / 180.0 * Math.PI));
                galacticMatrix.Multiply(Matrix3d.RotationZ(((31.422052860102041270114993238783)-90) / 180.0 * Math.PI));
                //galacticMatrix.Transpose();
                //galacticMatrix.Invert();
                firstTimeInit = true;
            }

            Space = true;
            RenderTriangle.CullInside = true;

            Matrix3d WorldMatrix = Matrix3d.Identity;
            if (Settings.Active.GalacticMode)
            {
                WorldMatrix.Multiply(galacticMatrix);
                WorldMatrix.Multiply(Matrix3d.RotationY(((az )) / 180.0 * Math.PI));
                WorldMatrix.Multiply(Matrix3d.RotationX(-((alt)) / 180.0 * Math.PI));
                double[] gPoint = Coordinates.GalactictoJ2000(az, alt);

                viewPoint = Coordinates.RADecTo3dAu(gPoint[0]/15, gPoint[1], 1.0);
                TargetCamera.Lng = this.RAtoViewLng(gPoint[0] / 15);
                TargetCamera.Lat = gPoint[1];
                ViewCamera.Lat = TargetCamera.Lat;
                ViewCamera.Lng = TargetCamera.Lng;
            }
            else
            {
                WorldMatrix.Multiply(Matrix3d.RotationY(-((ViewCamera.Lng -90 )) / 180.0 * Math.PI));
                WorldMatrix.Multiply(Matrix3d.RotationX(-((ViewCamera.Lat)) / 180.0 * Math.PI));
                viewPoint = Coordinates.RADecTo3dAu(RA, Dec, 1.0);
            }

            double camLocal = ((ViewCamera.Rotation /*+ 90*/));
            fovAngle = ((this.ViewCamera.Zoom) / FOVMULT) / Math.PI * 180;
            fovScale = (fovAngle / canvasHeight) * 3600;

            //Settings.Global.LocalHorizonMode = true;

            // altaz
            if (Settings.Active.LocalHorizonMode && backgroundImageset.DataSetType == ImageSetType.Sky)
            {
                Coordinates zenithAltAz = new Coordinates(0, 0);

                zenithAltAz.Az = 0;

                zenithAltAz.Alt = 0;

                Coordinates zenith = Coordinates.HorizonToEquitorial(zenithAltAz, SpaceTimeController.Location, SpaceTimeController.Now);
                //Coordinates zenith2 = Coordinates.HorizonToEquitorial(zenithAltAz, Coordinates.FromLatLng(1, 1), SpaceTimeController.Now);
                //Coordinates zenith3 = Coordinates.HorizonToEquitorial(zenithAltAz, Coordinates.FromLatLng(-1, 1), SpaceTimeController.Now);

                double raPart = -((zenith.RA - 6) / 24.0 * (Math.PI * 2));
                double decPart = -(((zenith.Dec)) / 360.0 * (Math.PI * 2));
                string raText = Coordinates.FormatDMS(zenith.RA);
                WorldMatrix = Matrix3d.RotationY(-raPart-Math.PI);
                WorldMatrix.Multiply(Matrix3d.RotationX(decPart));

                if (SpaceTimeController.Location.Lat < 0)
                {
                    WorldMatrix.Multiply(Matrix3d.RotationY(((az) / 180.0 * Math.PI)));

                    WorldMatrix.Multiply(Matrix3d.RotationX(((alt) / 180.0 * Math.PI)));
                    camLocal += Math.PI;
                }
                else
                {
                    WorldMatrix.Multiply(Matrix3d.RotationY(((-az) / 180.0 * Math.PI)));

                    WorldMatrix.Multiply(Matrix3d.RotationX(((-alt) / 180.0 * Math.PI)));
                }

                Coordinates currentRaDec = Coordinates.HorizonToEquitorial(Coordinates.FromLatLng(alt, az), SpaceTimeController.Location, SpaceTimeController.Now);

                ViewCamera.Lat = TargetCamera.Lat = currentRaDec.Dec;
                ViewCamera.Lng = TargetCamera.Lng = RAtoViewLng(currentRaDec.RA);

            }
            World = WorldMatrix;
            WorldBase = WorldMatrix.Clone();
            // altaz

            double localZoomFactor = ViewCamera.Zoom;

            double FovAngle = ((localZoomFactor) / FOVMULT) / Math.PI * 180;
            CameraPosition = Vector3d.Create(0.0, 0.0, 0.0);
            // This is for distance Calculation. For space everything is the same distance, so camera target is key.

            View = Matrix3d.LookAtLH(CameraPosition, Vector3d.Create(0.0, 0.0, -1.0), Vector3d.Create(Math.Sin(camLocal), Math.Cos(camLocal), 0.0));
            ViewBase = View.Clone();

            double m_nearPlane = .1;
            nearPlane = .1f;
            Projection = Matrix3d.PerspectiveFovLH((localZoomFactor) / FOVMULT, (double)canvasWidth / (double)canvasHeight, .1, -2.0);

            SetMatrixes();

            MakeFrustum();
        }