protected override IList<object> Pick(MouseEventArgs e)
        {           
            bool multiSelect = DragOverThreshold;
            List<object> paths = new List<object>();

            HitRecord[] hits;


            if(multiSelect)
            {// frustum pick                
                RectangleF rect = MakeRect(FirstMousePoint, CurrentMousePoint);
                hits = GameEngine.FrustumPick(SurfaceId, Camera.ViewMatrix, Camera.ProjectionMatrix, rect);
            }
            else
            {// ray pick
                Ray3F rayW = GetWorldRay(CurrentMousePoint);
                hits = GameEngine.RayPick(Camera.ViewMatrix, Camera.ProjectionMatrix, rayW, false);
            }

            // create unique list of hits
            HashSet<ulong> instanceSet = new HashSet<ulong>();
            List<HitRecord> uniqueHits = new List<HitRecord>();
            // build 'path' objects for each hit record.
            foreach (HitRecord hit in hits)
            {
                bool added = instanceSet.Add(hit.instanceId);
                if (added) uniqueHits.Add(hit);
            }

            HitRecord firstHit = new HitRecord();
            

            // build 'path' objects for each hit record.
            foreach (HitRecord hit in uniqueHits)
            {
                NativeObjectAdapter nobj = GameEngine.GetAdapterFromId(hit.instanceId);
                DomNode dom = nobj.DomNode;
                object hitPath = Util.AdaptDomPath(dom);
                object obj = DesignView.PickFilter.Filter(hitPath, e);
                if (obj != null)
                {
                    if (paths.Count == 0)
                    {
                        firstHit = hit;
                    }
                    var newPath = obj as AdaptablePath<object> ?? Util.AdaptDomPath((DomNode)obj);
                    paths.Add(newPath);
                }
            }


            if (multiSelect == false && paths.Count > 0)                
            {
                var path = paths[0];
                ISelectionContext selection = DesignView.Context.As<ISelectionContext>();
                ILinear linear = path.As<ILinear>();
                if (linear != null
                    && Control.ModifierKeys == System.Windows.Forms.Keys.Shift
                    && selection.SelectionContains(path))
                {
                    ITransactionContext trans = DesignView.Context.As<ITransactionContext>();
                    trans.DoTransaction(
                        delegate
                        {
                            linear.InsertPoint(firstHit.index, firstHit.hitPt.X, firstHit.hitPt.Y, firstHit.hitPt.Z);
                        }, "insert control point".Localize()
                        );
                }
            }
            return paths;
        }
        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;
                }
            }
        }
        /// <summary>
        /// Projects the ghost</summary>
        private void ProjectGhost(DomNode ghost, 
            Ray3F rayw,
            HitRecord? hit)
        {

            ITransformable xformnode = ghost.Cast<ITransformable>();
            IBoundable bnode  = ghost.As<IBoundable>();
            AABB box = bnode.BoundingBox;
            
            Vec3F pt;
            if (hit.HasValue && hit.Value.hasNormal)
            {
                Vec3F rad = box.Radius;
                Vec3F norm = hit.Value.normal;
                Vec3F absNorm = Vec3F.Abs(norm);
                Vec3F offset = Vec3F.ZeroVector;
                
                if (absNorm.X > absNorm.Y)
                {
                    if (absNorm.X > absNorm.Z)
                        offset.X = norm.X > 0 ? rad.X : -rad.X;
                    else
                        offset.Z = norm.Z > 0 ? rad.Z : -rad.Z;                        
                }
                else
                {
                    if (absNorm.Y > absNorm.Z)
                        offset.Y = norm.Y > 0 ? rad.Y : -rad.Y;
                    else
                        offset.Z = norm.Z > 0 ? rad.Z : -rad.Z;                        
                        
                }                
                Vec3F localCenter = box.Center - xformnode.Translation;
                pt = hit.Value.hitPt + (offset - localCenter);
            }
            else
            {
                float offset = 6.0f * box.Radius.Length;
                pt = rayw.Origin + offset * rayw.Direction;
            }
                                          
            if (ViewType == ViewTypes.Front)
                pt.Z = 0.0f;
            else if (ViewType == ViewTypes.Top)
                pt.Y = 0.0f;
            else if (ViewType == ViewTypes.Left)
                pt.X = 0.0f;           
            xformnode.Translation = pt;

