Beispiel #1
0
        /// <summary>
        /// Projects the specified x and y, in normalized window coordinates, onto the grid,
        /// and snaps it to the nearest grid vertex if necessary.
        /// Normalized window coordinates are in the range [-0.5,0.5] with +x pointing to the
        /// right and +y pointing up.</summary>
        /// <param name="x">Window x in normalized window coords</param>
        /// <param name="y">Window y in normalized window coords</param>
        /// <param name="camera">Camera</param>
        /// <returns>Projection of x and y onto the grid, in world space.</returns>
        public Vec3F Project(float x, float y, Camera camera)
        {
            Ray3F ray = camera.CreateRay(x, y);

            Matrix4F V = new Matrix4F(camera.ViewMatrix);
            V.Mul(m_invAxisSystem, V);

            if (camera.Frustum.IsOrtho)
            {
                V = new Matrix4F(m_V);
                V.Translation = camera.ViewMatrix.Translation;
            }

            // origin
            Vec3F delta = new Vec3F(0, Height, 0);
            V.Transform(delta, out delta);
            Vec3F o = delta;

            // Up vec
            Vec3F axis = V.YAxis;
            Vec3F projPt = ray.IntersectPlane(axis, -Vec3F.Dot(o, axis));

            // Transform back into world space
            Matrix4F Inv = new Matrix4F();
            Inv.Invert(camera.ViewMatrix);
            Inv.Transform(projPt, out projPt);

            if (Snap)
            {
                projPt = SnapPoint(projPt);
            }
            return projPt;
        }
Beispiel #2
0
        private DomNode CreatePrototype(IEnumerable <IGameObject> gobs)
        {
            DomNode[] originals = new DomNode[1];

            List <IGameObject> copyList = new List <IGameObject>();
            AABB bound = new AABB();

            foreach (IGameObject gameObject in SelectedGobs)
            {
                IBoundable boundable = gameObject.As <IBoundable>();
                bound.Extend(boundable.BoundingBox);
                Matrix4F world = TransformUtils.ComputeWorldTransform(gameObject);
                originals[0] = gameObject.As <DomNode>();
                DomNode[]   copies = DomNode.Copy(originals);
                IGameObject copy   = copies[0].As <IGameObject>();
                TransformUtils.SetTransform(copy, world);
                copyList.Add(copy);
            }

            DomNode gobchild = null;

            if (copyList.Count > 1)
            {// create group
                IGame            game     = m_contextRegistry.GetActiveContext <IGame>();
                IGameObjectGroup gobgroup = game.CreateGameObjectGroup();
                gobgroup.Translation = bound.Center;
                gobgroup.UpdateTransform();
                Matrix4F worldInv = new Matrix4F();
                worldInv.Invert(gobgroup.Transform);
                foreach (IGameObject gob in copyList)
                {
                    Vec3F translate = gob.Translation;
                    worldInv.Transform(ref translate);
                    gob.Translation = translate;
                    gob.UpdateTransform();
                    gobgroup.GameObjects.Add(gob);
                }
                gobchild = gobgroup.As <DomNode>();
            }
            else
            {
                gobchild = copyList[0].As <DomNode>();
            }

            gobchild.InitializeExtensions();
            gobchild.As <IGameObject>().Translation = new Vec3F(0, 0, 0);

            DomNode prototype = null;

            if (gobchild != null)
            {
                prototype = new DomNode(Schema.prototypeType.Type, Schema.prototypeRootElement);
                prototype.SetChild(Schema.prototypeType.gameObjectChild, gobchild);
            }
            return(prototype);
        }
Beispiel #3
0
        /// <summary>
        /// Groups the specified GameObjects</summary>
        /// <param name="gobs">GameObjects to be grouped</param>
        /// <remarks>Creates a new GameObjectGroup and moves all
        /// the GameObjects into it.</remarks>
        public IGameObjectGroup Group(IEnumerable <IGameObject> gobs)
        {
            // extra check.
            if (!CanGroup(gobs))
            {
                return(null);
            }

            IGame game     = null;
            AABB  groupBox = new AABB();
            List <IGameObject> gameObjects = new List <IGameObject>();

            foreach (IGameObject gameObject in gobs)
            {
                if (game == null)
                {
                    game = gameObject.As <DomNode>().GetRoot().As <IGame>();
                }

                gameObjects.Add(gameObject);

                IBoundable boundable = gameObject.As <IBoundable>();
                groupBox.Extend(boundable.BoundingBox);
            }

            IGameObjectGroup group = game.CreateGameObjectGroup();
            DomNode          node  = group.As <DomNode>();

            node.InitializeExtensions();
            ITransformable transformable = node.As <ITransformable>();

            transformable.Translation = groupBox.Center;

            Matrix4F invWorld = new Matrix4F();

            invWorld.Invert(transformable.Transform);

            game.RootGameObjectFolder.GameObjects.Add(group);

            foreach (IGameObject gameObject in gameObjects)
            {
                ITransformable xformable = gameObject.As <ITransformable>();
                Matrix4F       world     = ComputeWorldTransform(xformable);
                SetTransform(xformable, world);
                group.GameObjects.Add(gameObject);
                Vec3F trans = world.Translation;
                invWorld.Transform(ref trans);
                xformable.Translation = trans;
            }

            return(group);
        }
        public override void OnBeginDrag()
        {
            if (m_hitRegion == HitRegion.None || !CanManipulate(m_node))
                return;
            var transactionContext = DesignView.Context.As<ITransactionContext>();
            transactionContext.Begin("Move".Localize());
            m_originalPivot = m_node.Pivot;

            Path<DomNode> path = new Path<DomNode>(m_node.Cast<DomNode>().GetPath());
            Matrix4F localToWorld = TransformUtils.CalcPathTransform(path, path.Count - 1);
            m_worldToLocal = new Matrix4F();
            m_worldToLocal.Invert(localToWorld);
        }
        public override void OnDragging(ViewControl vc, Point scrPt)
        {
            if (m_hitRegion == HitRegion.None || m_activeOp == null || m_activeOp.NodeList.Count == 0)
            {
                return;
            }

            // create ray in view space.
            Ray3F rayV = vc.GetWorldRay(scrPt);

            using (var intersectionScene = GameEngine.GetEditorSceneManager().GetIntersectionScene())
            {
                Vec3F intersectionPt;
                if (!CalculateTerrainIntersection(vc, rayV, intersectionScene, out intersectionPt))
                {
                    return;
                }

                if (m_pendingStartPt)
                {
                    m_startPt        = intersectionPt;
                    m_pendingStartPt = false;
                }
                else
                {
                    bool  clampToSurface = Control.ModifierKeys == Keys.Shift;
                    Vec3F translate      = new Vec3F(intersectionPt.X - m_startPt.X, intersectionPt.Y - m_startPt.Y, 0.0f);
                    for (int i = 0; i < m_activeOp.NodeList.Count; i++)
                    {
                        ITransformable node = m_activeOp.NodeList[i];

                        Path <DomNode> path = new Path <DomNode>(Adapters.Cast <DomNode>(node).GetPath());
                        Matrix4F       parentLocalToWorld = TransformUtils.CalcPathTransform(path, path.Count - 2);
                        Matrix4F       parentWorldToLocal = new Matrix4F();
                        parentWorldToLocal.Invert(parentLocalToWorld);

                        Vec3F newWorldPos   = m_originalTranslations[i] + translate;
                        float terrainHeight = 0.0f;
                        if (GUILayer.EditorInterfaceUtils.GetTerrainHeight(
                                out terrainHeight, intersectionScene, newWorldPos.X, newWorldPos.Y))
                        {
                            newWorldPos.Z = terrainHeight + (clampToSurface ? 0.0f : m_originalHeights[i]);
                            Vec3F localTranslation;
                            parentWorldToLocal.TransformVector(newWorldPos, out localTranslation);
                            node.Translation = localTranslation;
                        }
                    }
                }
            }
        }
Beispiel #6
0
        public static void DrawCone(Matrix4F xform, Color color)
        {
            Matrix4F transposeOfInverse = new Matrix4F(xform);

            transposeOfInverse.Transpose(transposeOfInverse);
            transposeOfInverse.Invert(transposeOfInverse);

            GameEngine.DrawIndexedPrimitive(PrimitiveType.TriangleList,
                                            s_coneVertId,
                                            s_coneIndexId,
                                            0,
                                            s_coneIndexCount,
                                            0,
                                            color,
                                            xform,
                                            RenderFlag);
        }
Beispiel #7
0
        public override void OnBeginDrag()
        {
            if (m_hitRegion == HitRegion.None || !CanManipulate(m_node))
            {
                return;
            }
            var transactionContext = DesignView.Context.As <ITransactionContext>();

            transactionContext.Begin("Move".Localize());
            m_originalPivot = m_node.Pivot;

