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Program.cs
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Program.cs
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using Avalonia.Threading;
namespace example;
// example-0018
// animation, object matrix versus model matrix versus view matrix
//
// - observe the effect of camera moving and the effect of object matrix
// - use 'ctrl+shift+c' to toggle camera object
class Program
{
static void Main(string[] args)
{
InitAvalonia();
var BOX1_ORIGIN = new Vector3(10, 20, 30);
var BOX2_ORIGIN = new Vector3(50, 20, 30);
Task? task = null;
bool taskPause = false;
var are = new AutoResetEvent(false);
var box1 = new List<GLFigureBase>();
var box2 = new List<GLFigureBase>();
void ToggleAnim(AvaloniaGLControlSplit split)
{
if (task is not null)
{
taskPause = !taskPause;
are.Set();
return;
}
var glCtl = split.FocusedControl?.AvaloniaGLControl.GLControl;
if (glCtl is null) return;
var glModel = glCtl.GLModel;
var bbox = glModel.LBBox;
// the anim task acts on objectmatrix so that the figure changes on all views
// and on initial control camera position so that only that control rotate angle of view
task = Task.Run(async () =>
{
var angle = 0f;
var angleIncrement_rad = 3 * (float)PI / 180.0f;
while (true)
{
if (taskPause)
are.WaitOne();
await Dispatcher.UIThread.InvokeAsync(async () =>
{
glCtl.ModelMatrix = Matrix4x4.Identity;
var mm = glCtl.ModelMatrix;
// compute camera [world] target starting from the bbox.middle [local]
var newCameraTarget = LocalToWorld(bbox.Middle, mm);
// compute camera [world] position
var newCameraPos = LocalToWorld(bbox.Middle.Fn(w => new Vector3(w.X, w.Y, 180)) +
1.5f * bbox.Size.Max() * Vector3.Transform(Vector3.UnitX, Matrix4x4.CreateRotationZ(angle)), mm);
glCtl.CameraPos = newCameraPos;
glCtl.CameraTarget = newCameraTarget;
// recompute camera [world] up
glCtl.CameraUp = LocalToWorld(Vector3.UnitZ, mm) - LocalToWorld(Vector3.Zero, mm);
split.Invalidate();
angle += angleIncrement_rad;
// set delta bounce
var dZ = BOX1_ORIGIN.Z * (float)Sin(2 * angle);
// change box object matrix
foreach (var fig in box1)
{
fig.ObjectMatrix =
Matrix4x4.CreateTranslation(-BOX1_ORIGIN)
*
Matrix4x4.CreateRotationZ(4 * angle)
*
Matrix4x4.CreateTranslation(BOX1_ORIGIN)
*
Matrix4x4.CreateTranslation(Vector3.UnitZ * dZ);
;
}
await Task.Delay(30);
});
}
});
}
var w = GLWindow.Create(
onFocusedControlChanged: (split, AvaloniaGLControl, isInitial) =>
{
if (isInitial)
// load view from the layout.json file copied by the csproj
split.LoadViewLayout();
});
w.GLModel.BuildModel = (glCtl, isInitial) =>
{
if (!isInitial) return;
var glModel = glCtl.GLModel;
glModel.Clear();
var sizef = glCtl.Size();
var sw = sizef.X;
var sh = sizef.Y;
IEnumerable<GLFigureBase> createBox(Vector3 boxOrigin)
{
var box = new Box(
cs: MakeCS(origin: boxOrigin, N: Vector3.UnitZ),
csSize: new Vector3(10, 10, 10));
box.SideTop.SetColor(Color.Red);
box.SideBottom.SetColor(Color.Green);
box.SideLeft.SetColor(Color.Blue);
box.SideRight.SetColor(Color.Magenta);
box.SideFront.SetColor(Color.White);
box.SideBack.SetColor(Color.Cyan);
glModel.AddFigure(box.Sides);
return box.Sides;
}
box1 = createBox(BOX1_ORIGIN).ToList();
box2 = createBox(BOX2_ORIGIN).ToList();
var bboxOrigin = (BOX1_ORIGIN + BOX2_ORIGIN).Fn(v => new Vector3(v.X, v.Y, -1));
var baseBox = new Box(
cs: MakeCS(origin: bboxOrigin, N: Vector3.UnitZ),
csSize: new Vector3(200, 200, -2));
glModel.AddFigure(baseBox.Sides);
glModel.PointLights.Add(new GLPointLight(
pos: glModel.LBBox.Middle.Fn(w => new Vector3(w.X, w.Y, 200)),
color: Color.FromArgb(204, 204, 204),
showPoint: true));
glModel.SetupLightAttenuation();
glModel.OverrideLightStrengths(ambient: .9f);
// glCtl.CameraView(CameraViewType.Top);
if (w.GLControlSplit is not null)
ToggleAnim(w.GLControlSplit);
};
w.KeyDown += (sender, e) =>
{
if (e.Key == Key.Space && w.GLControlSplit is not null)
ToggleAnim(w.GLControlSplit);
};
w.ShowSync();
}
}