212 lines
4.4 KiB
C#
212 lines
4.4 KiB
C#
#region Using Statements
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using System;
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using ANX.Framework.NonXNA.Development;
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#endregion
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.Framework.Graphics
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{
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[PercentageComplete(100)]
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[Developer("Glatzemann")]
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[TestState(TestStateAttribute.TestState.InProgress)]
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public struct Viewport
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{
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#region Private
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private int x;
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private int y;
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private int width;
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private int height;
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private float near;
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private float far;
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#endregion
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#region Public
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public float AspectRatio
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{
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get
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{
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if (this.width != 0 && this.height != 0)
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return (float)width / (float)height;
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return 0f;
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}
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}
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public Rectangle Bounds
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{
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get
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{
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return new Rectangle(x, y, width, height);
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}
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set
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{
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this.x = value.X;
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this.y = value.Y;
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this.width = value.Width;
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this.height = value.Height;
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}
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}
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public int Height
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{
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get
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{
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return this.height;
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}
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set
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{
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this.height = value;
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}
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}
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public float MaxDepth
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{
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get
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{
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return this.far;
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}
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set
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{
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this.far = value;
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}
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}
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public float MinDepth
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{
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get
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{
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return this.near;
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}
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set
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{
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this.near = value;
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}
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}
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public Rectangle TitleSafeArea
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{
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get
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{
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// On Windows Xna simply returns the rectangle. Check if we need any other implementation on other platforms!
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return new Rectangle(x, y, width, height);
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}
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}
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public int Width
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{
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get
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{
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return this.width;
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}
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set
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{
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this.width = value;
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}
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}
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public int X
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{
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get
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{
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return this.x;
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}
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set
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{
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this.x = value;
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}
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}
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public int Y
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{
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get
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{
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return this.y;
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}
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set
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{
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this.y = value;
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}
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}
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#endregion
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#region Constructor
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public Viewport(int x, int y, int width, int height)
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{
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this.x = x;
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this.y = y;
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this.width = width;
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this.height = height;
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this.near = 0f;
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this.far = 1f;
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}
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public Viewport(Rectangle bounds)
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{
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this.x = bounds.X;
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this.y = bounds.Y;
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this.width = bounds.Width;
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this.height = bounds.Height;
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this.near = 0f;
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this.far = 1f;
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}
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#endregion
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#region Project
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public Vector3 Project(Vector3 source, Matrix projection, Matrix view, Matrix world)
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{
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Matrix wv;
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Matrix wvp;
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Matrix.Multiply(ref world, ref view, out wv);
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Matrix.Multiply(ref wv, ref projection, out wvp);
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Vector3 vector;
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Vector3.Transform(ref source, ref wvp, out vector);
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float num = source.X * wvp.M14 + source.Y * wvp.M24 + source.Z * wvp.M34 + wvp.M44;
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if (WithinEpsilon(num) == false)
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vector /= num;
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vector.X = (vector.X + 1f) * 0.5f * (float)width + (float)x;
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vector.Y = (-vector.Y + 1f) * 0.5f * (float)height + (float)y;
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vector.Z = vector.Z * (far - near) + near;
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return vector;
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}
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#endregion
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#region Unproject
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public Vector3 Unproject(Vector3 source, Matrix projection, Matrix view, Matrix world)
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{
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Matrix wv;
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Matrix wvp;
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Matrix.Multiply(ref world, ref view, out wv);
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Matrix.Multiply(ref wv, ref projection, out wvp);
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wvp = Matrix.Invert(wvp);
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source.X = (source.X - (float)x) / (float)width * 2f - 1f;
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source.Y = -((source.Y - (float)y) / (float)height * 2f - 1f);
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source.Z = (source.Z - near) / (far - near);
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Vector3 vector;
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Vector3.Transform(ref source, ref wvp, out vector);
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float num = source.X * wvp.M14 + source.Y * wvp.M24 + source.Z * wvp.M34 + wvp.M44;
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return (WithinEpsilon(num) == false) ? vector /= num : vector;
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}
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#endregion
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#region WithinEpsilon
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private static bool WithinEpsilon(float num)
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{
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num -= 1f;
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return -1.401298E-45f <= num && num <= 1.401298E-45f;
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}
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#endregion
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#region ToString
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public override string ToString()
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{
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return String.Format("Viewport X: {0} Y:{1} Width: {2} Height: {3} AspectRatio: {4} MinDepth: {5} MaxDepth: {6}",
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X, Y, Width, Height, AspectRatio, MinDepth, MaxDepth);
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}
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#endregion
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}
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}
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