            Path <DomNode> path         = new Path <DomNode>(m_node.Cast <DomNode>().GetPath());
            Matrix4F       localToWorld = TransformUtils.CalcPathTransform(path, path.Count - 1);

            m_worldToLocal = new Matrix4F();
            m_worldToLocal.Invert(localToWorld);
        }
Beispiel #8
0
        /// <summary>
        /// unproject vector from screen space to object space.
        /// </summary>
        public Vec3F Unproject(Vec3F scrPt, Matrix4F wvp)
        {
            float    width  = ClientSize.Width;
            float    height = ClientSize.Height;
            Matrix4F invWVP = new Matrix4F();

            invWVP.Invert(wvp);
            Vec3F worldPt = new Vec3F();

            worldPt.X = scrPt.X / width * 2.0f - 1f;
            worldPt.Y = -(scrPt.Y / height * 2.0f - 1f);
            worldPt.Z = scrPt.Z;

            float w = worldPt.X * invWVP.M14 + worldPt.Y * invWVP.M24 + worldPt.Z * invWVP.M34 + invWVP.M44;

            invWVP.Transform(ref worldPt);
            worldPt = worldPt / w;
            return(worldPt);
        }
        public override bool Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == false)
            {
                return(false);
            }

            Camera camera = vc.Camera;

            Matrix4F view = camera.ViewMatrix;
            Matrix4F vp   = view * camera.ProjectionMatrix;
            Matrix4F wvp  = HitMatrix * vp;

            Ray3F rayL = vc.GetRay(scrPt, wvp);

            float s = Util.CalcAxisScale(vc.Camera, HitMatrix.Translation, AxisLength, vc.Height);

            // There's only one hot-spot for this manipulator:
            //      a square at the manipulator origin.
            Vec3F min = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F max = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB  box = new AABB(min, max);

            float    centerCubeScale = s * CenterCubeSize;
            Matrix4F centerCubeXform = new Matrix4F();

            centerCubeXform.Scale(centerCubeScale);
            centerCubeXform.Invert(centerCubeXform);
            Ray3F ray = rayL;

            ray.Transform(centerCubeXform);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XYSquare;
                return(true);
            }

            m_hitRegion = HitRegion.None;
            return(false);
        }
Beispiel #10
0
        public IControlPoint InsertPoint(uint index, float x, float y, float z)
        {            
            IControlPoint cpt = CreateControlPoint();
            int numSteps = GetAttribute<int>(Schema.curveType.stepsAttribute);
            int interpolationType = GetAttribute<int>(Schema.curveType.interpolationTypeAttribute);            
            if (interpolationType != 0 && numSteps > 0)
            {
                index = index / (uint)numSteps;
            }


            Path<DomNode> path = new Path<DomNode>(DomNode.GetPath());
            Matrix4F toworld = TransformUtils.CalcPathTransform(path, path.Count - 1);
            Matrix4F worldToLocal = new Matrix4F();
            worldToLocal.Invert(toworld);
            Vec3F pos = new Vec3F(x, y, z);
            worldToLocal.Transform(ref pos);
            cpt.Translation = pos;
            ControlPoints.Insert((int)index + 1, cpt);
            return cpt;
        }
        public override bool Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == false)
                return false;

            Camera camera = vc.Camera;
            
            Matrix4F view = camera.ViewMatrix;
            Matrix4F vp = view  * camera.ProjectionMatrix;
            Matrix4F wvp = HitMatrix * vp;
            
            Ray3F rayL = vc.GetRay(scrPt,wvp);

            float s = Util.CalcAxisScale(vc.Camera, HitMatrix.Translation, AxisLength, vc.Height);

                // There's only one hot-spot for this manipulator:
                //      a square at the manipulator origin.
            Vec3F min = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F max = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB box = new AABB(min, max);

            float centerCubeScale = s * CenterCubeSize;
            Matrix4F centerCubeXform = new Matrix4F();
            centerCubeXform.Scale(centerCubeScale);
            centerCubeXform.Invert(centerCubeXform);
            Ray3F ray = rayL;
            ray.Transform(centerCubeXform);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XYSquare;
                return true;
            }

            m_hitRegion = HitRegion.None;
            return false;
        }
Beispiel #12
0
        public IControlPoint InsertPoint(uint index, float x, float y, float z)
        {
            IControlPoint cpt               = CreateControlPoint();
            int           numSteps          = GetAttribute <int>(Schema.curveType.stepsAttribute);
            int           interpolationType = GetAttribute <int>(Schema.curveType.interpolationTypeAttribute);

            if (interpolationType != 0 && numSteps > 0)
            {
                index = index / (uint)numSteps;
            }


            Path <DomNode> path         = new Path <DomNode>(DomNode.GetPath());
            Matrix4F       toworld      = TransformUtils.CalcPathTransform(path, path.Count - 1);
            Matrix4F       worldToLocal = new Matrix4F();

            worldToLocal.Invert(toworld);
            Vec3F pos = new Vec3F(x, y, z);

            worldToLocal.Transform(ref pos);
            cpt.Translation = pos;
            ControlPoints.Insert((int)index + 1, cpt);
            return(cpt);
        }
        public override bool Pick(ViewControl vc, Point scrPt)
        {            
            m_hitRegion = HitRegion.None;           
            if (base.Pick(vc, scrPt) == false) 
                return false;
                                   
            Camera camera = vc.Camera;
            float s;
            Util.CalcAxisLengths(camera, HitMatrix.Translation, out s);
                        
            Matrix4F vp = camera.ViewMatrix * camera.ProjectionMatrix;
            Matrix4F wvp = HitMatrix * vp;
            
            // get ray in object space  space.
            Ray3F rayL = vc.GetRay(scrPt, wvp);
            
            m_scale = new Vec3F(1, 1, 1);            
            m_hitScale = s;
                                               
            float rectScale = s*FreeRectRatio;                                               
            Vec3F topRight    = rectScale * (new Vec3F(1, 1, 0));
            Vec3F topLeft     = rectScale * (new Vec3F(-1, 1, 0));
            Vec3F bottomLeft  = rectScale * (new Vec3F(-1, -1, 0));
            Vec3F bottomRight = rectScale * (new Vec3F(1, -1, 0));
            Matrix4F planeXform = Util.CreateBillboard(HitMatrix.Translation, camera.WorldEye, camera.Up, camera.LookAt);
            Matrix4F wvpPlane = planeXform * vp;

            // create ray in plane's local space.
            Ray3F rayP = vc.GetRay(scrPt, wvpPlane);

            Plane3F plane = new Plane3F(topRight,topLeft,bottomLeft);
            Vec3F p;

            bool intersect = rayP.IntersectPlane(plane, out p);            
            if(intersect)
            {                
                bool inside = p.X > topLeft.X
                              && p.X < topRight.X
                              && p.Y > bottomLeft.Y
                              && p.Y < topLeft.Y;
                if (inside)
                {
                    m_hitRegion = HitRegion.FreeRect;
                    return true;
                }                    
            }

            Vec3F min = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F max = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB box = new AABB(min, max);
            Matrix4F boxScale = new Matrix4F();
            Matrix4F boxTrans = new Matrix4F();
            Matrix4F BoxMtrx = new Matrix4F();

            float handleScale = s * HandleRatio;
            // X axis

            boxScale.Scale(new Vec3F(s, handleScale, handleScale));
            boxTrans.Translation = new Vec3F(s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;            
            Ray3F ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);

            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XAxis;
                return true;
            }

            // y axis
            boxScale.Scale(new Vec3F(handleScale, s, handleScale));
            boxTrans.Translation = new Vec3F(0, s / 2, 0);
            BoxMtrx = boxScale * boxTrans;
            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.YAxis;
                return true;
            }

            // z axis
            boxScale.Scale(new Vec3F(handleScale, handleScale, s));
            boxTrans.Translation = new Vec3F(0, 0, s / 2);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.ZAxis;
                return true;
            }

            return false;
        }
Beispiel #14
0
        public override bool Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == false)
            {
                return(false);
            }

            Camera camera = vc.Camera;

            float s = Util.CalcAxisScale(vc.Camera, HitMatrix.Translation, AxisLength, vc.Height);

            Matrix4F vp  = camera.ViewMatrix * camera.ProjectionMatrix;
            Matrix4F wvp = HitMatrix * vp;

            // get ray in object space  space.
            Ray3F rayL = vc.GetRay(scrPt, wvp);

            m_scale    = new Vec3F(1, 1, 1);
            m_hitScale = s;

            Vec3F min = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F max = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB  box = new AABB(min, max);

            float    centerCubeScale = s * CenterCubeSize;
            Matrix4F centerCubeXform = new Matrix4F();

            centerCubeXform.Scale(centerCubeScale);
            centerCubeXform.Invert(centerCubeXform);
            Ray3F ray = rayL;

            ray.Transform(centerCubeXform);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.CenterCube;
                return(true);
            }

            Matrix4F boxScale = new Matrix4F();
            Matrix4F boxTrans = new Matrix4F();
            Matrix4F BoxMtrx  = new Matrix4F();

            float handleScale = s * AxisHandle;

            // X axis

            boxScale.Scale(new Vec3F(s, handleScale, handleScale));
            boxTrans.Translation = new Vec3F(s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;
            ray     = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);

            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XAxis;
                return(true);
            }

            // y axis
            boxScale.Scale(new Vec3F(handleScale, s, handleScale));
            boxTrans.Translation = new Vec3F(0, s / 2, 0);
            BoxMtrx = boxScale * boxTrans;
            ray     = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.YAxis;
                return(true);
            }

            // z axis
            boxScale.Scale(new Vec3F(handleScale, handleScale, s));
            boxTrans.Translation = new Vec3F(0, 0, s / 2);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.ZAxis;
                return(true);
            }

            return(false);
        }
Beispiel #15
0
        public override bool Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == false)
            {
                return(false);
            }

            Camera camera = vc.Camera;
            float  s;

