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C# Camera.CreateRay方法代码示例

本文整理汇总了C#中Camera.CreateRay方法的典型用法代码示例。如果您正苦于以下问题:C# Camera.CreateRay方法的具体用法?C# Camera.CreateRay怎么用?C# Camera.CreateRay使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Camera的用法示例。


在下文中一共展示了Camera.CreateRay方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: CreateRay

 /// <summary>
 /// Creates a ray originating at the given normalized window coordinates and pointing into
 /// the screen, along the z axis. Normalized window coordinates are in the range [-0.5,0.5],
 /// with +x pointing to the right and +y pointing up.</summary>
 /// <param name="x">The x normalized window coordinate</param>
 /// <param name="y">The y normalized window coordinate</param>
 /// <param name="camera">The camera</param>
 /// <returns>The ray</returns>
 public static Ray3F CreateRay(float x, float y, Camera camera)
 {
     return camera.CreateRay(x, y);
 }
开发者ID:JanDeHud,项目名称:LevelEditor,代码行数:12,代码来源:TransformUtils.cs

示例2: DispatchTraverseList

        /// <summary>
        /// Dispatches untyped items. Replaces DispatchNotTyped(). To get the same behavior as
        /// the old DispatchNotTyped(), set the TypeFilter property to null prior to calling.</summary>
        /// <param name="traverseList">The traverse list</param>
        /// <param name="camera">The camera</param>
        protected void DispatchTraverseList(ICollection<TraverseNode> traverseList, Camera camera)
        {
            // Prepare for geometric picking -- create the ray in world space and reset geometric hit-list.
            // First create the ray in viewing coordinates and transform to world coordinates.
            float nx = (m_x / (float)m_width) - 0.5f;//normalized x
            float ny = 0.5f - (m_y / (float)m_height);//normalized y
            Ray3F rayWorld = camera.CreateRay(nx, ny);
            Matrix4F worldToView = camera.ViewMatrix;
            Matrix4F viewToWorld = new Matrix4F();
            viewToWorld.Invert(worldToView);
            rayWorld.Transform(viewToWorld);
            ClearHitList();

            // for geometric picking. will be cleared for each HitRecord.
            List<uint> userData = new List<uint>(1);

            // Dispatch traverse list
            int index = 0;
            foreach (TraverseNode node in traverseList)
            {
                // First test for filtering. 
                IRenderObject renderObject = node.RenderObject;
                if (FilterByType(renderObject))
                {
                    IIntersectable intersectable = renderObject.GetIntersectable();
                    IGeometricPick geometricPick = intersectable as IGeometricPick;
                    if (geometricPick != null)
                    {
                        // Picking by geometry.
                        Matrix4F objToWorld = new Matrix4F(node.Transform);
                        Matrix4F worldToObj = new Matrix4F();
                        worldToObj.Invert(objToWorld);
                        Matrix4F viewToObj = Matrix4F.Multiply(viewToWorld, worldToObj);

                        if (m_frustumPick)
                        {
                            //The pick frustum is in view space. Transform to world space then object space.
                            Frustum frustumObj = new Frustum(m_viewFrust0);
                            frustumObj.Transform(viewToObj);

                            //Multi-pick. Get everything in the pick frustum (m_viewFrust0).
                            Vec3F eyeObj;
                            worldToObj.Transform(camera.Eye, out eyeObj);
                            userData.Clear();

                            if (geometricPick.IntersectFrustum(frustumObj, eyeObj, node.RenderState, userData))
                            {
                                // Prepare a multi-pick HitRecord, as if OpenGL had calculated this.
                                HitRecord hit = new HitRecord(
                                    node.GraphPath,
                                    renderObject,
                                    objToWorld,
                                    userData.ToArray());

                                m_geoHitList.Add(hit);
                            }
                        }
                        else
                        {   //Single pick. We care about distance from camera eye.
                            //Make a copy of the ray in world-space and tranform it to object space.
                            Ray3F rayObj = rayWorld; //remember, Ray3F is a value type, not a reference type.
                            rayObj.Transform(worldToObj);

                            // Do the intersection test in object space.
                            userData.Clear();
                            Vec3F intersectionPt, surfaceNormal;
                            Vec3F nearestVert;
                            bool intersected;
                            intersected = geometricPick.IntersectRay(
                                rayObj, camera, node.RenderState, objToWorld, this,
                                out intersectionPt, out nearestVert, out surfaceNormal, userData);

                            if (intersected)
                            {
                                // Transform to world space and then to screen space.
                                objToWorld.Transform(intersectionPt, out intersectionPt);
                                objToWorld.Transform(nearestVert, out nearestVert);
                                // Prepare a single-pick HitRecord, as if OpenGL had calculated this.
                                HitRecord hit = new HitRecord(
                                    node.GraphPath,
                                    renderObject,
                                    objToWorld,
                                    userData.ToArray());

                                // This is the one difference from OpenGL pick. We have the world pt already.
                                hit.WorldIntersection = intersectionPt;
                                hit.NearestVert = nearestVert;

