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Camera.cs
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Camera.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
namespace _08_Step
{
class Camera
{
public CPoint3D_Node cop;
public CPoint3D_Node lookAt;
public CPoint3D_Node up;
public float front, back;
public float focal = 0.5f;
public float tanH, tanV;
// vectors
public CPoint3D_Node basisa, lookDir, basisc;
public int ceneterX, ceneterY;
public int cxScreen, cyScreen;
public Camera()
{
cop = new CPoint3D_Node(0, 0, -450); // new Point3D(0, -50, 0);
lookAt = new CPoint3D_Node(0, 0, 1); //new Point3D(0, 50, 0);
up = new CPoint3D_Node(0, 1, 0);
front = 10; // 70.0;
back = 5200.0f;
tanH = (float)(Math.Tan(45 / 2 * Math.PI / 180));
tanV = (float)(Math.Tan(45 / 2 * Math.PI / 180));
}
public void BuildNewSystem()
{
lookDir = new CPoint3D_Node(0, 0, 0);
basisa = new CPoint3D_Node(0, 0, 0);
basisc = new CPoint3D_Node(0, 0, 0);
lookDir.X = lookAt.X - cop.X;
lookDir.Y = lookAt.Y - cop.Y;
lookDir.Z = lookAt.Z - cop.Z;
Matrix.Normalise(lookDir);
basisa = Matrix.CrossProduct(up, lookDir);
Matrix.Normalise(basisa);
basisc = Matrix.CrossProduct(lookDir, basisa);
Matrix.Normalise(basisc);
}
public void TransformToOrigin_And_Rotate(CPoint3D_Node a, CPoint3D_Node e)
{
CPoint3D_Node w = new CPoint3D_Node(a.X , a.Y , a.Z);
w.X -= cop.X;
w.Y -= cop.Y;
w.Z -= cop.Z;
e.X = w.X * basisa.X + w.Y * basisa.Y + w.Z * basisa.Z;
e.Y = w.X * basisc.X + w.Y * basisc.Y + w.Z * basisc.Z;
e.Z = w.X * lookDir.X + w.Y * lookDir.Y + w.Z * lookDir.Z;
}
public bool ClipAgainstZ(CPoint3D_Node a1, CPoint3D_Node a2)
{
float t;
if ( (a1.Z <= front && a2.Z <= front)
|| (a1.Z >= back && a2.Z >= back)
)
{
return false;
}
if ((a1.Z < front && a2.Z > front) ||
(a1.Z > front && a2.Z < front))
{
t = (front - a1.Z) / (a2.Z - a1.Z);
if (a1.Z < front)
{
a1.X = a1.X + t * (a2.X - a1.X);
a1.Y = a1.Y + t * (a2.Y - a1.Y);
a1.Z = front;
}
else
{
a2.X = a1.X + t * (a2.X - a1.X);
a2.Y = a1.Y + t * (a2.Y - a1.Y);
a2.Z = front;
}
}
if ((a1.Z < back && a2.Z > back) ||
(a1.Z > back && a2.Z < back))
{
t = (back - a1.Z) / (a2.Z - a1.Z);
if (a1.Z < back)
{
a2.X = a1.X + t * (a2.X - a1.X);
a2.Y = a1.Y + t * (a2.Y - a1.Y);
a2.Z = back;
}
else
{
a1.X = a1.X + t * (a2.X - a1.X);
a1.Y = a1.Y + t * (a2.Y - a1.Y);
a1.Z = back;
}
}
return true;
}
public bool ClipAgainst_X_and_Y(CPoint3D_Node p1, CPoint3D_Node p2)
{
float t;
if ( (p1.X >= 1 && p2.X >= 1)
|| (p1.X <= -1 && p2.X <= -1)
)
{
return false;
}
if ((p1.X > 1 && p2.X < 1) || (p1.X < 1 && p2.X > 1))
{
t = (1 - p1.X) / (p2.X - p1.X);
if (p1.X < 1)
{
p2.Y = p1.Y + t * (p2.Y - p1.Y);
p2.X = 1;
}
else
{
p1.Y = p1.Y + t * (p2.Y - p1.Y);
p1.X = 1;
}
}
if ((p1.X < -1 && p2.X > -1) || (p1.X > -1 && p2.X < -1))
{
t = (-1 - p1.X) / (p2.X - p1.X);
if (p1.X > -1)
{
p2.Y = p1.Y + t * (p2.Y - p1.Y);
p2.X = -1;
}
else
{
p1.Y = p1.Y + t * (p2.Y - p1.Y);
p1.X = -1;
}
}
if ( (p1.Y >= 1 && p2.Y >= 1)
|| (p1.Y <= -1 && p2.Y <= -1))
return false;
if ((p1.Y > 1 && p2.Y < 1) || (p1.Y < 1 && p2.Y > 1))
{
t = (1 - p1.Y) / (p2.Y - p1.Y);
if (p1.Y < 1)
{
p2.X = p1.X + t * (p2.X - p1.X);
p2.Y = 1;
}
else
{
p1.X = p1.X + t * (p2.X - p1.X);
p1.Y = 1;
}
}
if ((p1.Y < -1 && p2.Y > -1) || (p1.Y > -1 && p2.Y < -1))
{
t = (-1 - p1.Y) / (p2.Y - p1.Y);
if (p1.Y > -1)
{
p2.X = p1.X + t * (p2.X - p1.X);
p2.Y = -1;
}
else
{
p1.X = p1.X + t * (p2.X - p1.X);
p1.Y = -1;
}
}
return (true);
}
public void NormalizeFov(CPoint3D_Node p)
{
p.X /= tanH;
p.Y /= tanV;
}
public void ViewMapping(CPoint3D_Node p)
{
p.X = (int)(ceneterX + cxScreen * p.X / 2);
p.Y = (int)(ceneterY - cyScreen * p.Y / 2);
}
public bool TransformToOrigin_And_Rotate_And_Project(CPoint3D_Node w1, CPoint3D_Node w2)
{
CPoint3D_Node e1 = new CPoint3D_Node(0, 0, 0);
TransformToOrigin_And_Rotate(w1, e1);
CPoint3D_Node e2 = new CPoint3D_Node(0, 0, 0);
TransformToOrigin_And_Rotate(w2, e2);
if (!ClipAgainstZ(e1, e2))
return false;
CPoint3D_Node p1, p2;
p1 = new CPoint3D_Node(0, 0, 0);
p2 = new CPoint3D_Node(0, 0, 0);
Projection.DoPrespectiveProjection(e1, p1, focal);
Projection.DoPrespectiveProjection(e2, p2, focal);
NormalizeFov(p1);
NormalizeFov(p2);
if (!ClipAgainst_X_and_Y(p1, p2))
return false;
ViewMapping(p1);
ViewMapping(p2);
w1.X = p1.X;
w1.Y = p1.Y;
w2.X = p2.X;
w2.Y = p2.Y;
return true;
}
}
}