            Util.CalcAxisLengths(camera, HitMatrix.Translation, out s);

            Matrix4F vp  = camera.ViewMatrix * camera.ProjectionMatrix;
            Matrix4F wvp = HitMatrix * vp;

            // get ray in object space  space.
            Ray3F rayL = vc.GetRay(scrPt, wvp);

            m_scale    = new Vec3F(1, 1, 1);
            m_hitScale = s;

            float    rectScale   = s * FreeRectRatio;
            Vec3F    topRight    = rectScale * (new Vec3F(1, 1, 0));
            Vec3F    topLeft     = rectScale * (new Vec3F(-1, 1, 0));
            Vec3F    bottomLeft  = rectScale * (new Vec3F(-1, -1, 0));
            Vec3F    bottomRight = rectScale * (new Vec3F(1, -1, 0));
            Matrix4F planeXform  = Util.CreateBillboard(HitMatrix.Translation, camera.WorldEye, camera.Up, camera.LookAt);
            Matrix4F wvpPlane    = planeXform * vp;

            // create ray in plane's local space.
            Ray3F rayP = vc.GetRay(scrPt, wvpPlane);

            Plane3F plane = new Plane3F(topRight, topLeft, bottomLeft);
            Vec3F   p;

            bool intersect = rayP.IntersectPlane(plane, out p);

            if (intersect)
            {
                bool inside = p.X > topLeft.X &&
                              p.X <topRight.X &&
                                   p.Y> bottomLeft.Y &&
                              p.Y < topLeft.Y;
                if (inside)
                {
                    m_hitRegion = HitRegion.FreeRect;
                    return(true);
                }
            }

            Vec3F    min      = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F    max      = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB     box      = new AABB(min, max);
            Matrix4F boxScale = new Matrix4F();
            Matrix4F boxTrans = new Matrix4F();
            Matrix4F BoxMtrx  = new Matrix4F();

            float handleScale = s * HandleRatio;

            // X axis

            boxScale.Scale(new Vec3F(s, handleScale, handleScale));
            boxTrans.Translation = new Vec3F(s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;
            Ray3F ray = rayL;

            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);

            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XAxis;
                return(true);
            }

            // y axis
            boxScale.Scale(new Vec3F(handleScale, s, handleScale));
            boxTrans.Translation = new Vec3F(0, s / 2, 0);
            BoxMtrx = boxScale * boxTrans;
            ray     = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.YAxis;
                return(true);
            }

            // z axis
            boxScale.Scale(new Vec3F(handleScale, handleScale, s));
            boxTrans.Translation = new Vec3F(0, 0, s / 2);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.ZAxis;
                return(true);
            }

            return(false);
        }
Beispiel #16
0
        /// <summary>
        /// Groups the specified GameObjects</summary>
        /// <param name="gobs">GameObjects to be grouped</param>
        /// <remarks>Creates a new GameObjectGroup and moves all
        /// the GameObjects into it.</remarks>
        public ITransformableGroup Group(IEnumerable <object> gobs)
        {
            // extra check.
            if (!CanGroup(gobs))
            {
                return(null);
            }

            IGameObjectFolder root = null;
            var gameObjects        = new List <ITransformable>();

            foreach (var gameObject in gobs)
            {
                ITransformable trans = gameObject.As <ITransformable>();
                if (trans == null)
                {
                    continue;
                }
                var node = gameObject.As <DomNode>();
                if (node == null)
                {
                    continue;
                }

                gameObjects.Add(trans);
                var root1 = GetObjectFolder(node);
                if (root != null && root != root1)
                {
                    return(null);
                }
                root = root1;
            }

            // sort from shallowest in the tree to deepest. Then remove any nodes that
            // are already children of other nodes in the list
            gameObjects.Sort(
                (lhs, rhs) => { return(lhs.As <DomNode>().Lineage.Count().CompareTo(rhs.As <DomNode>().Lineage.Count())); });

            // awkward iteration here... Maybe there's a better way to traverse this list..?
            for (int c = 0; c < gameObjects.Count;)
            {
                var  n      = gameObjects[c].As <DomNode>();
                bool remove = false;
                for (int c2 = 0; c2 < c; ++c2)
                {
                    if (n.IsDescendantOf(gameObjects[c2].As <DomNode>()))
                    {
                        remove = true;
                        break;
                    }
                }

                if (remove)
                {
                    gameObjects.RemoveAt(c);
                }
                else
                {
                    ++c;
                }
            }

            // finally, we must have at least 2 valid objects to perform the grouping operation
            if (gameObjects.Count < 2)
            {
                return(null);
            }

            AABB groupBox = new AABB();

            foreach (var gameObject in gameObjects.AsIEnumerable <IBoundable>())
            {
                groupBox.Extend(gameObject.BoundingBox);
            }

            var group = root.CreateGroup();

            if (group == null)
            {
                return(null);
            }

            group.As <DomNode>().InitializeExtensions();

            // try to add the group to the parent of the shallowest item
            var  groupParent        = gameObjects[0].As <DomNode>().Parent.AsAll <IHierarchical>();
            bool addedToGroupParent = false;

            foreach (var h in groupParent)
            {
                if (h.AddChild(group))
                {
                    addedToGroupParent = true; break;
                }
            }
            if (!addedToGroupParent)
            {
                return(null);
            }

            // arrange the transform for the group so that it's origin is in the center of the objects
            var groupParentTransform = new Matrix4F();

            if (groupParent.Is <ITransformable>())
            {
                groupParentTransform = groupParent.As <ITransformable>().LocalToWorld;
            }

            Matrix4F invgroupParentTransform = new Matrix4F();

            invgroupParentTransform.Invert(groupParentTransform);
            group.Transform = Matrix4F.Multiply(new Matrix4F(groupBox.Center), invgroupParentTransform);

            Matrix4F invWorld = new Matrix4F();

            invWorld.Invert(group.Transform);

            // now try to actually add the objects to the group
            var hier = group.AsAll <IHierarchical>();

            foreach (var gameObject in gameObjects)
            {
                Matrix4F oldWorld = gameObject.LocalToWorld;

                bool addedToGroup = false;
                foreach (var h in hier)
                {
                    if (h.AddChild(gameObject))
                    {
                        addedToGroup = true;  break;
                    }
                }

                if (addedToGroup)
                {
                    gameObject.Transform = Matrix4F.Multiply(oldWorld, invWorld);
                }
            }

            return(group);
        }
        public override void OnDragging(ViewControl vc, Point scrPt)
        {
            if (m_cancelDrag || m_hitRegion == HitRegion.None || NodeList.Count == 0)
                return;

            bool hitAxis = m_hitRegion == HitRegion.XAxis
                || m_hitRegion == HitRegion.YAxis
                || m_hitRegion == HitRegion.ZAxis;


            Matrix4F view = vc.Camera.ViewMatrix;
            Matrix4F proj = vc.Camera.ProjectionMatrix;
            Matrix4F vp = view * proj;
            
            // create ray in world space.
            Ray3F rayW = vc.GetRay(scrPt, vp);
           
            // create ray in view space.            
            Ray3F rayV = vc.GetRay(scrPt, proj);
            Vec3F translate = m_translatorControl.OnDragging(rayV);

            ISnapSettings snapSettings = (ISnapSettings)DesignView;            
            bool snapToGeom = Control.ModifierKeys == m_snapGeometryKey;

            if (snapToGeom)
            {               
                Vec3F manipPos = HitMatrix.Translation;
                Vec3F manipMove;
                if (hitAxis)
                {
                    //Make rayw to point toward moving axis and starting 
                    // from manipulator’s world position.
                    rayW.Direction = Vec3F.Normalize(translate);
                    rayW.Origin = manipPos;                    
                    manipMove = Vec3F.ZeroVector;
                    m_cancelDrag = true; //stop further snap-to's   
                }
                else
                {
                    manipMove = rayW.ProjectPoint(manipPos) - manipPos;                                       
                }

                for (int i = 0; i < NodeList.Count; i++)
                {
                    ITransformable node = NodeList[i];
                    Vec3F snapOffset = TransformUtils.CalcSnapFromOffset(node, snapSettings.SnapFrom);
                    Path<DomNode> path = new Path<DomNode>(Adapters.Cast<DomNode>(node).GetPath());
                    Matrix4F parentLocalToWorld = TransformUtils.CalcPathTransform(path, path.Count - 2);
                    Vec3F orgPosW;
                    parentLocalToWorld.Transform(m_originalValues[i], out orgPosW);

                    Matrix4F parentWorldToLocal = new Matrix4F();
                    parentWorldToLocal.Invert(parentLocalToWorld);

                    rayW.MoveToIncludePoint(orgPosW + snapOffset + manipMove);
                    
                    HitRecord[] hits = GameEngine.RayPick(view, proj, rayW, true);
                    bool cansnap = false;
                    HitRecord target = new HitRecord();
                    if (hits.Length > 0)
                    {
                        // find hit record.
                        foreach (var hit in hits)
                        {
                            if (m_snapFilter.CanSnapTo(node, GameEngine.GetAdapterFromId(hit.instanceId)))
                            {
                                target = hit;
                                cansnap = true;
                                break;
                            }
                        }
                    }

                    if (cansnap)
                    {
                        Vec3F pos;
                        if (target.hasNearestVert && snapSettings.SnapVertex)
                        {
                            pos = target.nearestVertex;
                        }
                        else
                        {
                            pos = target.hitPt;
                        }

