Added missing CreatePerspectiveFieldOfView and CreatePerspectiveOffCenter methods (fixes issue [#1226]: "Matrix4d.CreatePerspectiveFieldOfView").
Replaced several instances of float values by double equivalents.
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26ec28963e
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1 changed files with 176 additions and 39 deletions
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@ -287,13 +287,13 @@ namespace OpenTK
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{
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double cos = System.Math.Cos(-angle);
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double sin = System.Math.Sin(-angle);
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double t = 1.0f - cos;
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double t = 1.0 - cos;
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axis.Normalize();
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result = new Matrix4d(t * axis.X * axis.X + cos, t * axis.X * axis.Y - sin * axis.Z, t * axis.X * axis.Z + sin * axis.Y, 0.0f,
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t * axis.X * axis.Y + sin * axis.Z, t * axis.Y * axis.Y + cos, t * axis.Y * axis.Z - sin * axis.X, 0.0f,
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t * axis.X * axis.Z - sin * axis.Y, t * axis.Y * axis.Z + sin * axis.X, t * axis.Z * axis.Z + cos, 0.0f,
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result = new Matrix4d(t * axis.X * axis.X + cos, t * axis.X * axis.Y - sin * axis.Z, t * axis.X * axis.Z + sin * axis.Y, 0.0,
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t * axis.X * axis.Y + sin * axis.Z, t * axis.Y * axis.Y + cos, t * axis.Y * axis.Z - sin * axis.X, 0.0,
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t * axis.X * axis.Z - sin * axis.Y, t * axis.Y * axis.Z + sin * axis.X, t * axis.Z * axis.Z + cos, 0.0,
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0, 0, 0, 1);
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}
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@ -534,6 +534,143 @@ namespace OpenTK
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#endregion
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#region CreatePerspectiveFieldOfView
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/// <summary>
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/// Creates a perspective projection matrix.
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/// </summary>
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/// <param name="fovy">Angle of the field of view in the y direction (in radians)</param>
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/// <param name="aspect">Aspect ratio of the view (width / height)</param>
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/// <param name="zNear">Distance to the near clip plane</param>
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/// <param name="zFar">Distance to the far clip plane</param>
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/// <param name="result">A projection matrix that transforms camera space to raster space</param>
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/// <exception cref="System.ArgumentOutOfRangeException">
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/// Thrown under the following conditions:
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/// <list type="bullet">
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/// <item>fovy is zero, less than zero or larger than Math.PI</item>
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/// <item>aspect is negative or zero</item>
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/// <item>zNear is negative or zero</item>
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/// <item>zFar is negative or zero</item>
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/// <item>zNear is larger than zFar</item>
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/// </list>
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/// </exception>
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public static void CreatePerspectiveFieldOfView(double fovy, double aspect, double zNear, double zFar, out Matrix4d result)
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{
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if (fovy <= 0 || fovy > Math.PI)
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throw new ArgumentOutOfRangeException("fovy");
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if (aspect <= 0)
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throw new ArgumentOutOfRangeException("aspect");
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if (zNear <= 0)
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throw new ArgumentOutOfRangeException("zNear");
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if (zFar <= 0)
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throw new ArgumentOutOfRangeException("zFar");
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if (zNear >= zFar)
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throw new ArgumentOutOfRangeException("zNear");
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double yMax = zNear * System.Math.Tan(0.5 * fovy);
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double yMin = -yMax;
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double xMin = yMin * aspect;
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double xMax = yMax * aspect;
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CreatePerspectiveOffCenter(xMin, xMax, yMin, yMax, zNear, zFar, out result);
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}
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/// <summary>
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/// Creates a perspective projection matrix.
