/// <summary>
        /// Creates a DataManipulation object.
        /// </summary>
        public DataManipulation(DXViewport.Viewport viewport)
        {
            _buffers               = new BufferObjects();
            _buffers.VertexSize    = 0.25f;
            _buffers.ColorByHeight = false;
            _buffers.MainViewport  = viewport;

            _viewport            = viewport;
            _moveVertex          = false;
            _pauseMoveVertex     = false;
            _isMoving            = false;
            _softSelection       = false;
            _falloff             = true;
            _enableLighting      = true;
            _softDistanceSquared = 0.2f * 0.2f;                         // Squared for quicker calculations
            _history             = new DataHistory();
            _redoHistory         = new DataHistory();
            _pageCopy            = null;
            _renderTextures      = true;
            _ray          = Vector3.Empty;
            _copyPosition = 0f;

            _plugins = new PlugIns();

            // Set shader versions
            _vertexShaderVersion = _viewport.SupportedVertexShaderVersion;
            _pixelShaderVersion  = _viewport.SupportedPixelShaderVersion;
        }
        /// <summary>
        /// Creates a DataManipulation object.
        /// </summary>
        public DataManipulation( DXViewport.Viewport viewport )
        {
            _buffers = new BufferObjects();
            _buffers.VertexSize = 0.25f;
            _buffers.ColorByHeight = false;
            _buffers.MainViewport = viewport;

            _viewport = viewport;
            _moveVertex = false;
            _pauseMoveVertex = false;
            _isMoving = false;
            _softSelection = false;
            _falloff = true;
            _enableLighting = true;
            _softDistanceSquared = 0.2f * 0.2f;		// Squared for quicker calculations
            _history = new DataHistory();
            _redoHistory = new DataHistory();
            _pageCopy = null;
            _renderTextures = true;
            _ray = Vector3.Empty;
            _copyPosition = 0f;

            _plugins = new PlugIns();

            // Set shader versions
            _vertexShaderVersion = _viewport.SupportedVertexShaderVersion;
            _pixelShaderVersion = _viewport.SupportedPixelShaderVersion;
        }
Beispiel #3
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        /// <summary>
        /// Initializes the DXViewport and the DataManipulation classes.
        /// Call InitializeDXDefaults() and InitializeCamera() afterwards,
        /// or implement their equivalent.
        /// </summary>
        public virtual void InitializeViewport()
        {
            _viewport = new DXViewport.Viewport();
            _viewport.InitializeDXWindow(pnlMainViewport, _owner);
            _terrainData = new DataManipulation(_viewport);

            _viewport.Device.DeviceReset += new EventHandler(this.OnDeviceReset);
            OnDeviceReset(_owner, new System.EventArgs());
        }
 public void BuildPickingRay(int x, int y, DXViewport.Viewport viewport)
 {
     _ray = viewport.Camera.PickingRay(x, y, viewport.Window.Width, viewport.Window.Height);
 }
 /// <summary>
 /// Selects a vertex in the terrain from the given origin.
 /// </summary>
 /// <param name="viewport">The viewport to build the picking ray from.</param>
 /// <param name="endSelection">Whether to use multiple selection.</param>
 public void SelectVertex(DXViewport.Viewport viewport, bool endSelection)
 {
     _page.SelectVertex(_ray, viewport.Camera.Position -
                        viewport.Camera.Offset, endSelection, _enableMultiSelect);
 }
        /// <summary>
        /// Initializes the DXViewport and the DataManipulation classes.
        /// Call InitializeDXDefaults() and InitializeCamera() afterwards,
        /// or implement their equivalent.
        /// </summary>
        public virtual void InitializeViewport()
        {
            _viewport = new DXViewport.Viewport();
            _viewport.InitializeDXWindow( pnlMainViewport, _owner );
            _terrainData = new DataManipulation( _viewport );

            _viewport.Device.DeviceReset += new EventHandler( this.OnDeviceReset );
            OnDeviceReset( _owner, new System.EventArgs() );
        }