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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 | #region License /* FNA - XNA4 Reimplementation for Desktop Platforms * Copyright 2009-2016 Ethan Lee and the MonoGame Team * * Released under the Microsoft Public License. * See LICENSE for details. */ #endregion #region Using Statements using System; #endregion namespace Microsoft.Xna.Framework.Graphics { /// <summary> /// Describes the view bounds for render-target surface. /// </summary> [Serializable] public struct Viewport { #region Public Properties /// <summary> /// The height of the bounds in pixels. /// </summary> public int Height { get { return height; } set { height = value; } } /// <summary> /// The upper limit of depth of this viewport. /// </summary> public float MaxDepth { get { return maxDepth; } set { maxDepth = value; } } /// <summary> /// The lower limit of depth of this viewport. /// </summary> public float MinDepth { get { return minDepth; } set { minDepth = value; } } /// <summary> /// The width of the bounds in pixels. /// </summary> public int Width { get { return width; } set { width = value; } } /// <summary> /// The y coordinate of the beginning of this viewport. /// </summary> public int Y { get { return y; } set { y = value; } } /// <summary> /// The x coordinate of the beginning of this viewport. /// </summary> public int X { get { return x; } set { x = value; } } /// <summary> /// Gets the aspect ratio of this <see cref="Viewport"/>, which is width / height. /// </summary> public float AspectRatio { get { if ((height != 0) && (width != 0)) { return ((( float ) width) / (( float ) height)); } return 0.0f; } } /// <summary> /// Gets or sets a boundary of this <see cref="Viewport"/>. /// </summary> public Rectangle Bounds { get { return new Rectangle( x, y, width, height ); } set { x = value.X; y = value.Y; width = value.Width; height = value.Height; } } /// <summary> /// Returns the subset of the viewport that is guaranteed to be visible on a lower quality display. /// </summary> public Rectangle TitleSafeArea { get { return Bounds; } } #endregion #region Private Variables private int x; private int y; private int width; private int height; private float minDepth; private float maxDepth; #endregion #region Public Constructors /// <summary> /// Constructs a viewport from the given values. The <see cref="MinDepth"/> will be 0.0 and <see cref="MaxDepth"/> will be 1.0. /// </summary> /// <param name="x">The x coordinate of the upper-left corner of the view bounds in pixels.</param> /// <param name="y">The y coordinate of the upper-left corner of the view bounds in pixels.</param> /// <param name="width">The width of the view bounds in pixels.</param> /// <param name="height">The height of the view bounds in pixels.</param> public Viewport( int x, int y, int width, int height) { this .x = x; this .y = y; this .width = width; this .height = height; minDepth = 0.0f; maxDepth = 1.0f; } /// <summary> /// Constructs a viewport from the given values. /// </summary> /// <param name="bounds">A <see cref="Rectangle"/> that defines the location and size of the <see cref="Viewport"/> in a render target.</param> public Viewport(Rectangle bounds) { x = bounds.X; y = bounds.Y; width = bounds.Width; height = bounds.Height; minDepth = 0.0f; maxDepth = 1.0f; } #endregion #region Public Methods /// <summary> /// Projects a <see cref="Vector3"/> from world space into screen space. /// </summary> /// <param name="source">The <see cref="Vector3"/> to project.</param> /// <param name="projection">The projection <see cref="Matrix"/>.</param> /// <param name="view">The view <see cref="Matrix"/>.</param> /// <param name="world">The world <see cref="Matrix"/>.</param> /// <returns></returns> public Vector3 Project( Vector3 source, Matrix projection, Matrix view, Matrix world ) { Matrix matrix = Matrix.Multiply( Matrix.Multiply(world, view), projection ); Vector3 vector = Vector3.Transform(source, matrix); float a = (((source.X * matrix.M14) + (source.Y * matrix.M24)) + (source.Z * matrix.M34)) + matrix.M44; if (!MathHelper.WithinEpsilon(a, 1.0f)) { vector.X = vector.X / a; vector.Y = vector.Y / a; vector.Z = vector.Z / a; } vector.X = (((vector.X + 1f) * 0.5f) * Width) + X; vector.Y = (((-vector.Y + 1f) * 0.5f) * Height) + Y; vector.Z = (vector.Z * (MaxDepth - MinDepth)) + MinDepth; return vector; } /// <summary> /// Unprojects a <see cref="Vector3"/> from screen space into world space. /// </summary> /// <param name="source">The <see cref="Vector3"/> to unproject.</param> /// <param name="projection">The projection <see cref="Matrix"/>.</param> /// <param name="view">The view <see cref="Matrix"/>.</param> /// <param name="world">The world <see cref="Matrix"/>.</param> /// <returns></returns> public Vector3 Unproject(Vector3 source, Matrix projection, Matrix view, Matrix world) { Matrix matrix = Matrix.Invert( Matrix.Multiply( Matrix.Multiply(world, view), projection ) ); source.X = (((source.X - X) / (( float ) Width)) * 2f) - 1f; source.Y = -((((source.Y - Y) / (( float ) Height)) * 2f) - 1f); source.Z = (source.Z - MinDepth) / (MaxDepth - MinDepth); Vector3 vector = Vector3.Transform(source, matrix); float a = ( ((source.X * matrix.M14) + (source.Y * matrix.M24)) + (source.Z * matrix.M34) ) + matrix.M44; if (!MathHelper.WithinEpsilon(a, 1.0f)) { vector.X = vector.X / a; vector.Y = vector.Y / a; vector.Z = vector.Z / a; } return vector; } /// <summary> /// Returns a <see cref="String"/> representation of this <see cref="Viewport"/> in the format: /// {X:[<see cref="X"/>] Y:[<see cref="Y"/>] Width:[<see cref="Width"/>] Height:[<see cref="Height"/>] MinDepth:[<see cref="MinDepth"/>] MaxDepth:[<see cref="MaxDepth"/>]} /// </summary> /// <returns>A <see cref="String"/> representation of this <see cref="Viewport"/>.</returns> public override string ToString() { return ( "{" + "X:" + x.ToString() + " Y:" + y.ToString() + " Width:" + width.ToString() + " Height:" + height.ToString() + " MinDepth:" + minDepth.ToString() + " MaxDepth:" + maxDepth.ToString() + "}" ); } #endregion } } |