示例#1
0
 /// <summary>
 /// Initializes a new instance of the <see cref="OrbitCameraAligned"/> class.
 /// </summary>
 /// <param name="view">The view from which to retrieve input and aspect ratio.</param>
 /// <param name="rotationSpeedBase">The base (i.e. at default zoom distance) rotation speed of the camera, in radians per per update.</param>
 /// <param name="fieldOfViewRadians">The camera's field of view, in radians.</param>
 /// <param name="nearPlaneDistance">The distance of the near plane from the camera.</param>
 /// <param name="farPlaneDistance">The ditance of the far plane from the camera.</param>
 public OrbitCameraAligned(
     MyOTKEWindow view,
     float rotationSpeedBase,
     float fieldOfViewRadians,
     float nearPlaneDistance,
     float farPlaneDistance)
 {
     this.view          = view;
     RotationSpeedBase  = rotationSpeedBase;
     FieldOfViewRadians = fieldOfViewRadians;
     NearPlaneDistance  = nearPlaneDistance;
     FarPlaneDistance   = farPlaneDistance;
 }
示例#2
0
 /// <summary>
 /// Initializes a new instance of the <see cref="PanningCamera"/> class.
 /// </summary>
 /// <param name="view">The view from which to retrieve input and aspect ratio.</param>
 /// <param name="fieldOfViewRadians">The camera's field of view, in radians.</param>
 /// <param name="nearPlaneDistance">The distance of the near plane from the camera.</param>
 /// <param name="farPlaneDistance">The ditance of the far plane from the camera.</param>
 /// <param name="initialTarget">The initial position at which the camera should point.</param>
 /// <param name="movementSpeed">The movement speed of the camera, in units per second per unit distance from target.</param>
 /// <param name="verticalAngle">The initial angle, in radians, between the camera's view direction and the Z-axis.</param>
 public PanningCamera(
     MyOTKEWindow view,
     float fieldOfViewRadians, // = (float)Math.PI / 4.0f;
     float nearPlaneDistance,  // = 0.01f;
     float farPlaneDistance,   // = 100f;
     Vector3 initialTarget,
     float movementSpeed,
     float verticalAngle)
 {
     this.view          = view;
     FieldOfViewRadians = fieldOfViewRadians;
     NearPlaneDistance  = nearPlaneDistance;
     FarPlaneDistance   = farPlaneDistance;
     target             = initialTarget;
     this.movementSpeed = movementSpeed / Distance;
     this.VerticalAngle = verticalAngle;
 }
示例#3
0
文件: Ray.cs 项目: sdcondon/MyOTKE
        /// <summary>
        /// Initializes a new instance of the <see cref="Ray"/> struct that originates from a given camera position,
        /// and points in the direction as indicated by the current mouse cursor position in a view.
        /// </summary>
        /// <param name="camera">The camera to project the ray from.</param>
        /// <param name="view">The view from which to retrieve the mouse position to determine the ray's direction.</param>
        public Ray(ICamera camera, MyOTKEWindow view)
        {
            // http://antongerdelan.net/opengl/raycasting.html
            float x        = (2.0f * view.CenterOffset.X) / view.ClientSize.X;
            float y        = -(2.0f * view.CenterOffset.Y) / view.ClientSize.Y;
            var   ray_clip = new Vector4(x, y, -1.0f, 0f);

            Matrix4.Invert(camera.Projection, out var projInverse);
            var ray_eye = projInverse * ray_clip;

            ray_eye = new Vector4(ray_eye.X, ray_eye.Y, -1.0f, 0.0f);

            Matrix4.Invert(camera.View, out var viewInverse);
            var ray_wor = viewInverse * ray_eye;

            Direction = Vector3.Normalize(new Vector3(ray_wor.X, ray_wor.Y, ray_wor.Z));

            Origin = camera.Position; // todo: do we really need a camera position?
        }
示例#4
0
 /// <summary>
 /// Initializes a new instance of the <see cref="FirstPersonCamera"/> class.
 /// </summary>
 /// <param name="view">The view from which to retrieve user input.</param>
 /// <param name="movementSpeed">The movement speed of the camera, in units per second.</param>
 /// <param name="rotationSpeed">The "rotation speed" of the camera - the multiplicand of the mouse cursor offset to radians.</param>
 /// <param name="fieldOfViewRadians">The field of view of the camera, in radians.</param>
 /// <param name="nearPlaneDistance">The distance of the near plane from the camera.</param>
 /// <param name="farPlaneDistance">The distance of the far plane from the camera.</param>
 /// <param name="initialPosition">The initial position of the camera.</param>
 /// <param name="initialHorizontalAngleRadians">The initial angle between the camera direction and the Y axis, in radians.</param>
 /// <param name="initialVerticalAngleRadians">The initial angle between between the camera direction and the X axis, in radians.</param>
 public FirstPersonCamera(
     MyOTKEWindow view,
     float movementSpeed,
     float rotationSpeed,
     float fieldOfViewRadians,
     float nearPlaneDistance,
     float farPlaneDistance,
     Vector3 initialPosition,
     float initialHorizontalAngleRadians,
     float initialVerticalAngleRadians)
 {
     this.view               = view;
     this.MovementSpeed      = movementSpeed;
     this.RotationSpeed      = rotationSpeed;
     this.FieldOfViewRadians = fieldOfViewRadians;
     this.NearPlaneDistance  = nearPlaneDistance;
     this.FarPlaneDistance   = farPlaneDistance;
     this.Position           = initialPosition;
     this.horizontalAngle    = initialHorizontalAngleRadians;
     this.verticalAngle      = initialVerticalAngleRadians;
 }