                        pos -= snapOffset;
                        parentWorldToLocal.Transform(ref pos);
                        Vec3F diff = pos - node.Transform.Translation;
                        node.Translation += diff;
                        bool rotateOnSnap = snapSettings.RotateOnSnap
                                           && target.hasNormal
                                           && (node.TransformationType & TransformationTypes.Rotation) != 0;
                        if (rotateOnSnap)
                        {
                            Vec3F localSurfaceNormal;
                            parentWorldToLocal.TransformNormal(target.normal, out localSurfaceNormal);
                            node.Rotation = TransformUtils.RotateToVector(
                                 m_originalRotations[i],
                                 localSurfaceNormal,
                                 AxisSystemType.YIsUp);
                        }
                    }
                }                
            }           
            else
            {
                IGrid grid = DesignView.Context.Cast<IGame>().Grid;
                bool snapToGrid = Control.ModifierKeys == m_snapGridKey
                                 && grid.Visible
                                 && vc.Camera.ViewType == ViewTypes.Perspective;
                float gridHeight = grid.Height;
                // translate.
                for (int i = 0; i < NodeList.Count; i++)
                {
                    ITransformable node = NodeList[i];
                    Path<DomNode> path = new Path<DomNode>(Adapters.Cast<DomNode>(node).GetPath());
                    Matrix4F parentLocalToWorld = TransformUtils.CalcPathTransform(path, path.Count - 2);
                    Matrix4F parentWorldToLocal = new Matrix4F();
                    parentWorldToLocal.Invert(parentLocalToWorld);
                    Vec3F localTranslation;
                    parentWorldToLocal.TransformVector(translate, out localTranslation);
                    Vec3F trans = m_originalValues[i] + localTranslation;
                   
                    if(snapToGrid)
                    {                    
                        if(grid.Snap)
                            trans = grid.SnapPoint(trans);
                        else
                            trans.Y = gridHeight;                    
                    }

                    node.Translation = trans;
                }                
            }
        }
Beispiel #18
0
        public override bool Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == false)
                return false;

            Camera camera = vc.Camera;
            float s = Util.CalcAxisScale(vc.Camera, HitMatrix.Translation, AxisLength, vc.Height);

            Matrix4F vp = camera.ViewMatrix * camera.ProjectionMatrix;
            Matrix4F wvp = HitMatrix * vp;

            // get ray in object space  space.
            Ray3F rayL = vc.GetRay(scrPt, wvp);

            m_scale = new Vec3F(1, 1, 1);
            m_hitScale = s;

            Vec3F min = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F max = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB box = new AABB(min, max);
            Matrix4F boxScale = new Matrix4F();
            Matrix4F boxTrans = new Matrix4F();
            Matrix4F BoxMtrx = new Matrix4F();

            float handleScale = s * AxisHandle;

            // +X axis
            boxScale.Scale(new Vec3F(s, handleScale, handleScale));
            boxTrans.Translation = new Vec3F(s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;

            Ray3F ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);

            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XAxis;
                return true;
            }

            // -X
            boxTrans.Translation = new Vec3F(-s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);

            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.NegXAxis;
                return true;
            }

            // y axis
            boxScale.Scale(new Vec3F(handleScale, s, handleScale));
            boxTrans.Translation = new Vec3F(0, s / 2, 0);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.YAxis;
                return true;
            }

            // -Y
            boxTrans.Translation = new Vec3F(0, -s / 2, 0);
            BoxMtrx = boxScale * boxTrans;
            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.NegYAxis;
                return true;
            }

            // z axis
            boxScale.Scale(new Vec3F(handleScale, handleScale, s));
            boxTrans.Translation = new Vec3F(0, 0, s / 2);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.ZAxis;
                return true;
            }

            // -Z
            boxTrans.Translation = new Vec3F(0, 0, -s / 2);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.NegZAxis;
                return true;
            }

            return false;
        }
Beispiel #19
0
        private DomNode CreatePrototype(IEnumerable<IGameObject> gobs)
        {
            DomNode[] originals = new DomNode[1];

            List<IGameObject> copyList = new List<IGameObject>();
            AABB bound = new AABB();
            foreach (IGameObject gameObject in SelectedGobs)
            {
                IBoundable boundable = gameObject.As<IBoundable>();
                bound.Extend(boundable.BoundingBox);
                Matrix4F world = TransformUtils.ComputeWorldTransform(gameObject);
                originals[0] = gameObject.As<DomNode>();
                DomNode[] copies = DomNode.Copy(originals);
                IGameObject copy = copies[0].As<IGameObject>();
                TransformUtils.SetTransform(copy, world);
                copyList.Add(copy);
            }

            DomNode gobchild = null;
            if (copyList.Count > 1)
            {// create group
                IGame game = m_contextRegistry.GetActiveContext<IGame>();
                IGameObjectGroup gobgroup = game.CreateGameObjectGroup();
                gobgroup.Translation = bound.Center;
                gobgroup.UpdateTransform();
                Matrix4F worldInv = new Matrix4F();
                worldInv.Invert(gobgroup.Transform);
                foreach (IGameObject gob in copyList)
                {
                    Vec3F translate = gob.Translation;
                    worldInv.Transform(ref translate);
                    gob.Translation = translate;
                    gob.UpdateTransform();
                    gobgroup.GameObjects.Add(gob);
                }
                gobchild = gobgroup.As<DomNode>();                
            }
            else
            {
                gobchild = copyList[0].As<DomNode>();                
            }

            gobchild.InitializeExtensions();
            gobchild.As<IGameObject>().Translation = new Vec3F(0, 0, 0);

            DomNode prototype = null;
            if (gobchild != null)
            {
                prototype = new DomNode(Schema.prototypeType.Type, Schema.prototypeRootElement);
                prototype.SetChild(Schema.prototypeType.gameObjectChild, gobchild);
            }
            return prototype;
        }
        public override void OnDragging(ViewControl vc, Point scrPt)
        {
            if (m_cancelDrag || m_hitRegion == HitRegion.None || NodeList.Count == 0)
            {
                return;
            }

            bool hitAxis = m_hitRegion == HitRegion.XAxis ||
                           m_hitRegion == HitRegion.YAxis ||
                           m_hitRegion == HitRegion.ZAxis;


            Matrix4F view = vc.Camera.ViewMatrix;
            Matrix4F proj = vc.Camera.ProjectionMatrix;
            Matrix4F vp   = view * proj;

            // create ray in world space.
            Ray3F rayW = vc.GetRay(scrPt, vp);

            // create ray in view space.
            Ray3F rayV      = vc.GetRay(scrPt, proj);
            Vec3F translate = m_translatorControl.OnDragging(rayV);

            ISnapSettings snapSettings = (ISnapSettings)DesignView;
            bool          snapToGeom   = Control.ModifierKeys == m_snapGeometryKey;

            if (snapToGeom)
            {
                Vec3F manipPos = HitMatrix.Translation;
                Vec3F manipMove;
                if (hitAxis)
                {
                    //Make rayw to point toward moving axis and starting
                    // from manipulator’s world position.
                    rayW.Direction = Vec3F.Normalize(translate);
                    rayW.Origin    = manipPos;
                    manipMove      = Vec3F.ZeroVector;
                    m_cancelDrag   = true; //stop further snap-to's
                }
                else
                {
                    manipMove = rayW.ProjectPoint(manipPos) - manipPos;
                }

                for (int i = 0; i < NodeList.Count; i++)
                {
                    ITransformable node               = NodeList[i];
                    Vec3F          snapOffset         = TransformUtils.CalcSnapFromOffset(node, snapSettings.SnapFrom);
                    Path <DomNode> path               = new Path <DomNode>(Adapters.Cast <DomNode>(node).GetPath());
                    Matrix4F       parentLocalToWorld = TransformUtils.CalcPathTransform(path, path.Count - 2);
                    Vec3F          orgPosW;
                    parentLocalToWorld.Transform(m_originalValues[i], out orgPosW);

                    Matrix4F parentWorldToLocal = new Matrix4F();
                    parentWorldToLocal.Invert(parentLocalToWorld);

                    rayW.MoveToIncludePoint(orgPosW + snapOffset + manipMove);

                    HitRecord[] hits    = GameEngine.RayPick(view, proj, rayW, true);
                    bool        cansnap = false;
                    HitRecord   target  = new HitRecord();
                    if (hits.Length > 0)
                    {
                        // find hit record.
                        foreach (var hit in hits)
                        {
                            if (m_snapFilter.CanSnapTo(node, GameEngine.GetAdapterFromId(hit.instanceId)))
                            {
                                target  = hit;
                                cansnap = true;
                                break;
                            }
                        }
                    }

                    if (cansnap)
                    {
                        Vec3F pos;
                        if (target.hasNearestVert && snapSettings.SnapVertex)
                        {
                            pos = target.nearestVertex;
                        }
                        else
                        {
                            pos = target.hitPt;
                        }