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/// </summary>
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/// <param name="fovy">Angle of the field of view in the y direction (in radians)</param>
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/// <param name="aspect">Aspect ratio of the view (width / height)</param>
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/// <param name="zNear">Distance to the near clip plane</param>
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/// <param name="zFar">Distance to the far clip plane</param>
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/// <returns>A projection matrix that transforms camera space to raster space</returns>
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/// <exception cref="System.ArgumentOutOfRangeException">
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/// Thrown under the following conditions:
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/// <list type="bullet">
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/// <item>fovy is zero, less than zero or larger than Math.PI</item>
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/// <item>aspect is negative or zero</item>
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/// <item>zNear is negative or zero</item>
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/// <item>zFar is negative or zero</item>
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/// <item>zNear is larger than zFar</item>
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/// </list>
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/// </exception>
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public static Matrix4d CreatePerspectiveFieldOfView(double fovy, double aspect, double zNear, double zFar)
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{
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Matrix4d result;
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CreatePerspectiveFieldOfView(fovy, aspect, zNear, zFar, out result);
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return result;
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}
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#endregion
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#region CreatePerspectiveOffCenter
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/// <summary>
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/// Creates an perspective projection matrix.
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/// </summary>
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/// <param name="left">Left edge of the view frustum</param>
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/// <param name="right">Right edge of the view frustum</param>
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/// <param name="bottom">Bottom edge of the view frustum</param>
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/// <param name="top">Top edge of the view frustum</param>
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/// <param name="zNear">Distance to the near clip plane</param>
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/// <param name="zFar">Distance to the far clip plane</param>
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/// <param name="result">A projection matrix that transforms camera space to raster space</param>
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/// <exception cref="System.ArgumentOutOfRangeException">
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/// Thrown under the following conditions:
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/// <list type="bullet">
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/// <item>zNear is negative or zero</item>
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/// <item>zFar is negative or zero</item>
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/// <item>zNear is larger than zFar</item>
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/// </list>
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/// </exception>
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public static void CreatePerspectiveOffCenter(double left, double right, double bottom, double top, double zNear, double zFar, out Matrix4d result)
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{
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if (zNear <= 0)
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throw new ArgumentOutOfRangeException("zNear");
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if (zFar <= 0)
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throw new ArgumentOutOfRangeException("zFar");
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if (zNear >= zFar)
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throw new ArgumentOutOfRangeException("zNear");
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double x = (2.0 * zNear) / (right - left);
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double y = (2.0 * zNear) / (top - bottom);
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double a = (right + left) / (right - left);
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double b = (top + bottom) / (top - bottom);
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double c = -(zFar + zNear) / (zFar - zNear);
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double d = -(2.0 * zFar * zNear) / (zFar - zNear);
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result = new Matrix4d(x, 0, 0, 0,
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0, y, 0, 0,
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a, b, c, -1,
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0, 0, d, 0);
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}
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/// <summary>
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/// Creates an perspective projection matrix.
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/// </summary>
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/// <param name="left">Left edge of the view frustum</param>
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/// <param name="right">Right edge of the view frustum</param>
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/// <param name="bottom">Bottom edge of the view frustum</param>
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/// <param name="top">Top edge of the view frustum</param>
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/// <param name="zNear">Distance to the near clip plane</param>
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/// <param name="zFar">Distance to the far clip plane</param>
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/// <returns>A projection matrix that transforms camera space to raster space</returns>
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/// <exception cref="System.ArgumentOutOfRangeException">
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/// Thrown under the following conditions:
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/// <list type="bullet">
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/// <item>zNear is negative or zero</item>
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/// <item>zFar is negative or zero</item>
