当前位置: 首页>>代码示例>>C#>>正文


C# Matrix4F.TransformNormal方法代码示例

本文整理汇总了C#中Matrix4F.TransformNormal方法的典型用法代码示例。如果您正苦于以下问题:C# Matrix4F.TransformNormal方法的具体用法?C# Matrix4F.TransformNormal怎么用?C# Matrix4F.TransformNormal使用的例子?那么恭喜您, 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Matrix4F的用法示例。


在下文中一共展示了Matrix4F.TransformNormal方法的2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: 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2: OnDragging

        public override void OnDragging(ViewControl vc, Point scrPt)
        {
            if (m_cancelDrag || m_hitRegion == HitRegion.None || NodeList.Count == 0)
                return;

            bool hitAxis = m_hitRegion == HitRegion.XAxis
                || m_hitRegion == HitRegion.YAxis
                || m_hitRegion == HitRegion.ZAxis;


            Matrix4F view = vc.Camera.ViewMatrix;
            Matrix4F proj = vc.Camera.ProjectionMatrix;
            Matrix4F vp = view * proj;
            
            // create ray in world space.
            Ray3F rayW = vc.GetRay(scrPt, vp);
           
            // create ray in view space.            
            Ray3F rayV = vc.GetRay(scrPt, proj);
            Vec3F translate = m_translatorControl.OnDragging(rayV);

            ISnapSettings snapSettings = (ISnapSettings)DesignView;            
            bool snapToGeom = Control.ModifierKeys == m_snapGeometryKey;

            if (snapToGeom)
            {               
                Vec3F manipPos = HitMatrix.Translation;
                Vec3F manipMove;
                if (hitAxis)
                {
                    //Make rayw to point toward moving axis and starting 
                    // from manipulator’s world position.
                    rayW.Direction = Vec3F.Normalize(translate);
                    rayW.Origin = manipPos;                    
                    manipMove = Vec3F.ZeroVector;
                    m_cancelDrag = true; //stop further snap-to's   
                }
                else
                {
                    manipMove = rayW.ProjectPoint(manipPos) - manipPos;                                       
                }

                for (int i = 0; i < NodeList.Count; i++)
                {
                    ITransformable node = NodeList[i];
                    Vec3F snapOffset = TransformUtils.CalcSnapFromOffset(node, snapSettings.SnapFrom);
                    Path<DomNode> path = new Path<DomNode>(Adapters.Cast<DomNode>(node).GetPath());
                    Matrix4F parentLocalToWorld = TransformUtils.CalcPathTransform(path, path.Count - 2);
                    Vec3F orgPosW;
                    parentLocalToWorld.Transform(m_originalValues[i], out orgPosW);

                    Matrix4F parentWorldToLocal = new Matrix4F();
                    parentWorldToLocal.Invert(parentLocalToWorld);

                    rayW.MoveToIncludePoint(orgPosW + snapOffset + manipMove);
                    
                    HitRecord[] hits = GameEngine.RayPick(view, proj, rayW, true);
                    bool cansnap = false;
                    HitRecord target = new HitRecord();
                    if (hits.Length > 0)
                    {
                        // find hit record.
                        foreach (var hit in hits)
                        {
                            if (m_snapFilter.CanSnapTo(node, GameEngine.GetAdapterFromId(hit.instanceId)))
                            {
                                target = hit;
                                cansnap = true;
                                break;
                            }
                        }
                    }

                    if (cansnap)
                    {
                        Vec3F pos;
                        if (target.hasNearestVert && snapSettings.SnapVertex)
                        {
                            pos = target.nearestVertex;
                        }
                        else
                        {
                            pos = target.hitPt;
                        }

                        pos -= snapOffset;
                        parentWorldToLocal.Transform(ref pos);
                        Vec3F diff = pos - node.Transform.Translation;
                        node.Translation += diff;
                        bool rotateOnSnap = snapSettings.RotateOnSnap
                                           && target.hasNormal
                                           && (node.TransformationType & TransformationTypes.Rotation) != 0;
                        if (rotateOnSnap)
                        {
                            Vec3F localSurfaceNormal;
                            parentWorldToLocal.TransformNormal(target.normal, out localSurfaceNormal);
                            node.Rotation = TransformUtils.RotateToVector(
                                 m_originalRotations[i],
                                 localSurfaceNormal,
                                 AxisSystemType.YIsUp);
//.........这里部分代码省略.........
开发者ID:BeRo1985,项目名称:LevelEditor,代码行数:101,代码来源:TranslateManipulator.cs


注:本文中的Matrix4F.TransformNormal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。