Ejemplo n.º 1
0
 public void TestEdit()
 {
     var before = GetRandomObjects(_document, 200).OfType<Solid>().ToList();
     var after = before.Select(x => x.Clone()).ToList();
     var rot = new UnitRotate(40, new Line(new Coordinate(1, 0, -1), new Coordinate(2, -3, 7)));
     after.ForEach(x => x.Transform(rot, TransformFlags.None));
     TestAction(new Edit(before, after));
 }
Ejemplo n.º 2
0
Archivo: Face.cs Proyecto: silky/sledge
        /// <summary>
        /// Rotate the texture around the texture normal.
        /// </summary>
        /// <param name="rotate">The rotation angle in degrees</param>
        public void SetTextureRotation(decimal rotate)
        {
            var rads = DMath.DegreesToRadians(Texture.Rotation - rotate);
            // Rotate around the texture normal
            var texNorm = Texture.VAxis.Cross(Texture.UAxis).Normalise();
            var transform = new UnitRotate(rads, new Line(Coordinate.Zero, texNorm));
            Texture.UAxis = transform.Transform(Texture.UAxis);
            Texture.VAxis = transform.Transform(Texture.VAxis);
            Texture.Rotation = rotate;

            CalculateTextureCoordinates(false);
        }
Ejemplo n.º 3
0
Archivo: Face.cs Proyecto: silky/sledge
        public void AlignTextureWithFace(Face face)
        {
            // Get reference values for the axes
            var refU = face.Texture.UAxis;
            var refV = face.Texture.VAxis;
            // Reference points in the texture plane to use for shifting later on
            var refX = face.Texture.UAxis * face.Texture.XShift * face.Texture.XScale;
            var refY = face.Texture.VAxis * face.Texture.YShift * face.Texture.YScale;

            // Two non-parallel planes intersect at an edge. We want the textures on this face
            // to line up with the textures on the provided face. To do this, we rotate the texture
            // normal on the provided face around the intersection edge to get the new texture axes.
            // Then we rotate the texture reference point around this edge as well to get the new shift values.
            // The scale values on both faces will always end up being the same value.

            // Find the intersection edge vector
            var intersectionEdge = face.Plane.Normal.Cross(Plane.Normal);
            // Create a plane using the intersection edge as the normal
            var intersectionPlane = new Plane(intersectionEdge, 0);

            // If the planes are parallel, the texture doesn't need any rotation - just different shift values.
            var intersect = Plane.Intersect(face.Plane, Plane, intersectionPlane);
            if (intersect != null)
            {
                var texNormal = face.Texture.GetNormal();

                // Since the intersection plane is perpendicular to both face planes, we can find the angle
                // between the two planes (the original texture plane and the plane of this face) by projecting
                // the normals of the planes onto the perpendicular plane and taking the cross product.

                // Project the two normals onto the perpendicular plane
                var ptNormal = intersectionPlane.Project(texNormal).Normalise();
                var ppNormal = intersectionPlane.Project(Plane.Normal).Normalise();

                // Get the angle between the projected normals
                var dot = Math.Round(ptNormal.Dot(ppNormal), 4);
                var angle = DMath.Acos(dot); // A.B = cos(angle)

                // Rotate the texture axis by the angle around the intersection edge
                var transform = new UnitRotate(angle, new Line(Coordinate.Zero, intersectionEdge));
                refU = transform.Transform(refU);
                refV = transform.Transform(refV);

                // Rotate the texture reference points as well, but around the intersection line, not the origin
                refX = transform.Transform(refX + intersect) - intersect;
                refY = transform.Transform(refY + intersect) - intersect;
            }

            // Convert the reference points back to get the final values
            Texture.Rotation = 0;
            Texture.UAxis = refU;
            Texture.VAxis = refV;
            Texture.XShift = refU.Dot(refX) / face.Texture.XScale;
            Texture.YShift = refV.Dot(refY) / face.Texture.YScale;
            Texture.XScale = face.Texture.XScale;
            Texture.YScale = face.Texture.YScale;

            CalculateTextureCoordinates(true);
        }
Ejemplo n.º 4
0
 public void TestEditAction()
 {
     var before = GetRandomObjects(_document, 200).OfType<Solid>().ToList();
     var rot = new UnitRotate(40, new Line(new Coordinate(1, 0, -1), new Coordinate(2, -3, 7)));
     TestAction(new Edit(before, (d,x) => x.Transform(rot, TransformFlags.None)));
 }
Ejemplo n.º 5
0
 public void RotateCounterClockwise()
 {
     if (_document.Selection.IsEmpty() || _document.Selection.InFaceSelection) return;
     var focused = ViewportManager.Viewports.FirstOrDefault(x => x.IsFocused && x is Viewport2D) as Viewport2D;
     if (focused == null) return;
     var center = new Box(_document.Selection.GetSelectedObjects().Select(x => x.BoundingBox).Where(x => x != null)).Center;
     var axis = focused.GetUnusedCoordinate(Coordinate.One);
     var transform = new UnitRotate(DMath.DegreesToRadians(-90), new Line(center, center + axis));
     var selected = _document.Selection.GetSelectedParents();
     _document.PerformAction("Transform selection", new Edit(selected, new TransformEditOperation(transform, _document.Map.GetTransformFlags())));
 }