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/// <item>zNear is larger than zFar</item>
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/// </list>
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/// </exception>
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public static Matrix4d CreatePerspectiveOffCenter(double left, double right, double bottom, double top, double zNear, double zFar)
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{
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Matrix4d result;
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CreatePerspectiveOffCenter(left, right, bottom, top, zNear, zFar, out result);
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return result;
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}
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#endregion
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#region Obsolete Functions
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#region Translation Functions
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@ -560,7 +697,7 @@ namespace OpenTK
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public static Matrix4d Translation(double x, double y, double z)
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{
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Matrix4d result = Identity;
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result.Row3 = new Vector4d(x, y, z, 1.0f);
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result.Row3 = new Vector4d(x, y, z, 1.0);
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return result;
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}
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@ -618,13 +755,13 @@ namespace OpenTK
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/// <returns>A rotation matrix</returns>
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public static Matrix4d RotateX(double angle)
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{
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double cos = (double)System.Math.Cos(angle);
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double sin = (double)System.Math.Sin(angle);
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double cos = System.Math.Cos(angle);
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double sin = System.Math.Sin(angle);
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Matrix4d result;
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result.Row0 = Vector4d .UnitX;
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result.Row1 = new Vector4d (0.0f, cos, sin, 0.0f);
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result.Row2 = new Vector4d (0.0f, -sin, cos, 0.0f);
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result.Row1 = new Vector4d (0.0, cos, sin, 0.0);
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result.Row2 = new Vector4d (0.0, -sin, cos, 0.0);
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result.Row3 = Vector4d .UnitW;
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return result;
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}
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@ -636,13 +773,13 @@ namespace OpenTK
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/// <returns>A rotation matrix</returns>
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public static Matrix4d RotateY(double angle)
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{
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double cos = (double)System.Math.Cos(angle);
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double sin = (double)System.Math.Sin(angle);
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double cos = System.Math.Cos(angle);
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double sin = System.Math.Sin(angle);
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Matrix4d result;
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result.Row0 = new Vector4d (cos, 0.0f, -sin, 0.0f);
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result.Row0 = new Vector4d (cos, 0.0, -sin, 0.0);
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result.Row1 = Vector4d .UnitY;
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result.Row2 = new Vector4d (sin, 0.0f, cos, 0.0f);
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result.Row2 = new Vector4d (sin, 0.0, cos, 0.0);
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result.Row3 = Vector4d .UnitW;
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return result;
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}
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@ -654,12 +791,12 @@ namespace OpenTK
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/// <returns>A rotation matrix</returns>
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public static Matrix4d RotateZ(double angle)
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{
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double cos = (double)System.Math.Cos(angle);
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double sin = (double)System.Math.Sin(angle);
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double cos = System.Math.Cos(angle);
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double sin = System.Math.Sin(angle);
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Matrix4d result;
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result.Row0 = new Vector4d (cos, sin, 0.0f, 0.0f);
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result.Row1 = new Vector4d (-sin, cos, 0.0f, 0.0f);
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result.Row0 = new Vector4d (cos, sin, 0.0, 0.0);
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result.Row1 = new Vector4d (-sin, cos, 0.0, 0.0);
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result.Row2 = Vector4d .UnitZ;
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result.Row3 = Vector4d .UnitW;
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return result;
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@ -673,16 +810,16 @@ namespace OpenTK
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/// <returns>A rotation matrix</returns>
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public static Matrix4d Rotate(Vector3d axis, double angle)
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{
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double cos = (double)System.Math.Cos(-angle);
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double sin = (double)System.Math.Sin(-angle);
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double t = 1.0f - cos;
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double cos = System.Math.Cos(-angle);
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double sin = System.Math.Sin(-angle);
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double t = 1.0 - cos;
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axis.Normalize();
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Matrix4d result;
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result.Row0 = new Vector4d (t * axis.X * axis.X + cos, t * axis.X * axis.Y - sin * axis.Z, t * axis.X * axis.Z + sin * axis.Y, 0.0f);