                        pos -= snapOffset;
                        parentWorldToLocal.Transform(ref pos);
                        Vec3F diff = pos - node.Transform.Translation;
                        node.Translation += diff;
                        bool rotateOnSnap = snapSettings.RotateOnSnap &&
                                            target.hasNormal &&
                                            (node.TransformationType & TransformationTypes.Rotation) != 0;
                        if (rotateOnSnap)
                        {
                            Vec3F localSurfaceNormal;
                            parentWorldToLocal.TransformNormal(target.normal, out localSurfaceNormal);
                            node.Rotation = TransformUtils.RotateToVector(
                                m_originalRotations[i],
                                localSurfaceNormal,
                                AxisSystemType.YIsUp);
                        }
                    }
                }
            }
            else
            {
                IGrid grid       = DesignView.Context.Cast <IGame>().Grid;
                bool  snapToGrid = Control.ModifierKeys == m_snapGridKey &&
                                   grid.Visible &&
                                   vc.Camera.ViewType == ViewTypes.Perspective;
                float gridHeight = grid.Height;
                // translate.
                for (int i = 0; i < NodeList.Count; i++)
                {
                    ITransformable node = NodeList[i];
                    Path <DomNode> path = new Path <DomNode>(Adapters.Cast <DomNode>(node).GetPath());
                    Matrix4F       parentLocalToWorld = TransformUtils.CalcPathTransform(path, path.Count - 2);
                    Matrix4F       parentWorldToLocal = new Matrix4F();
                    parentWorldToLocal.Invert(parentLocalToWorld);
                    Vec3F localTranslation;
                    parentWorldToLocal.TransformVector(translate, out localTranslation);
                    Vec3F trans = m_originalValues[i] + localTranslation;

                    if (snapToGrid)
                    {
                        if (grid.Snap)
                        {
                            trans = grid.SnapPoint(trans);
                        }
                        else
                        {
                            trans.Y = gridHeight;
                        }
                    }

                    node.Translation = trans;
                }
            }
        }
        public HitRegion Pick(Matrix4F world, Matrix4F view, Ray3F rayL, Ray3F rayV, float s)
        {
            m_hitRegion = HitRegion.None;
            m_hitRayV = rayV;

            m_hitMatrix.Set(world);
            m_hitWorldView = world * view;
            
            float sl = s * SquareLength;
           

            // test xy square.            
            Vec3F p1 = new Vec3F(0, 0, 0);
            Vec3F p2 = new Vec3F(sl, 0, 0);
            Vec3F p3 = new Vec3F(sl, sl, 0);
            Vec3F p4 = new Vec3F(0, sl, 0);
            Plane3F plane = new Plane3F(p1, p2, p3);
            Vec3F p;
            if (rayL.IntersectPlane(plane, out p))
            {
                // test point in 2d rectangle.
                if (p.X > p1.X && p.X < p2.X
                    && p.Y > p1.Y && p.Y < p4.Y)
                {
                    m_hitRegion = HitRegion.XYSquare;
                    return m_hitRegion;
                }

            }

            // test xz square
            p1 = new Vec3F(0, 0, 0);
            p2 = new Vec3F(sl, 0, 0);
            p3 = new Vec3F(sl, 0, sl);
            p4 = new Vec3F(0, 0, sl);
            plane = new Plane3F(p1, p2, p3);
            if (rayL.IntersectPlane(plane, out p))
            {
                // test point in 2d rectangle.
                if (p.X > p1.X && p.X < p2.X
                    && p.Z > p1.Z && p.Z < p4.Z)
                {
                    m_hitRegion = HitRegion.XZSquare;
                    return m_hitRegion;
                }

            }


            // test yz square
            p1 = new Vec3F(0, 0, 0);
            p2 = new Vec3F(0, 0, sl);
            p3 = new Vec3F(0, sl, sl);
            p4 = new Vec3F(0, sl, 0);
            plane = new Plane3F(p1, p2, p3);
            if (rayL.IntersectPlane(plane, out p))
            {
                // test point in 2d rectangle.
                if (p.Z > p1.Z && p.Z < p2.Z
                    && p.Y > p1.Z && p.Y < p4.Y)
                {
                    m_hitRegion = HitRegion.YZSquare;
                    return m_hitRegion;
                }

            }

            Vec3F min = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F max = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB box = new AABB(min, max);
            Matrix4F boxScale = new Matrix4F();
            Matrix4F boxTrans = new Matrix4F();
            Matrix4F BoxMtrx = new Matrix4F();

            // X axis
            boxScale.Scale(new Vec3F(s, s * br, s * br));
            boxTrans.Translation = new Vec3F(s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;

            Ray3F ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);            
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XAxis;
                return m_hitRegion;
            }

            // y axis
            boxScale.Scale(new Vec3F(s * br, s, s * br));
            boxTrans.Translation = new Vec3F(0, s / 2, 0);
            BoxMtrx = boxScale * boxTrans;
            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.YAxis;
                return m_hitRegion;
            }

            // z axis
            boxScale.Scale(new Vec3F(s * br, s * br, s));
            boxTrans.Translation = new Vec3F(0, 0, s / 2);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.ZAxis;
            }

            return m_hitRegion;
        }
Beispiel #22
0
        /// <summary>
        /// Projects the specified x and y, in normalized window coordinates, onto the grid,
        /// and snaps it to the nearest grid vertex if necessary.
        /// Normalized window coordinates are in the range [-0.5,0.5] with +x pointing to the
        /// right and +y pointing up.</summary>
        /// <param name="x">Window x in normalized window coords</param>
        /// <param name="y">Window y in normalized window coords</param>
        /// <param name="camera">Camera</param>
        /// <returns>Projection of x and y onto the grid, in world space.</returns>
        public Vec3F Project(float x, float y, Camera camera)
        {
            Ray3F ray = camera.CreateRay(x, y);

            Matrix4F V = new Matrix4F(camera.ViewMatrix);
            V.Mul(m_invAxisSystem, V);

            if (camera.Frustum.IsOrtho)
            {
                V = new Matrix4F(m_V);
                V.Translation = camera.ViewMatrix.Translation;
            }

            // origin
            Vec3F delta = new Vec3F(0, Height, 0);
            V.Transform(delta, out delta);
            Vec3F o = delta;

            // Up vec
            Vec3F axis = V.YAxis;
            Vec3F projPt = ray.IntersectPlane(axis, -Vec3F.Dot(o, axis));

            // Transform back into world space
            Matrix4F Inv = new Matrix4F();
            Inv.Invert(camera.ViewMatrix);
            Inv.Transform(projPt, out projPt);

            if (Snap)
            {
                projPt = SnapPoint(projPt);
            }
            return projPt;
        }
Beispiel #23
0
        /// <summary>
        /// Transforms this frustum by the given matrix</summary>
        /// <param name="m">Transformation matrix. Can be a nearly-general transform and include non-uniform
        /// scaling and shearing.</param>
        public void Transform(Matrix4F m)
        {
            Matrix4F transposeOfInverse = new Matrix4F(m);
            transposeOfInverse.Invert(transposeOfInverse);
            transposeOfInverse.Transpose(transposeOfInverse);

            for (int i = 0; i < 6; i++)
            {
                m.Transform(m_planes[i], transposeOfInverse, out m_planes[i]);
            }
        }
        public override void OnDragging(ViewControl vc, Point scrPt)
        {
            if (m_hitRegion == HitRegion.None || m_activeOp == null || m_activeOp.NodeList.Count == 0)
            {
                return;
            }

            // create ray in view space.
            Ray3F rayV = vc.GetWorldRay(scrPt);

            using (var intersectionScene = GameEngine.GetEditorSceneManager().GetIntersectionScene())
            {
                PickResult intersectionPt;
                if (!CalculateTerrainIntersection(vc, rayV, intersectionScene, out intersectionPt))
                {
                    return;
                }

                if (m_pendingStartPt)
                {
                    m_startPt        = intersectionPt._pt.Value;
                    m_pendingStartPt = false;
                }
                else
                {
                    ISnapSettings snapSettings = (ISnapSettings)DesignView;

                    bool  clampToSurface = Control.ModifierKeys == Keys.Shift;
                    var   pt             = intersectionPt._pt.Value;
                    Vec3F translate      = new Vec3F(pt.X - m_startPt.X, pt.Y - m_startPt.Y, 0.0f);
                    for (int i = 0; i < m_activeOp.NodeList.Count; i++)
                    {
                        ITransformable node = m_activeOp.NodeList[i];

                        Path <DomNode> path = new Path <DomNode>(Adapters.Cast <DomNode>(node).GetPath());
                        Matrix4F       parentLocalToWorld = TransformUtils.CalcPathTransform(path, path.Count - 2);
                        Matrix4F       parentWorldToLocal = new Matrix4F();
                        parentWorldToLocal.Invert(parentLocalToWorld);

                        Vec3F            newWorldPos   = m_originalTranslations[i] + translate;
                        float            terrainHeight = 0.0f;
                        GUILayer.Vector3 terrainNormal;
                        if (GUILayer.EditorInterfaceUtils.GetTerrainHeightAndNormal(
                                out terrainHeight, out terrainNormal,
                                intersectionScene, newWorldPos.X, newWorldPos.Y))
                        {
                            newWorldPos.Z = terrainHeight + (clampToSurface ? 0.0f : m_originalHeights[i]);
                            Vec3F localTranslation;
                            parentWorldToLocal.TransformVector(newWorldPos, out localTranslation);
                            node.Translation = localTranslation;