                                // Another difference is that it's possible to get the surface normal.
                                if (surfaceNormal != Vec3F.ZeroVector)
                                {
                                    objToWorld.TransformNormal(surfaceNormal, out surfaceNormal);
                                    surfaceNormal.Normalize();
                                    hit.Normal = surfaceNormal;
                                }
//.........这里部分代码省略.........
开发者ID:Joxx0r,项目名称:ATF,代码行数:101,代码来源:PickAction.cs

示例3: OnDrag

        /// <summary>
        /// Performs actions during control drag</summary>
        /// <param name="hit">Hit record</param>
        /// <param name="x">Mouse x position</param>
        /// <param name="y">Mouse y position</param>
        /// <param name="action">Render action</param>
        /// <param name="camera">Camera</param>
        /// <param name="transform">Transform</param>
        /// <returns>Translation, in world coordinates</returns>
        public Vec3F OnDrag(HitRecord hit, float x, float y, IRenderAction action, Camera camera, Matrix4F transform)
        {
            float a1, a2;
            Matrix4F W = new Matrix4F();
            W.Mul(transform, camera.ViewMatrix);

            // Setup rays, in view space. (-z goes into the screen.)
            Ray3F ray0 = camera.CreateRay(m_iX, m_iY);
            Ray3F ray = camera.CreateRay(x, y);

            // Build axis and origin in view space
            Vec3F xAxis = W.XAxis;
            Vec3F yAxis = W.YAxis;
            Vec3F zAxis = W.ZAxis;
            Vec3F origin = W.Translation;

            Vec3F trans = new Vec3F();

            // Choose the best projection plane according to the projection angle
            switch ((HitElement)hit.RenderObjectData[1])
            {
                case HitElement.X_ARROW:
                    {
                        a1 = Math.Abs(Vec3F.Dot(ray0.Direction, yAxis));
                        a2 = Math.Abs(Vec3F.Dot(ray0.Direction, zAxis));
                        Vec3F axis = (a1 > a2 ? yAxis : zAxis);
                        Vec3F p0 = ray0.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                        Vec3F p1 = ray.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                        float dragAmount = Vec3F.Dot(xAxis, p1 - p0);
                        Vec3F xLocal = transform.XAxis;
                        trans = dragAmount * xLocal;
                    }
                    break;

                case HitElement.Y_ARROW:
                    {
                        a1 = Math.Abs(Vec3F.Dot(ray0.Direction, zAxis));
                        a2 = Math.Abs(Vec3F.Dot(ray0.Direction, xAxis));
                        Vec3F axis = (a1 > a2 ? zAxis : xAxis);
                        Vec3F p0 = ray0.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                        Vec3F p1 = ray.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                        float dragAmount = Vec3F.Dot(yAxis, p1 - p0);
                        Vec3F yLocal = transform.YAxis;
                        trans = dragAmount * yLocal;
                    }
                    break;

                case HitElement.Z_ARROW:
                    {
                        a1 = Math.Abs(Vec3F.Dot(ray0.Direction, xAxis));
                        a2 = Math.Abs(Vec3F.Dot(ray0.Direction, yAxis));
                        Vec3F axis = (a1 > a2 ? xAxis : yAxis);
                        Vec3F p0 = ray0.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                        Vec3F p1 = ray.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                        float dragAmount = Vec3F.Dot(zAxis, p1 - p0);
                        Vec3F zLocal = transform.ZAxis;
                        trans = dragAmount * zLocal;
                    }
                    break;
                
                case HitElement.XY_SQUARE:
                    {
                        Vec3F p0 = ray0.IntersectPlane(zAxis, -Vec3F.Dot(zAxis, origin));
                        Vec3F p1 = ray.IntersectPlane(zAxis, -Vec3F.Dot(zAxis, origin));
                        Vec3F deltaLocal = p1 - p0;
                        float dragX = Vec3F.Dot(xAxis, deltaLocal);
                        float dragY = Vec3F.Dot(yAxis, deltaLocal);
                        Vec3F xLocal = transform.XAxis;
                        Vec3F yLocal = transform.YAxis;
                        trans = dragX * xLocal + dragY * yLocal;
                    }
                    break;

                case HitElement.YZ_SQUARE:
                    {
                        Vec3F p0 = ray0.IntersectPlane(xAxis, -Vec3F.Dot(xAxis, origin));
                        Vec3F p1 = ray.IntersectPlane(xAxis, -Vec3F.Dot(xAxis, origin));
                        Vec3F deltaLocal = p1 - p0;
                        float dragY = Vec3F.Dot(yAxis, deltaLocal);
                        float dragZ = Vec3F.Dot(zAxis, deltaLocal);
                        Vec3F yLocal = transform.YAxis;
                        Vec3F zLocal = transform.ZAxis;
                        trans = dragY * yLocal + dragZ * zLocal;
                    }
                    break;

                case HitElement.XZ_SQUARE:
                    {
                        Vec3F p0 = ray0.IntersectPlane(yAxis, -Vec3F.Dot(yAxis, origin));
                        Vec3F p1 = ray.IntersectPlane(yAxis, -Vec3F.Dot(yAxis, origin));
                        Vec3F deltaLocal = p1 - p0;
//.........这里部分代码省略.........
开发者ID:Joxx0r,项目名称:ATF,代码行数:101,代码来源:TranslatorControl.cs


注:本文中的Camera.CreateRay方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。