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result.Row1 = new Vector4d (t * axis.X * axis.Y + sin * axis.Z, t * axis.Y * axis.Y + cos, t * axis.Y * axis.Z - sin * axis.X, 0.0f);
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result.Row2 = new Vector4d (t * axis.X * axis.Z - sin * axis.Y, t * axis.Y * axis.Z + sin * axis.X, t * axis.Z * axis.Z + cos, 0.0f);
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result.Row0 = new Vector4d (t * axis.X * axis.X + cos, t * axis.X * axis.Y - sin * axis.Z, t * axis.X * axis.Z + sin * axis.Y, 0.0);
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result.Row1 = new Vector4d (t * axis.X * axis.Y + sin * axis.Z, t * axis.Y * axis.Y + cos, t * axis.Y * axis.Z - sin * axis.X, 0.0);
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result.Row2 = new Vector4d (t * axis.X * axis.Z - sin * axis.Y, t * axis.Y * axis.Z + sin * axis.X, t * axis.Z * axis.Z + cos, 0.0);
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result.Row3 = Vector4d .UnitW;
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return result;
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}
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@ -717,9 +854,9 @@ namespace OpenTK
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Vector3d x = Vector3d.Normalize(Vector3d.Cross(up, z));
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Vector3d y = Vector3d.Normalize(Vector3d.Cross(z, x));
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Matrix4d rot = new Matrix4d(new Vector4d (x.X, y.X, z.X, 0.0f),
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new Vector4d (x.Y, y.Y, z.Y, 0.0f),
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new Vector4d (x.Z, y.Z, z.Z, 0.0f),
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Matrix4d rot = new Matrix4d(new Vector4d (x.X, y.X, z.X, 0.0),
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new Vector4d (x.Y, y.Y, z.Y, 0.0),
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new Vector4d (x.Z, y.Z, z.Z, 0.0),
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Vector4d .UnitW);
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Matrix4d trans = Matrix4d.CreateTranslation(-eye);
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/// <returns>A projection matrix that transforms camera space to raster space</returns>
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public static Matrix4d Frustum(double left, double right, double bottom, double top, double near, double far)
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{
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double invRL = 1.0f / (right - left);
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double invTB = 1.0f / (top - bottom);
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double invFN = 1.0f / (far - near);
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return new Matrix4d(new Vector4d (2.0f * near * invRL, 0.0f, 0.0f, 0.0f),
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new Vector4d (0.0f, 2.0f * near * invTB, 0.0f, 0.0f),
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new Vector4d ((right + left) * invRL, (top + bottom) * invTB, -(far + near) * invFN, -1.0f),
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new Vector4d (0.0f, 0.0f, -2.0f * far * near * invFN, 0.0f));
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double invRL = 1.0 / (right - left);
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double invTB = 1.0 / (top - bottom);
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double invFN = 1.0 / (far - near);
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return new Matrix4d(new Vector4d (2.0 * near * invRL, 0.0, 0.0, 0.0),
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new Vector4d (0.0, 2.0 * near * invTB, 0.0, 0.0),
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new Vector4d ((right + left) * invRL, (top + bottom) * invTB, -(far + near) * invFN, -1.0),
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new Vector4d (0.0, 0.0, -2.0 * far * near * invFN, 0.0));
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}
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/// <summary>
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/// <returns>A projection matrix that transforms camera space to raster space</returns>
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public static Matrix4d Perspective(double fovy, double aspect, double near, double far)
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{
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double yMax = near * (double)System.Math.Tan(0.5f * fovy);
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double yMax = near * System.Math.Tan(0.5f * fovy);
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double yMin = -yMax;
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double xMin = yMin * aspect;
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double xMax = yMax * aspect;
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for (int i = 0; i < 4; i++)
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{
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// Find the largest pivot value
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double maxPivot = 0.0f;
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double maxPivot = 0.0;
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for (int j = 0; j < 4; j++)
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{
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if (pivotIdx[j] != 0)
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double pivot = inverse[icol, icol];
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// check for singular matrix
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if (pivot == 0.0f)
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if (pivot == 0.0)
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{
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throw new InvalidOperationException("Matrix is singular and cannot be inverted.");
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//return mat;
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}
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// Scale row so it has a unit diagonal
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double oneOverPivot = 1.0f / pivot;
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inverse[icol, icol] = 1.0f;
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double oneOverPivot = 1.0 / pivot;
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inverse[icol, icol] = 1.0;
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for (int k = 0; k < 4; ++k)
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inverse[icol, k] *= oneOverPivot;
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if (icol != j)
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{
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double f = inverse[j, icol];
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inverse[j, icol] = 0.0f;
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inverse[j, icol] = 0.0;
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for (int k = 0; k < 4; ++k)
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inverse[j, k] -= inverse[icol, k] * f;
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}
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