                            // There are two ways to orient the "up" vector of the object.
                            // One way is to decompose the 3x3 rotation matrix into a up vector + a rotation around
                            // that vector. Then we retain the rotation, and just move the up vector.
                            // Another way is to take the 3x3 matrix, and adjust it's up vector. Then just perform
                            // the Gram–Schmidt algorithm to re-orthogonalize it.
                            // We'll use the code from the SCEE level editor. This isn't the ideal math (there's a
                            // lot of room for floating point creep) but it should work.
                            var currentUp = node.Transform.ZAxis;
                            if (snapSettings.TerrainAlignment == TerrainAlignmentMode.TerrainUp)
                            {
                                node.Rotation = TransformUtils.RotateToVector(
                                    node.Rotation, new Vec3F(terrainNormal.X, terrainNormal.Y, terrainNormal.Z),
                                    AxisSystemType.ZIsUp);
                            }
                            else
                            if (snapSettings.TerrainAlignment == TerrainAlignmentMode.WorldUp)
                            {
                                // Prevent the change if the normal is already very close to straight up
                                if (Math.Abs(currentUp.X - 0.0f) > 1e-4f || Math.Abs(currentUp.Y - 0.0f) > 1e-4f || Math.Abs(currentUp.Z - 1.0f) > 1e-4f)
                                {
                                    node.Rotation = TransformUtils.RotateToVector(
                                        node.Rotation, new Vec3F(0.0f, 0.0f, 1.0f),
                                        AxisSystemType.ZIsUp);
                                }
                            }

                            node.UpdateTransform();
                        }
                    }
                }
            }
        }
        public override ManipulatorPickResult Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == ManipulatorPickResult.Miss)
            {
                return(ManipulatorPickResult.Miss);
            }

            Camera camera = vc.Camera;
            float  s      = Util.CalcAxisScale(vc.Camera, HitMatrix.Translation, AxisLength, vc.Height);

            Matrix4F vp  = camera.ViewMatrix * camera.ProjectionMatrix;
            Matrix4F wvp = HitMatrix * vp;

            // get ray in object space  space.
            Ray3F rayL = vc.GetRay(scrPt, wvp);

            m_scale    = new Vec3F(1, 1, 1);
            m_hitScale = s;


            Vec3F    min      = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F    max      = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB     box      = new AABB(min, max);
            Matrix4F boxScale = new Matrix4F();
            Matrix4F boxTrans = new Matrix4F();
            Matrix4F BoxMtrx  = new Matrix4F();

            float handleScale = s * AxisHandle;

            // +X axis
            boxScale.Scale(new Vec3F(s, handleScale, handleScale));
            boxTrans.Translation = new Vec3F(s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;

            Ray3F ray = rayL;

            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);

            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XAxis;
                return(ManipulatorPickResult.DeferredBeginDrag);
            }

            // -X
            boxTrans.Translation = new Vec3F(-s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);

            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.NegXAxis;
                return(ManipulatorPickResult.DeferredBeginDrag);
            }

            // y axis
            boxScale.Scale(new Vec3F(handleScale, s, handleScale));
            boxTrans.Translation = new Vec3F(0, s / 2, 0);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.YAxis;
                return(ManipulatorPickResult.DeferredBeginDrag);
            }

            // -Y
            boxTrans.Translation = new Vec3F(0, -s / 2, 0);
            BoxMtrx = boxScale * boxTrans;
            ray     = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.NegYAxis;
                return(ManipulatorPickResult.DeferredBeginDrag);
            }


            // z axis
            boxScale.Scale(new Vec3F(handleScale, handleScale, s));
            boxTrans.Translation = new Vec3F(0, 0, s / 2);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.ZAxis;
                return(ManipulatorPickResult.DeferredBeginDrag);
            }

            // -Z
            boxTrans.Translation = new Vec3F(0, 0, -s / 2);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.NegZAxis;
                return(ManipulatorPickResult.DeferredBeginDrag);
            }

            return(ManipulatorPickResult.Miss);
        }
Beispiel #26
0
        /// <summary>
        /// unproject vector from screen space to object space.
        /// </summary>        
        public Vec3F Unproject(Vec3F scrPt, Matrix4F wvp)
        {
            float width = ClientSize.Width;
            float height = ClientSize.Height;
            Matrix4F invWVP = new Matrix4F();
            invWVP.Invert(wvp);
            Vec3F worldPt = new Vec3F();
            worldPt.X = scrPt.X / width * 2.0f - 1f;
            worldPt.Y = -(scrPt.Y / height * 2.0f - 1f);
            worldPt.Z = scrPt.Z;

            float w = worldPt.X * invWVP.M14 + worldPt.Y * invWVP.M24 + worldPt.Z * invWVP.M34 + invWVP.M44;
            invWVP.Transform(ref worldPt);
            worldPt = worldPt / w;
            return worldPt;
        }
Beispiel #27
0
        /// <summary>
        /// Dispatches untyped items. Replaces DispatchNotTyped(). To get the same behavior as
        /// the old DispatchNotTyped(), set the TypeFilter property to null prior to calling.</summary>
        /// <param name="traverseList">The traverse list</param>
        /// <param name="camera">The camera</param>
        protected void DispatchTraverseList(ICollection<TraverseNode> traverseList, Camera camera)
        {
            // Prepare for geometric picking -- create the ray in world space and reset geometric hit-list.
            // First create the ray in viewing coordinates and transform to world coordinates.
            float nx = (m_x / (float)m_width) - 0.5f;//normalized x
            float ny = 0.5f - (m_y / (float)m_height);//normalized y
            Ray3F rayWorld = camera.CreateRay(nx, ny);
            Matrix4F worldToView = camera.ViewMatrix;
            Matrix4F viewToWorld = new Matrix4F();
            viewToWorld.Invert(worldToView);
            rayWorld.Transform(viewToWorld);
            ClearHitList();

            // for geometric picking. will be cleared for each HitRecord.
            List<uint> userData = new List<uint>(1);

            // Dispatch traverse list
            int index = 0;
            foreach (TraverseNode node in traverseList)
            {
                // First test for filtering. 
                IRenderObject renderObject = node.RenderObject;
                if (FilterByType(renderObject))
                {
                    IIntersectable intersectable = renderObject.GetIntersectable();
                    IGeometricPick geometricPick = intersectable as IGeometricPick;
                    if (geometricPick != null)
                    {
                        // Picking by geometry.
                        Matrix4F objToWorld = new Matrix4F(node.Transform);
                        Matrix4F worldToObj = new Matrix4F();
                        worldToObj.Invert(objToWorld);
                        Matrix4F viewToObj = Matrix4F.Multiply(viewToWorld, worldToObj);

                        if (m_frustumPick)
                        {
                            //The pick frustum is in view space. Transform to world space then object space.
                            Frustum frustumObj = new Frustum(m_viewFrust0);
                            frustumObj.Transform(viewToObj);

                            //Multi-pick. Get everything in the pick frustum (m_viewFrust0).
                            Vec3F eyeObj;
                            worldToObj.Transform(camera.Eye, out eyeObj);
                            userData.Clear();

                            if (geometricPick.IntersectFrustum(frustumObj, eyeObj, node.RenderState, userData))
                            {
                                // Prepare a multi-pick HitRecord, as if OpenGL had calculated this.
                                HitRecord hit = new HitRecord(
                                    node.GraphPath,
                                    renderObject,
                                    objToWorld,
                                    userData.ToArray());

                                m_geoHitList.Add(hit);
                            }
                        }
                        else
                        {   //Single pick. We care about distance from camera eye.
                            //Make a copy of the ray in world-space and tranform it to object space.
                            Ray3F rayObj = rayWorld; //remember, Ray3F is a value type, not a reference type.
                            rayObj.Transform(worldToObj);

                            // Do the intersection test in object space.
                            userData.Clear();
                            Vec3F intersectionPt, surfaceNormal;
                            Vec3F nearestVert;
                            bool intersected;
                            intersected = geometricPick.IntersectRay(
                                rayObj, camera, node.RenderState, objToWorld, this,
                                out intersectionPt, out nearestVert, out surfaceNormal, userData);

                            if (intersected)
                            {
                                // Transform to world space and then to screen space.
                                objToWorld.Transform(intersectionPt, out intersectionPt);
                                objToWorld.Transform(nearestVert, out nearestVert);
                                // Prepare a single-pick HitRecord, as if OpenGL had calculated this.
                                HitRecord hit = new HitRecord(
                                    node.GraphPath,
                                    renderObject,
                                    objToWorld,
                                    userData.ToArray());

                                // This is the one difference from OpenGL pick. We have the world pt already.
                                hit.WorldIntersection = intersectionPt;
                                hit.NearestVert = nearestVert;

                                // Another difference is that it's possible to get the surface normal.
                                if (surfaceNormal != Vec3F.ZeroVector)
                                {
                                    objToWorld.TransformNormal(surfaceNormal, out surfaceNormal);
                                    surfaceNormal.Normalize();
                                    hit.Normal = surfaceNormal;
                                }

