| File: System\Windows\Media3D\ProjectionCamera.cs | Web Access |
| Project: src\wpf\src\Microsoft.DotNet.Wpf\src\PresentationCore\PresentationCore.csproj (PresentationCore) |
// Licensed to the .NET Foundation under one or more agreements. // The .NET Foundation licenses this file to you under the MIT license. // // namespace System.Windows.Media.Media3D { /// <summary> /// The ProjectionCamera is an abstract base class from cameras /// constructed from well-understand parameers such as Position, /// LookAtPoint, and Up. /// </summary> public abstract partial class ProjectionCamera : Camera { //------------------------------------------------------ // // Constructors // //------------------------------------------------------ /// <summary> /// Prevent 3rd parties from extending this abstract base class. /// </summary> internal ProjectionCamera() { } //------------------------------------------------------ // // Public Methods // //------------------------------------------------------ //------------------------------------------------------ // // Public Properties // //------------------------------------------------------ //------------------------------------------------------ // // Public Events // //------------------------------------------------------ //------------------------------------------------------ // // Internal Methods // //------------------------------------------------------ #region Internal Methods internal override Matrix3D GetViewMatrix() { Point3D position = Position; Vector3D lookDirection = LookDirection; Vector3D upDirection = UpDirection; return CreateViewMatrix(Transform, ref position, ref lookDirection, ref upDirection); } // Transfrom that moves the world to a camera coordinate system // where the camera is at the origin looking down the negative z // axis and y is up. // // NOTE: We consider camera.Transform to be part of the view matrix. // internal static Matrix3D CreateViewMatrix(Transform3D transform, ref Point3D position, ref Vector3D lookDirection, ref Vector3D upDirection) { Vector3D zaxis = -lookDirection; zaxis.Normalize(); Vector3D xaxis = Vector3D.CrossProduct(upDirection, zaxis); xaxis.Normalize(); Vector3D yaxis = Vector3D.CrossProduct(zaxis, xaxis); Vector3D positionVec = (Vector3D) position; double cx = -Vector3D.DotProduct(xaxis, positionVec); double cy = -Vector3D.DotProduct(yaxis, positionVec); double cz = -Vector3D.DotProduct(zaxis, positionVec); Matrix3D viewMatrix = new Matrix3D( xaxis.X, yaxis.X, zaxis.X, 0, xaxis.Y, yaxis.Y, zaxis.Y, 0, xaxis.Z, yaxis.Z, zaxis.Z, 0, cx, cy, cz, 1); PrependInverseTransform(transform, ref viewMatrix); return viewMatrix; } #endregion Internal Methods //------------------------------------------------------ // // Private Fields // //------------------------------------------------------ } }