如何在WPF中创建偏离中心的PerspectiveCamera? [英] How do you create an off-center PerspectiveCamera in WPF?
问题描述
我试着或多或少地重新创建 Johnny Lee的Wii头部追踪应用程序,但是使用用于跟踪的增强现实工具包和用于图形的WPF。为此,我需要使用顶部,底部,右侧和左侧参数创建一个透视相机来创建我的视角,而不是视野和纵横比(对于那些熟悉OpenGL的人,我想使用WPF等效glFrustum而不是gluPerspective)
I'm trying to more or less recreate Johnny Lee's Wii head tracking app, but using an augmented reality toolkit for the tracking, and WPF for graphics. To do this, I need to create a perspective camera using the top, bottom, right, and left parameters to create my viewing frustum, instead of field of view and aspect ratio (to those familiar with OpenGL, I want to use the WPF equivalent of glFrustum instead of gluPerspective)
问题是,这些选项在WPF的PerspectiveCamera类中似乎不可用。如果我不得不使用MatrixCamera,我可能会手动创建投影矩阵,但我想避免这种情况。有没有人知道有更好的方法来做到这一点?
The problem is, those options don't seem to be available on WPF's PerspectiveCamera class. I could probably create the projection matrix manually if I had to and use MatrixCamera, but I'd like to avoid that. Does anyone know of a better way to do this?
推荐答案
我从来没有找到一种内置的方式来做到这一点,所以我写了我自己的。 背后的数学可以在OpenGL glFrustum文档中找到。如果有人遇到这个问题,这应该适合你:
I never did find a built-in way to do this, so I wrote my own. The math behind it can be found in the OpenGL glFrustum docs. If anyone else ever runs into this problem, this should work for you:
public Matrix3D CreateFrustumMatrix(double left, double right, double bottom, double top, double near, double far)
{
var a = (right + left) / (right - left);
var b = (top + bottom) / (top - bottom);
var c = -(far + near) / (far - near);
var d = -2 * far * near / (far - near);
return new Matrix3D(
2 * near / (right - left), 0, 0, 0,
0, 2 * near / (top - bottom), 0, 0,
a, b, c, -1,
0, 0, d, 0);
}
只需将MatrixCamera.ProjectionMatrix设置为该方法的返回值,重新设置。
Just set MatrixCamera.ProjectionMatrix to the return value of that method, and you're all set.
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