                                m_geoHitList.Add(hit);
                            }
                        }
                    }
                    else
                    {
                        // Picking by "rendering", using OpenGL pick.
                        PushMatrix(node.Transform, false);
                        Gl.glPushName(index);
                        IRenderPick pickInterface = renderObject as IRenderPick;
                        if (pickInterface != null)
                        {
                            pickInterface.PickDispatch(node.GraphPath, node.RenderState, this, camera);
                        }
                        else
                        {
                            renderObject.Dispatch(node.GraphPath, node.RenderState, this, camera);
                        }
                        Gl.glPopName();
                        PopMatrix();
                    }
                }

                index++;
            }
        }
Beispiel #28
0
        /// <summary>
        /// Dispatches untyped items. Replaces DispatchNotTyped(). To get the same behavior as
        /// the old DispatchNotTyped(), set the TypeFilter property to null prior to calling.</summary>
        /// <param name="traverseList">The traverse list</param>
        /// <param name="camera">The camera</param>
        protected void DispatchTraverseList(ICollection <TraverseNode> traverseList, Camera camera)
        {
            // Prepare for geometric picking -- create the ray in world space and reset geometric hit-list.
            // First create the ray in viewing coordinates and transform to world coordinates.
            float    nx          = (m_x / (float)m_width) - 0.5f;  //normalized x
            float    ny          = 0.5f - (m_y / (float)m_height); //normalized y
            Ray3F    rayWorld    = camera.CreateRay(nx, ny);
            Matrix4F worldToView = camera.ViewMatrix;
            Matrix4F viewToWorld = new Matrix4F();

            viewToWorld.Invert(worldToView);
            rayWorld.Transform(viewToWorld);
            ClearHitList();

            // for geometric picking. will be cleared for each HitRecord.
            List <uint> userData = new List <uint>(1);

            // Dispatch traverse list
            int index = 0;

            foreach (TraverseNode node in traverseList)
            {
                // First test for filtering.
                IRenderObject renderObject = node.RenderObject;
                if (FilterByType(renderObject))
                {
                    IIntersectable intersectable = renderObject.GetIntersectable();
                    IGeometricPick geometricPick = intersectable as IGeometricPick;
                    if (geometricPick != null)
                    {
                        // Picking by geometry.
                        Matrix4F objToWorld = new Matrix4F(node.Transform);
                        Matrix4F worldToObj = new Matrix4F();
                        worldToObj.Invert(objToWorld);
                        Matrix4F viewToObj = Matrix4F.Multiply(viewToWorld, worldToObj);

                        if (m_frustumPick)
                        {
                            //The pick frustum is in view space. Transform to world space then object space.
                            Frustum frustumObj = new Frustum(m_viewFrust0);
                            frustumObj.Transform(viewToObj);

                            //Multi-pick. Get everything in the pick frustum (m_viewFrust0).
                            Vec3F eyeObj;
                            worldToObj.Transform(camera.Eye, out eyeObj);
                            userData.Clear();

                            if (geometricPick.IntersectFrustum(frustumObj, eyeObj, node.RenderState, userData))
                            {
                                // Prepare a multi-pick HitRecord, as if OpenGL had calculated this.
                                HitRecord hit = new HitRecord(
                                    node.GraphPath,
                                    renderObject,
                                    objToWorld,
                                    userData.ToArray());

                                m_geoHitList.Add(hit);
                            }
                        }
                        else
                        {                            //Single pick. We care about distance from camera eye.
                            //Make a copy of the ray in world-space and tranform it to object space.
                            Ray3F rayObj = rayWorld; //remember, Ray3F is a value type, not a reference type.
                            rayObj.Transform(worldToObj);

                            // Do the intersection test in object space.
                            userData.Clear();
                            Vec3F intersectionPt, surfaceNormal;
                            Vec3F nearestVert;
                            bool  intersected;
                            intersected = geometricPick.IntersectRay(
                                rayObj, camera, node.RenderState, objToWorld, this,
                                out intersectionPt, out nearestVert, out surfaceNormal, userData);

                            if (intersected)
                            {
                                // Transform to world space and then to screen space.
                                objToWorld.Transform(intersectionPt, out intersectionPt);
                                objToWorld.Transform(nearestVert, out nearestVert);
                                // Prepare a single-pick HitRecord, as if OpenGL had calculated this.
                                HitRecord hit = new HitRecord(
                                    node.GraphPath,
                                    renderObject,
                                    objToWorld,
                                    userData.ToArray());

                                // This is the one difference from OpenGL pick. We have the world pt already.
                                hit.WorldIntersection = intersectionPt;
                                hit.NearestVert       = nearestVert;

                                // Another difference is that it's possible to get the surface normal.
                                if (surfaceNormal != Vec3F.ZeroVector)
                                {
                                    objToWorld.TransformNormal(surfaceNormal, out surfaceNormal);
                                    surfaceNormal.Normalize();
                                    hit.Normal = surfaceNormal;
                                }

                                m_geoHitList.Add(hit);
                            }
                        }
                    }
                    else
                    {
                        // Picking by "rendering", using OpenGL pick.
                        PushMatrix(node.Transform, false);
                        Gl.glPushName(index);
                        IRenderPick pickInterface = renderObject as IRenderPick;
                        if (pickInterface != null)
                        {
                            pickInterface.PickDispatch(node.GraphPath, node.RenderState, this, camera);
                        }
                        else
                        {
                            renderObject.Dispatch(node.GraphPath, node.RenderState, this, camera);
                        }
                        Gl.glPopName();
                        PopMatrix();
                    }
                }

                index++;
            }
        }
Beispiel #29
0
        /// <summary>
        /// Groups the specified GameObjects</summary>
        /// <param name="gobs">GameObjects to be grouped</param>
        /// <remarks>Creates a new GameObjectGroup and moves all 
        /// the GameObjects into it.</remarks>
        public IGameObjectGroup Group(IEnumerable<IGameObject> gobs)
        {
            // extra check.
            if (!CanGroup(gobs)) return null;

            IGame game = null;
            AABB groupBox = new AABB();
            List<IGameObject> gameObjects = new List<IGameObject>();
            foreach (IGameObject gameObject in gobs)
            {
                if (game == null)
                {
                    game = gameObject.As<DomNode>().GetRoot().As<IGame>();
                }

                gameObjects.Add(gameObject);

                IBoundable boundable = gameObject.As<IBoundable>();
                groupBox.Extend(boundable.BoundingBox);                
            }

            IGameObjectGroup group = game.CreateGameObjectGroup();
            DomNode node = group.As<DomNode>();
            node.InitializeExtensions();
            ITransformable transformable = node.As<ITransformable>();
            transformable.Translation = groupBox.Center;
            
            Matrix4F invWorld = new Matrix4F();
            invWorld.Invert(transformable.Transform);

            game.RootGameObjectFolder.GameObjects.Add(group);

            foreach (IGameObject gameObject in gameObjects)
            {
                ITransformable xformable = gameObject.As<ITransformable>();
                Matrix4F world = ComputeWorldTransform(xformable);
                SetTransform(xformable, world);
                group.GameObjects.Add(gameObject);
                Vec3F trans = world.Translation;
                invWorld.Transform(ref trans);
                xformable.Translation = trans;
            }

            return group;            
        }
Beispiel #30
0
        /// <summary>
        /// Adjusts child transform, making it relative to new parent node's transform.
        /// Is recursive, looking for parents that also implement IRenderableNode.</summary>
        /// <param name="parent">Parent node</param>
        /// <param name="child">Child node</param>
        public static void AddChild(ITransformable parent, ITransformable child)
        {
            Path<DomNode> path = new Path<DomNode>(parent.Cast<DomNode>().GetPath());
            Matrix4F parentToWorld = TransformUtils.CalcPathTransform(path, path.Count - 1);

            // We want 'child' to appear in the same place in the world after adding to 'parent'.
            // local-point * original-local-to-world = world-point
            // new-local-point * new-local-to-parent * parent-to-world = world-point
            // ==> new-local-to-parent * parent-to-world = original-local-to-world
            // (multiply both sides by inverse of parent-to-world; call it world-to-parent)
            // ==> new-local-to-parent = original-local-to-world * world-to-parent
            Matrix4F worldToParent = new Matrix4F();
            worldToParent.Invert(parentToWorld);
            Matrix4F originalLocalToWorld = child.Transform;
            Matrix4F newLocalToParent = Matrix4F.Multiply(originalLocalToWorld, worldToParent);

            // The translation component of newLocalToParent consists of pivot translation
            //  as well as the child.Translation. So, start with the original child.Translation
            //  and transform it into our new space.
            Vec3F newTranslation = child.Translation;
            worldToParent.Transform(ref newTranslation);

            // There's only one way of getting rotation info, so get it straight from matrix.
            Vec3F newRotation = new Vec3F();
            newLocalToParent.GetEulerAngles(out newRotation.X, out newRotation.Y, out newRotation.Z);
            child.Rotation = newRotation;

            // Likewise with scale.
            Vec3F newScale = newLocalToParent.GetScale();
            child.Scale = newScale;

            // We can compose together all of the separate transformations now.
            Matrix4F newTransform = CalcTransform(
                newTranslation,
                newRotation,
                newScale,
                child.ScalePivot,
                child.ScalePivotTranslation,
                child.RotatePivot,
                child.RotatePivotTranslation);

            // However, the composed matrix may not equal newLocalToParent due to rotating
            //  or scaling around a pivot. In the general case, it may be impossible to
            //  decompose newLocalToParent into all of these separate components. For example,
            //  a sheer transformation cannot be reproduced by a single rotation and scale.
            //  But for common cases, only the translation is out-of-sync now, so apply a fix.
            Vec3F desiredTranslation = newLocalToParent.Translation;
            Vec3F currentTranslation = newTransform.Translation;
            Vec3F fixupTranslation = desiredTranslation - currentTranslation;
            Matrix4F fixupTransform = new Matrix4F(fixupTranslation);
            newTransform.Mul(newTransform, fixupTransform);

