Ejemplo n.º 1
0
        /// <summary>
        /// Called when a mouse button was pressed.
        /// </summary>
        public void OnButtonPress(ButtonPressEventArgs args)
        {
            Vector2 mousePos = new Vector2((float)args.Event.X, (float)args.Event.Y);

            ModifierType modifierMask = Accelerator.DefaultModMask;
            bool         shift        = (args.Event.State & modifierMask) == ModifierType.ShiftMask;

            if (args.Event.Button == 1) // left click
            {
                MeshInfo underCursor = GetMeshAtScreenPos(mousePos);

                ModifyMeshInfosOperation op = new ModifyMeshInfosOperation();

                // clear current selection unless shift is pressed
                if (!shift)
                {
                    MeshManager.Instance.SelectedMeshes.ForEach(m => m.IsSelected = false);
                }
                if (underCursor != null)
                {
                    underCursor.IsActive = true;
                }

                op.Complete();
            }
        }
Ejemplo n.º 2
0
 /// <summary>
 /// Clones a <see cref="MeshInfo"/> instance.
 /// </summary>
 /// <param name="info">The instance to clone.</param>
 public MeshInfo(MeshInfo info)
 {
     m_mesh     = info.m_mesh;
     m_color    = info.m_color;
     m_visible  = info.m_visible;
     m_selected = info.m_selected;
     m_active   = info.m_active;
 }
Ejemplo n.º 3
0
        /// <summary>
        /// Finds the mesh under a screen position if there is one.
        /// </summary>
        /// <param name="screenPos">The screen space corrdinates in pixels.</param>
        /// <returns>The mesh at the given position, or null of there is none.</returns>
        private MeshInfo GetMeshAtScreenPos(Vector2 screenPos)
        {
            // get the ray pointing along the cursor position on the screen
            Camera  cam       = m_window.Camera.Camera;
            Vector3 rayOrigin = cam.Transform.Position;
            Vector3 rayDir    = cam.ScreenPointToWorldDirection(screenPos);

            MeshInfo underCursor = null;
            float    minDistance = float.MaxValue;

            foreach (MeshInfo info in MeshManager.Instance.VisibleMeshes)
            {
                Entity entity = m_meshToEntity[info];
                Mesh   mesh   = info.Mesh;

                // we do the calculations in local space to avoid needing to transform
                // the mesh vertices to world space.
                Matrix4 toLocal = entity.Transform.WorldToLocalMatrix;

                Vector3 orig = Vector3.TransformPosition(rayOrigin, toLocal);
                Vector3 dir  = Vector3.TransformVector(rayDir, toLocal);

                // first check if the mesh's bounding box is under the cursor since it is way faster
                if (mesh.Bounds.Raycast(orig, dir))
                {
                    Matrix4 toWorld = entity.Transform.LocalToWorldMatix;

                    Vector3[]  verts = mesh.Vertices;
                    Triangle[] tris  = mesh.Triangles;

                    // raycast each triangle in the mesh and get the intersect if there is a hit
                    for (int i = 0; i < tris.Length; i++)
                    {
                        Triangle tri = tris[i];
                        Vector3  localIntersect;

                        if (Utils.RaycastTriangle(
                                verts[tri.index0],
                                verts[tri.index1],
                                verts[tri.index2],
                                orig, dir, out localIntersect))
                        {
                            // transform the intersect back into world space
                            Vector3 intersect = Vector3.TransformPosition(localIntersect, toWorld);
                            float   dist      = (intersect - rayOrigin).Length;

                            // select the mesh if close but not before or after the camera clip planes
                            if (dist < minDistance && cam.NearClip < dist && dist < cam.FarClip)
                            {
                                minDistance = dist;
                                underCursor = info;
                            }
                        }
                    }
                }
            }
            return(underCursor);
        }
Ejemplo n.º 4
0
 /// <summary>
 /// Compares the values of this instance against another
 /// <see cref="MeshInfo"/> instance.
 /// </summary>
 public bool Equals(MeshInfo info)
 {
     return
         (Mesh == info.Mesh &&
          Color == info.Color &&
          IsVisible == info.IsVisible &&
          IsSelected == info.IsSelected &&
          IsActive == IsActive);
 }
Ejemplo n.º 5
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        /// <summary>
        /// Called when the selected meshes have changed.
        /// Enables drawing bounding boxes around selected meshes.
        /// </summary>
        private void OnSelectionChanged(MeshInfo mesh)
        {
            Entity entity;

