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stgsharp/StgSharp.Common/Math/Graphic/Camera.cs
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2025-08-25 09:50:30 +08:00

314 lines
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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Camera.cs"
// Project: StepVisualizer
// 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.OpenGL;
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 Vec3 _target, up;
public Camera()
{
cameraAtt = Matrix44.Unit;
_target = Vec3.Zero;
up = Vec3.Zero;
_isLookAtAvailable = false;
_lookAt = Matrix44.Unit;
rotationAtt = Matrix44.Unit;
_projection = new Matrix44();
}
public Camera( Vec3 position, Vec3 target, Vec3 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 Matrix44 CameraMatrix()
{
return Projection * View;
}
public void DisplayGLtypeDefinition()
{
Console.WriteLine( "uniform matrix4x4 cameraName;" );
}
/// <summary>
/// Get all uniform related to this <see cref="Camera" />.
/// </summary>
/// <param _label="source">
/// Shader program requires this camera.
/// </param>
/// <param _label="uniformName">
/// ContextName 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 is null || uniformName.Length != 1 ) {
throw new ArgumentException(
"Camera needs exactly one uniform.", nameof( uniformName ) );
}
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 * ViewBase);
OpenGL.OpenGLFunction.CurrentGL.SetUniformValue( convertedUniform, Projection * View );
}
public void SetViewDirection( Vec3 position, Vec3 target, Vec3 up )
{
Vec3 direction = position - target;
if( ( position.reg == cameraAtt.colum3.reg ) &&
( this.up == up ) &&
( cameraAtt.colum2.reg == direction.reg ) ) {
return;
}
if( direction.GetLength() == 0 )
{
//deadlock
throw new ArgumentException();
}
if( Vec3.IsParallel( direction, up ) ) {
throw new ArgumentException();
}
_target = direction;
this.up = up;
_isLookAtAvailable = false;
Linear.Orthogonalize( ref direction, ref up );
Vec3 right = Linear.Orthogonalize( Linear.Cross( up, direction ) );
cameraAtt.colum0.reg = right.reg;
cameraAtt.colum1.reg = up.reg;
cameraAtt.colum2.reg = direction.reg;
cameraAtt.colum3.reg = position.reg;
InternalPitch();
InternalRow();
InternalYaw();
}
public void SetViewRange(
Radius fovRadius,
Vec2 size,
Vec2 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 Vec4[] vec )
{
Console.WriteLine( View );
Console.WriteLine( Projection );
Console.WriteLine( Projection * View );
Console.WriteLine( View );
foreach( Vec4 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.reg = partialCoord.colum0.reg;
rotationAtt.colum2.reg = partialCoord.colum1.reg;
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.reg = partialCoord.colum0.reg;
rotationAtt.colum1.reg = partialCoord.colum1.reg;
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.reg = partialCoord.colum0.reg;
rotationAtt.colum2.reg = partialCoord.colum1.reg;
rotationAtt.isTransposed = false;
}
#endregion
}
}