            // Save the fix and the final transform. Storing the fix in RotatePivotTranslation
            //  is done elsewhere, as well.
            child.Translation = newTranslation + fixupTranslation;
            child.Transform = newTransform;
        }
Beispiel #31
0
 public static void DrawCone(Matrix4F xform, Color color)
 {            
     Matrix4F transposeOfInverse = new Matrix4F(xform);
     transposeOfInverse.Transpose(transposeOfInverse);
     transposeOfInverse.Invert(transposeOfInverse);
     
     GameEngine.DrawIndexedPrimitive(PrimitiveType.TriangleList,
        s_coneVertId,
        s_coneIndexId,
        0,
        s_coneIndexCount,
        0,
        color,
        xform,
        RenderFlag);
 }
Beispiel #32
0
        public HitRegion Pick(ViewControl vc, Matrix4F world, Matrix4F view, Ray3F rayL, Ray3F rayV)
        {
            float s = Util.CalcAxisScale(vc.Camera, world.Translation, Manipulator.AxisLength, vc.Height);

            m_hitRegion = HitRegion.None;
            m_hitRayV   = rayV;

            m_hitMatrix.Set(world);
            m_hitWorldView = world * view;

            float sl = s * SquareLength;


            // test xy square.
            Vec3F   p1    = new Vec3F(0, 0, 0);
            Vec3F   p2    = new Vec3F(sl, 0, 0);
            Vec3F   p3    = new Vec3F(sl, sl, 0);
            Vec3F   p4    = new Vec3F(0, sl, 0);
            Plane3F plane = new Plane3F(p1, p2, p3);
            Vec3F   p;

            if (rayL.IntersectPlane(plane, out p))
            {
                // test point in 2d rectangle.
                if (p.X > p1.X && p.X < p2.X &&
                    p.Y > p1.Y && p.Y < p4.Y)
                {
                    m_hitRegion = HitRegion.XYSquare;
                    return(m_hitRegion);
                }
            }

            // test xz square
            p1    = new Vec3F(0, 0, 0);
            p2    = new Vec3F(sl, 0, 0);
            p3    = new Vec3F(sl, 0, sl);
            p4    = new Vec3F(0, 0, sl);
            plane = new Plane3F(p1, p2, p3);
            if (rayL.IntersectPlane(plane, out p))
            {
                // test point in 2d rectangle.
                if (p.X > p1.X && p.X < p2.X &&
                    p.Z > p1.Z && p.Z < p4.Z)
                {
                    m_hitRegion = HitRegion.XZSquare;
                    return(m_hitRegion);
                }
            }


            // test yz square
            p1    = new Vec3F(0, 0, 0);
            p2    = new Vec3F(0, 0, sl);
            p3    = new Vec3F(0, sl, sl);
            p4    = new Vec3F(0, sl, 0);
            plane = new Plane3F(p1, p2, p3);
            if (rayL.IntersectPlane(plane, out p))
            {
                // test point in 2d rectangle.
                if (p.Z > p1.Z && p.Z < p2.Z &&
                    p.Y > p1.Z && p.Y < p4.Y)
                {
                    m_hitRegion = HitRegion.YZSquare;
                    return(m_hitRegion);
                }
            }

            Vec3F    min      = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F    max      = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB     box      = new AABB(min, max);
            Matrix4F boxScale = new Matrix4F();
            Matrix4F boxTrans = new Matrix4F();
            Matrix4F BoxMtrx  = new Matrix4F();

            // X axis
            boxScale.Scale(new Vec3F(s, s * ConeDiameter, s * ConeDiameter));
            boxTrans.Translation = new Vec3F(s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;

            Ray3F ray = rayL;

            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XAxis;
                return(m_hitRegion);
            }

            // y axis
            boxScale.Scale(new Vec3F(s * ConeDiameter, s, s * ConeDiameter));
            boxTrans.Translation = new Vec3F(0, s / 2, 0);
            BoxMtrx = boxScale * boxTrans;
            ray     = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.YAxis;
                return(m_hitRegion);
            }

            // z axis
            boxScale.Scale(new Vec3F(s * ConeDiameter, s * ConeDiameter, s));
            boxTrans.Translation = new Vec3F(0, 0, s / 2);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.ZAxis;
            }

            return(m_hitRegion);
        }
        public override void OnDragging(ViewControl vc, Point scrPt)
        {
            if (m_hitRegion == HitRegion.None || m_activeOp == null || m_activeOp.NodeList.Count == 0)
                return;

                // create ray in view space.
            Ray3F rayV = vc.GetWorldRay(scrPt);

            using (var intersectionScene = GameEngine.GetEditorSceneManager().GetIntersectionScene())
            {
                Vec3F intersectionPt;
                if (!CalculateTerrainIntersection(vc, rayV, intersectionScene, out intersectionPt))
                    return;

                if (m_pendingStartPt)
                {
                    m_startPt = intersectionPt;
                    m_pendingStartPt = false;
                }
                else
                {
                    bool clampToSurface = Control.ModifierKeys == Keys.Shift;
                    Vec3F translate = new Vec3F(intersectionPt.X - m_startPt.X, intersectionPt.Y - m_startPt.Y, 0.0f);
                    for (int i = 0; i < m_activeOp.NodeList.Count; i++)
                    {
                        ITransformable node = m_activeOp.NodeList[i];

                        Path<DomNode> path = new Path<DomNode>(Adapters.Cast<DomNode>(node).GetPath());
                        Matrix4F parentLocalToWorld = TransformUtils.CalcPathTransform(path, path.Count - 2);
                        Matrix4F parentWorldToLocal = new Matrix4F();
                        parentWorldToLocal.Invert(parentLocalToWorld);

                        Vec3F newWorldPos = m_originalTranslations[i] + translate;
                        float terrainHeight = 0.0f;
                        if (GUILayer.EditorInterfaceUtils.GetTerrainHeight(
                            out terrainHeight, intersectionScene, newWorldPos.X, newWorldPos.Y)) {

                            newWorldPos.Z = terrainHeight + (clampToSurface ? 0.0f : m_originalHeights[i]);
                            Vec3F localTranslation;
                            parentWorldToLocal.TransformVector(newWorldPos, out localTranslation);
                            node.Translation = localTranslation;
                        }
                    }
                }
            }
        }
Beispiel #34
0
        /// <summary>
        /// Adjusts child transform, making it relative to new parent node's transform.
        /// Is recursive, looking for parents that also implement IRenderableNode.</summary>
        /// <param name="parent">Parent node</param>
        /// <param name="child">Child node</param>
        public static void AddChild(ITransformable parent, ITransformable child)
        {
            Path <DomNode> path          = new Path <DomNode>(parent.Cast <DomNode>().GetPath());
            Matrix4F       parentToWorld = TransformUtils.CalcPathTransform(path, path.Count - 1);

            // We want 'child' to appear in the same place in the world after adding to 'parent'.
            // local-point * original-local-to-world = world-point
            // new-local-point * new-local-to-parent * parent-to-world = world-point
            // ==> new-local-to-parent * parent-to-world = original-local-to-world
            // (multiply both sides by inverse of parent-to-world; call it world-to-parent)
            // ==> new-local-to-parent = original-local-to-world * world-to-parent
            Matrix4F worldToParent = new Matrix4F();

            worldToParent.Invert(parentToWorld);
            Matrix4F originalLocalToWorld = child.Transform;
            Matrix4F newLocalToParent     = Matrix4F.Multiply(originalLocalToWorld, worldToParent);

            // The translation component of newLocalToParent consists of pivot translation
            //  as well as the child.Translation. So, start with the original child.Translation
            //  and transform it into our new space.
            Vec3F newTranslation = child.Translation;

            worldToParent.Transform(ref newTranslation);

            // There's only one way of getting rotation info, so get it straight from matrix.
            Vec3F newRotation = new Vec3F();

            newLocalToParent.GetEulerAngles(out newRotation.X, out newRotation.Y, out newRotation.Z);
            child.Rotation = newRotation;

            // Likewise with scale.
            Vec3F newScale = newLocalToParent.GetScale();

            child.Scale = newScale;

            // We can compose together all of the separate transformations now.
            Matrix4F newTransform = CalcTransform(
                newTranslation,
                newRotation,
                newScale,
                child.ScalePivot,
                child.ScalePivotTranslation,
                child.RotatePivot,
                child.RotatePivotTranslation);

            // However, the composed matrix may not equal newLocalToParent due to rotating
            //  or scaling around a pivot. In the general case, it may be impossible to
            //  decompose newLocalToParent into all of these separate components. For example,
            //  a sheer transformation cannot be reproduced by a single rotation and scale.
            //  But for common cases, only the translation is out-of-sync now, so apply a fix.
            Vec3F    desiredTranslation = newLocalToParent.Translation;
            Vec3F    currentTranslation = newTransform.Translation;
            Vec3F    fixupTranslation   = desiredTranslation - currentTranslation;
            Matrix4F fixupTransform     = new Matrix4F(fixupTranslation);

            newTransform.Mul(newTransform, fixupTransform);

            // Save the fix and the final transform. Storing the fix in RotatePivotTranslation
            //  is done elsewhere, as well.
            child.Translation = newTranslation + fixupTranslation;
            child.Transform   = newTransform;
        }