示例#1
0
        public override Matrix4x4 GetViewProjectionMatrix(float width, float height)
        {
            // Calculate up vector
            Matrix4x4 rotation = Matrix4x4.CreateFromYawPitchRoll(RotationY, -RotationX, 0);
            Vector3   up       = MathC.HomogenousTransform(Vector3.UnitY, rotation);

            //new Vector3(0, 150, 0), Vector3.Up);
            Matrix4x4 View        = MathC.Matrix4x4CreateLookAtLH(GetPosition(), Target, up);
            float     aspectRatio = width / height;
            Matrix4x4 Projection  = MathC.Matrix4x4CreatePerspectiveFieldOfViewLH(FieldOfView, aspectRatio, 20.0f, 1000000.0f);
            Matrix4x4 result      = View * Projection;

            return(result);
        }
示例#2
0
        public override Matrix4x4 GetViewProjectionMatrix(float width, float height)
        {
            Matrix4x4 rotation = GetRotationMatrix();

            Vector3 look  = MathC.HomogenousTransform(Vector3.UnitZ, rotation);
            Vector3 right = MathC.HomogenousTransform(Vector3.UnitX, rotation);
            Vector3 up    = Vector3.Cross(look, right);

            Target = Position + 1024.0f * look;

            Matrix4x4 View = MathC.Matrix4x4CreateLookAtLH(Position, Target, up);

            float     aspectRatio = width / height;
            Matrix4x4 Projection  = MathC.Matrix4x4CreatePerspectiveFieldOfViewLH(FieldOfView, aspectRatio, 20.0f, 1000000.0f);
            Matrix4x4 result      = View * Projection;

            return(result);
        }