Beispiel #1
0
        private void updateGhostPosition()
        {
            var raycastPosition = raycastGroundPlaneCursor();

            Transformation transformation = worldTileSnapper.CalculateSnap(PlaceType.TileData,
                                                                           new Transformation(raycastPosition),
                                                                           World.WorldObjectList);

            ghost.WorldMatrix = transformation.CreateMatrix();
        }
        public void SnapAToB(object A, object B, Transformation transformationB, List <Transformation> outTransformations)
        {
            SnapPoint PointA = (SnapPoint)A;
            SnapPoint PointB = (SnapPoint)B;

            if (Math.Abs(Vector3.Dot(PointA.Up, PointA.Normal)) > 0.001f)
            {
                throw new InvalidOperationException();
            }
            if (Math.Abs(Vector3.Dot(PointB.Up, PointB.Normal)) > 0.001f)
            {
                throw new InvalidOperationException();
            }

            var newPoint = new SnapPoint();

            newPoint.ClockwiseWinding = PointB.ClockwiseWinding;
            newPoint.Position         = Vector3.Transform(PointB.Position, transformationB.CreateMatrix());
            newPoint.Normal           = Vector3.Transform(PointB.Normal, transformationB.Rotation);
            newPoint.Up = Vector3.Transform(PointB.Up, transformationB.Rotation);

            PointB = newPoint;

            if (PointA.ClockwiseWinding == PointB.ClockwiseWinding)
            {
                return;
            }

            Vector3 sNormal             = PointA.Normal;
            Vector3 tNormal             = PointB.Normal;
            float   normalRotationAngle = (float)Math.Acos((Vector3.Dot(sNormal, tNormal))) + MathHelper.Pi;
            Vector3 normalRotationAxis  = Vector3.Normalize(Vector3.Cross(sNormal, tNormal));

            if (Math.Abs(Vector3.Dot(sNormal, tNormal)) > 0.999)
            {
                normalRotationAxis = PointB.Up * (-1);
            }

            Quaternion normalRotation = Quaternion.CreateFromAxisAngle(normalRotationAxis, normalRotationAngle);

            Vector3 sUp             = Vector3.Transform(PointA.Up, normalRotation);
            Vector3 tUp             = PointB.Up;
            float   upRotationAngle = (float)Math.Acos((Vector3.Dot(sUp, tUp)));

            Vector3 upRotationAxis;

            if (Math.Abs(Vector3.Dot(sUp, tUp)) > 0.999)
            {
                upRotationAxis = PointB.Normal * (-1);
            }
            else
            {
                upRotationAxis = Vector3.Normalize(Vector3.Cross(sUp, tUp));
            }

            if (Math.Abs(Vector3.Dot(upRotationAxis, tNormal)) < 0.999f)
            {
                throw new InvalidOperationException();
            }

            Quaternion upRotationMatrix = Quaternion.CreateFromAxisAngle(upRotationAxis, upRotationAngle);
            Quaternion Rotation         = upRotationMatrix * normalRotation;

            Vector3 translation = PointB.Position - Vector3.Transform(PointA.Position, Rotation);

            Quaternion     RotQuat        = Rotation;
            Transformation transformation = new Transformation(new Vector3(1, 1, 1), RotQuat, translation);


            //TODO: SCALING NOT SUPPORTED: transformation.Scaling *= transformationB.Scaling;

            /*transformation.Rotation = transformation.Rotation * transformationB.Rotation;
             * transformation.Translation += transformationB.Translation;*/


            outTransformations.Add(transformation);
        }