george's patch for camera and transform functions.

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the_fiddler 2007-11-10 18:53:25 +00:00
Родитель 8daabaa1d3
Коммит 47dad78e44
3 изменённых файлов: 84 добавлений и 0 удалений

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@ -322,6 +322,72 @@ namespace OpenTK.Math
#endregion
#region Camera Helper Functions
/// <summary>
/// Build a world space to camera space matrix
/// </summary>
/// <param name="eye">Eye (camera) position in world space</param>
/// <param name="target">Target position in world space</param>
/// <param name="up">Up vector in world space (should not be parallel to the camera direction, that is target - eye)</param>
/// <returns>A Matrix that transforms world space to camera space</returns>
public static Matrix4 LookAt(Vector3 eye, Vector3 target, Vector3 up)
{
Vector3 z = Vector3.Normalize(eye - target);
Vector3 x = Vector3.Normalize(Vector3.Cross(up, z));
Vector3 y = Vector3.Normalize(Vector3.Cross(z, x));
Matrix4 rot = new Matrix4(new Vector4(x.X, y.X, z.X, 0.0f),
new Vector4(x.Y, y.Y, z.Y, 0.0f),
new Vector4(x.Z, y.Z, z.Z, 0.0f),
Vector4.UnitW);
Matrix4 trans = Matrix4.Translation(-eye);
return trans * rot;
}
/// <summary>
/// Build a projection matrix
/// </summary>
/// <param name="left">Left edge of the view frustum</param>
/// <param name="right">Right edge of the view frustum</param>
/// <param name="bottom">Bottom edge of the view frustum</param>
/// <param name="top">Top edge of the view frustum</param>
/// <param name="near">Distance to the near clip plane</param>
/// <param name="far">Distance to the far clip plane</param>
/// <returns>A projection matrix that transforms camera space to raster space</returns>
public static Matrix4 Frustum(float left, float right, float bottom, float top, float near, float far)
{
float invRL = 1.0f / (right - left);
float invTB = 1.0f / (top - bottom);
float invFN = 1.0f / (far - near);
return new Matrix4(new Vector4(2.0f * near * invRL, 0.0f, (right + left) * invRL, 0.0f),
new Vector4(0.0f, 2.0f * near * invTB, (top + bottom) * invTB, 0.0f),
new Vector4(0.0f, 0.0f, -(far + near) * invFN, -1.0f),
new Vector4(0.0f, 0.0f, -2.0f * far * near * invFN, 0.0f));
}
/// <summary>
/// Build a projection matrix
/// </summary>
/// <param name="fovy">Angle of the field of view in the y direction (in radians)</param>
/// <param name="aspect">Aspect ratio of the view (width / height)</param>
/// <param name="near">Distance to the near clip plane</param>
/// <param name="far">Distance to the far clip plane</param>
/// <returns>A projection matrix that transforms camera space to raster space</returns>
public static Matrix4 Perspective(float fovy, float aspect, float near, float far)
{
float yMax = near * (float)System.Math.Tan(fovy);
float yMin = -yMax;
float xMin = yMin * aspect;
float xMax = yMax * aspect;
return Frustum(xMin, xMax, yMin, yMax, near, far);
}
#endregion
#region Multiply Functions
/// <summary>

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@ -765,6 +765,18 @@ namespace OpenTK.Math
return result;
}
/// <summary>
/// Transform a Vector3 by the given Matrix, and project the resulting Vector4 back to a Vector3
/// </summary>
/// <param name="pos">The vector to transform</param>
/// <param name="mat">The desired transformation</param>
/// <returns>The transformed vector</returns>
public static Vector3 TransformPerspective(Vector3 vec, Matrix4 mat)
{
Vector4 h = Transform(vec, mat);
return new Vector3(h.X / h.W, h.Y / h.W, h.Z / h.W);
}
#endregion
#endregion

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@ -680,6 +680,12 @@ namespace OpenTK.OpenGL
Delegates.glTranslatef(trans.X, trans.Y, trans.Z);
}
public static
void MultMatrix(Matrix4 mat)
{
MultMatrix(ref mat.Row0.X);
}
#endregion
#endregion