示例#1
0
        float4x4 ComputeCameraProjection()
        {
            float	t = (float) (DateTime.Now - m_startTime).TotalSeconds;

            // Make a camera orbiting around the cube
            float	T = t;
            float3	cameraPosition = 3.0f * new float3( (float) Math.Cos( T ), (float) Math.Cos( 3 * T ), (float) Math.Sin( T ) );
            float3	cameraTarget = new float3( 0, 0, 0 );

            float4x4	camera2World = new float4x4();
            camera2World.BuildRotLeftHanded( cameraPosition, cameraTarget, float3.UnitY );

            // Build the perspective projection matrix
            float4x4	camera2Proj = new float4x4();
            camera2Proj.BuildProjectionPerspective( 80.0f * (float) Math.PI / 180.0f, (float) Width / Height, 0.01f, 100.0f );

            // Compose the 2 matrices together to obtain the final matrix that transforms world coordinates into projected 2D coordinates
            return camera2World.Inverse * camera2Proj;
        }
示例#2
0
        static void TestFloat4x4()
        {
            if ( System.Runtime.InteropServices.Marshal.SizeOf(typeof(float4x4)) != 64 )
            throw new Exception( "Not the appropriate size!" );

            float4x4	test1 = new float4x4( new float[16] { 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1 } );
            float4x4	test2 = new float4x4( new float4( 1, 0, 0, 0 ), new float4( 0, 1, 0, 0 ), new float4( 0, 0, 1, 0 ), new float4( 0, 0, 0, 1 ) );
            float4x4	test3 = new float4x4( 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 );
            float4x4	test0;
                test0 = test3;
            test2.Scale( new float3( 2, 2, 2 ) );
            float3x3	cast = (float3x3) test3;
            float4x4	mul0 = test1 * test2;
            float4x4	mul1 = 3.0f * test2;
            float4		mul2 = new float4( 1, 1, 1, 1 ) * test3;
            float4		access0 = test3[2];
            test3[1] = new float4( 12, 13, 14, 15 );
            float		access1 = test3[1,2];
            test3[1,2] = 18;
            float		coFactor = test3.CoFactor( 0, 2 );
            float		det = test3.Determinant;
            float4x4	inv = test2.Inverse;
            float4x4	id = float4x4.Identity;

            test3.BuildRotLeftHanded( float3.UnitZ, float3.Zero, float3.UnitY );
            test3.BuildRotRightHanded( float3.UnitZ, float3.Zero, float3.UnitY );
            test3.BuildProjectionPerspective( 1.2f, 2.0f, 0.01f, 10.0f );
            test3.BuildRotationX( 0.5f );
            test3.BuildRotationY( 0.5f );
            test3.BuildRotationZ( 0.5f );
            test3.BuildFromAngleAxis( 0.5f, float3.UnitY );
        }
示例#3
0
        /// <summary>
        /// Creates a perspective projection float4x4 for the camera
        /// </summary>
        /// <param name="_FOV"></param>
        /// <param name="_AspectRatio"></param>
        /// <param name="_Near"></param>
        /// <param name="_Far"></param>
        public void CreatePerspectiveCamera( float _FOV, float _AspectRatio, float _Near, float _Far )
        {
            m_Near = _Near;
            m_Far = _Far;
            m_AspectRatio = _AspectRatio;
            m_PerspFOV = _FOV;

            float4x4	Temp = new float4x4();
            Temp.BuildProjectionPerspective( _FOV, _AspectRatio, _Near, _Far );
            this.Camera2Proj = Temp;
            m_bIsPerspective = true;

            // Build camera data
            m_CachedCameraData.x = (float) Math.Tan( 0.5 * m_PerspFOV );
            m_CachedCameraData.y = m_AspectRatio;
            m_CachedCameraData.z = m_Near;
            m_CachedCameraData.w = m_Far;
        }