        }
Beispiel #4
0
        public static bool RayPick(Matrix4F viewxform, Matrix4F projxfrom, Ray3F rayW, bool skipSelected, out HitRecord hit)
        {
            HitRecord* nativeHits = null;
            int count;

            //bool skipSelected,
            fixed (float* ptr1 = &viewxform.M11, ptr2 = &projxfrom.M11)
            {
                NativeRayPick(
                ptr1,
                ptr2,
                &rayW,
                skipSelected,
                &nativeHits,
                out count);
            }

            if(count > 0)
            {
                hit = *nativeHits;
            }
            else
            {
                hit = new HitRecord();
            }
           
            return count > 0;

        }
        protected override IList <object> Pick(MouseEventArgs e)
        {
            bool          multiSelect = DragOverThreshold;
            List <object> paths       = new List <object>();

            HitRecord[] hits;


            if (multiSelect)
            {// frustum pick
                RectangleF rect = MakeRect(FirstMousePoint, CurrentMousePoint);
                hits = GameEngine.FrustumPick(SurfaceId, Camera.ViewMatrix, Camera.ProjectionMatrix, rect);
            }
            else
            {// ray pick
                Ray3F rayW = GetWorldRay(CurrentMousePoint);
                hits = GameEngine.RayPick(Camera.ViewMatrix, Camera.ProjectionMatrix, rayW, false);
            }

            // create unique list of hits
            HashSet <ulong>  instanceSet = new HashSet <ulong>();
            List <HitRecord> uniqueHits  = new List <HitRecord>();

            // build 'path' objects for each hit record.
            foreach (HitRecord hit in hits)
            {
                bool added = instanceSet.Add(hit.instanceId);
                if (added)
                {
                    uniqueHits.Add(hit);
                }
            }

            HitRecord firstHit = new HitRecord();


            // build 'path' objects for each hit record.
            foreach (HitRecord hit in uniqueHits)
            {
                NativeObjectAdapter nobj = GameEngine.GetAdapterFromId(hit.instanceId);
                DomNode             dom  = nobj.DomNode;
                object hitPath           = Util.AdaptDomPath(dom);
                object obj = DesignView.PickFilter.Filter(hitPath, e);
                if (obj != null)
                {
                    if (paths.Count == 0)
                    {
                        firstHit = hit;
                    }
                    var newPath = obj as AdaptablePath <object> ?? Util.AdaptDomPath((DomNode)obj);
                    paths.Add(newPath);
                }
            }


            if (multiSelect == false && paths.Count > 0)
            {
                var path = paths[0];
                ISelectionContext selection = DesignView.Context.As <ISelectionContext>();
                ILinear           linear    = path.As <ILinear>();
                if (linear != null &&
                    Control.ModifierKeys == System.Windows.Forms.Keys.Shift &&
                    selection.SelectionContains(path))
                {
                    ITransactionContext trans = DesignView.Context.As <ITransactionContext>();
                    trans.DoTransaction(
                        delegate
                    {
                        linear.InsertPoint(firstHit.index, firstHit.hitPt.X, firstHit.hitPt.Y, firstHit.hitPt.Z);
                    }, "insert control point".Localize()
                        );
                }
            }
            return(paths);
        }
Beispiel #6
0
        public static bool RayPick(Matrix4F viewxform, Matrix4F projxfrom, Ray3F rayW, bool skipSelected, out HitRecord hit)
        {
            HitRecord *nativeHits = null;
            int        count;

            //bool skipSelected,
            fixed(float *ptr1 = &viewxform.M11, ptr2 = &projxfrom.M11)
            {
                NativeRayPick(
                    ptr1,
                    ptr2,
                    &rayW,
                    skipSelected,
                    &nativeHits,
                    out count);
            }

            if (count > 0)
            {
                hit = *nativeHits;
            }
            else
            {
                hit = new HitRecord();
            }

            return(count > 0);
        }
        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;
                }                
            }
        }