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stgsharp/源代码/StgSharp/Math/Graphic/Camera.cs
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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Camera.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Graphics;
using StgSharp.Graphics.GL;
using StgSharp.Graphics.ShaderEdit;
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
namespace StgSharp.Graphics
{
public sealed class Camera : IglConvertable
{
private bool _isLookAtAvailable;
internal Matrix44 _lookAt;
internal Matrix44 _projection;
internal Matrix44 cameraAtt;
internal Matrix44 rotation;
internal Matrix44 rotationAtt;
internal Radius _pitch;
internal Radius _row;
internal Radius _yaw;
internal Uniform<Matrix44> convertedUniform;
internal vec3d _target, up;
public Camera()
{
cameraAtt = Matrix44.Unit;
_target = Vec3d.Zero;
up = Vec3d.Zero;
_isLookAtAvailable = false;
_lookAt = Matrix44.Unit;
rotationAtt = Matrix44.Unit;
_projection = new Matrix44();
}
public Camera(vec3d position, vec3d target, vec3d up) : this()
{
rotationAtt = Matrix44.Unit;
cameraAtt = new Matrix44();
SetViewDirection(position, target, up);
_pitch = Radius.Zero;
_row = Radius.Zero;
_yaw = Radius.Zero;
}
public Matrix44 Projection
=> _projection;
public Matrix44 View
{
get
{
if (_isLookAtAvailable)
{
return _lookAt;
}
Matrix44 move = Matrix44.Unit;
move.colum3.vec -= cameraAtt.colum3.vec;
_lookAt = rotationAtt.Transpose * move;
_isLookAtAvailable = true;
return _lookAt;
}
}
public void DisplayGLtypeDefinition()
{
Console.WriteLine("uniform matrix4x4 cameraName;");
}
/// <summary>
/// Get all uniform related to this <see cref="Camera"/>.
/// </summary>
/// <param name="source">Shader program requires this camera.</param>
/// <param name="uniformName">
/// Name of all related uniforms.
/// If you fallow form from <see cref="IglConvertable.DisplayGLtypeDefinition"/>
/// </param>
/// <exception cref="ArgumentException"></exception>
public unsafe void GainAllUniforms(ShaderProgram source, params string[] uniformName)
{
if (uniformName.Length != 1)
{
throw new ArgumentException();
}
convertedUniform = source.GetUniform<Matrix44>(uniformName[0]);
}
public void MoveNear(float distance)
{
cameraAtt.colum3.Z -= distance;
_isLookAtAvailable = false;
}
public void MoveRight(float distance)
{
cameraAtt.colum3.X -= distance;
_isLookAtAvailable = false;
}
public void MoveUp(float distance)
{
cameraAtt.colum3.Y -= distance;
_isLookAtAvailable = false;
}
public unsafe void SetAllUniforms()
{
//Console.WriteLine(Projection * View);
glFunc.SetUniformValue(convertedUniform, Projection * View);
}
public void SetViewDirection(vec3d position, vec3d target, vec3d up)
{
vec3d direction = position - target;
if ((position.vec == cameraAtt.colum3.vec) && (this.up == up) && (cameraAtt.colum2.vec == direction.vec))
{
//no difference with precious value
return;
}
if (direction.GetLength() == 0)
{
//deadlock
throw new ArgumentException();
}
if (Vec3d.IsParallel(direction, up))
{
throw new ArgumentException();
}
_target = direction;
this.up = up;
_isLookAtAvailable = false;
Linear.Orthogonalize(ref direction, ref up);
vec3d right = Linear.Orthogonalize(Linear.Cross(up, direction));
cameraAtt.colum0.vec = right.vec;
cameraAtt.colum1.vec = up.vec;
cameraAtt.colum2.vec = direction.vec;
cameraAtt.colum3.vec = position.vec;
InternalPitch();
InternalRow();
InternalYaw();
}
public void SetViewRange(Radius fovRadius, vec2d size, vec2d offset, (float front, float back) dephRange)
{
float
distance = _target.GetLength(),
near = distance - dephRange.front,
far = distance + dephRange.back,
offsetX = offset.X,
offsetY = offset.Y,
width = Scaler.Abs(GeometryScaler.Tan(fovRadius / 2) * near * 2),
height = (width * size.Y) / size.X;
_projection.colum0.X = (2 * near) / width;
_projection.colum1.Y = (2 * near) / height;
_projection.colum2.X = (2 * offsetX) / width;
_projection.colum2.Y = (2 * offsetY) / height;
_projection.colum2.Z = (far + near) / (near - far);
_projection.colum2.W = -1;
_projection.colum3.Z = (2 * near * far) / (near - far);
}
public void Test(params vec4d[] vec)
{
Console.WriteLine(View);
Console.WriteLine(Projection);
Console.WriteLine(Projection * View);
Console.WriteLine(View);
foreach (vec4d item in vec)
{
Console.Write($"{Projection * View * item};");
}
}
ShaderStruct IglConvertable.GetConvertedGLtype()
{
throw new NotImplementedException();
}
~Camera()
{
}
#region rotation
public void Yaw(Radius r)
{
_yaw -= r;
//Console.WriteLine(_yaw._radius);
//Console.WriteLine(rotationAtt);
InternalYaw();
}
public void Pitch(Radius r)
{
_pitch -= r;
//Console.WriteLine(_pitch._radius);
//Console.WriteLine(rotationAtt);
InternalPitch();
}
public void Row(Radius r)
{
_row -= r;
//Console.WriteLine(_row._radius);
//Console.WriteLine(rotationAtt);
InternalRow();
}
internal void InternalPitch()
{
_isLookAtAvailable = false;
Matrix32 partialCoord = new Matrix32(
cameraAtt.colum1.vec,
cameraAtt.colum2.vec
);
float angle = _pitch._radius;
Matrix22 rotation = new Matrix22(
Scaler.Cos(angle), -Scaler.Sin(angle),
Scaler.Sin(angle), Scaler.Cos(angle)
);
partialCoord *= rotation;
rotationAtt.colum1.vec = partialCoord.colum0.vec;
rotationAtt.colum2.vec = partialCoord.colum1.vec;
rotationAtt.isTransposed = false;
}
internal void InternalRow()
{
_isLookAtAvailable = false;
Matrix32 partialCoord = new Matrix32(
cameraAtt.colum0.vec,
cameraAtt.colum1.vec
);
float angle = _row._radius;
Matrix22 rotation = new Matrix22(
Scaler.Cos(angle), -Scaler.Sin(angle),
Scaler.Sin(angle), Scaler.Cos(angle)
);
partialCoord *= rotation;
rotationAtt.colum0.vec = partialCoord.colum0.vec;
rotationAtt.colum1.vec = partialCoord.colum1.vec;
rotationAtt.isTransposed = false;
}
internal void InternalYaw()
{
_isLookAtAvailable = false;
Matrix32 partialCoord = new Matrix32(
cameraAtt.colum0.vec,
cameraAtt.colum2.vec
);
float angle = _yaw._radius;
Matrix22 rotation = new Matrix22(
Scaler.Cos(angle), -Scaler.Sin(angle),
Scaler.Sin(angle), Scaler.Cos(angle)
);
partialCoord *= rotation;
rotationAtt.colum0.vec = partialCoord.colum0.vec;
rotationAtt.colum2.vec = partialCoord.colum1.vec;
rotationAtt.isTransposed = false;
}
#endregion
}
}