            if (m_meshToEntity.TryGetValue(mesh, out entity))
            {
                entity.GetComponent <BoundsRenderer>().Enabled = mesh.IsSelected;
            }
        }
Ejemplo n.º 6
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        /// <summary>
        /// Called when the visibility for a mesh has been changed.
        /// </summary>
        private void OnVisibilityChanged(MeshInfo mesh)
        {
            Entity entity;

            if (m_meshToEntity.TryGetValue(mesh, out entity))
            {
                foreach (MeshRenderer renderer in entity.GetComponents <MeshRenderer>())
                {
                    renderer.Enabled = mesh.IsVisible;
                }
            }
        }
Ejemplo n.º 7
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        /// <summary>
        /// Called when a mesh is removed from the scene.
        /// </summary>
        private void OnMeshRemoved(MeshInfo mesh)
        {
            Entity entity;

            if (m_meshToEntity.TryGetValue(mesh, out entity))
            {
                mesh.SelectionChanged  -= OnSelectionChanged;
                mesh.VisibilityChanged -= OnVisibilityChanged;

                m_meshToEntity.Remove(mesh);
                m_entityToMesh.Remove(entity);
                entity.Dispose();
            }
        }
Ejemplo n.º 8
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        /// <summary>
        /// Called when a mesh has had its visibility changed.
        /// </summary>
        private void OnVisibilityChanged(MeshInfo mesh)
        {
            m_treeView.Selection.Changed -= OnListSelectionChanged;

            TreePath path = new TreePath(m_meshToIndex[mesh].ToString());
            TreeIter iter;

            if (m_listStore.GetIter(out iter, path))
            {
                m_listStore.SetValue(iter, 0, mesh.IsVisible);
                m_treeView.Selection.UnselectPath(path);
            }

            m_treeView.Selection.Changed += OnListSelectionChanged;
        }
Ejemplo n.º 9
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        /// <summary>
        /// Called when the active mesh in the user's selection has changed.
        /// </summary>
        /// <param name="prevActive">The mesh.</param>
        private void SetDisplayedMesh(MeshInfo mesh)
        {
            if (mesh != null && mesh.IsActive)
            {
                m_name.Text          = mesh.Mesh.Name;
                m_vertexCount.Text   = mesh.Mesh.VertexCount.ToString();
                m_triangleCount.Text = mesh.Mesh.TriangleCount.ToString();

                m_hiddenOnNoActive.ForEach(w => w.ShowAll());
            }
            else
            {
                m_hiddenOnNoActive.ForEach(w => w.HideAll());
            }
        }
Ejemplo n.º 10
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        /// <summary>
        /// Called when the selected meshes have changed.
        /// </summary>
        private void OnMeshSelectionChanged(MeshInfo mesh)
        {
            m_treeView.Selection.Changed -= OnListSelectionChanged;

            TreePath path = new TreePath(m_meshToIndex[mesh].ToString());

            if (mesh.IsSelected)
            {
                m_treeView.Selection.SelectPath(path);
            }
            else
            {
                m_treeView.Selection.UnselectPath(path);
            }

            m_treeView.Selection.Changed += OnListSelectionChanged;
        }
Ejemplo n.º 11
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        /// <summary>
        /// Gets a list of meshes corresponding to the users selection.
        /// </summary>
        private List <MeshInfo> GetSelectedMeshes()
        {
            List <MeshInfo> meshes = new List <MeshInfo>();

            foreach (TreePath path in m_treeView.Selection.GetSelectedRows())
            {
                MeshInfo mesh = m_indexToMesh[path.Indices[0]];
                if (mesh.IsVisible)
                {
                    meshes.Add(mesh);
                }
                else
                {
                    m_treeView.Selection.UnselectPath(path);
                }
            }
            return(meshes);
        }
Ejemplo n.º 12
0
 /// <summary>
 /// Called when a mesh is added to the scene.
 /// </summary>
 private void OnMeshRemoved(MeshInfo mesh)
 {
     mesh.SelectionChanged  -= OnMeshSelectionChanged;
     mesh.VisibilityChanged -= OnVisibilityChanged;
 }
Ejemplo n.º 13
0
 /// <summary>
 /// Called when a mesh is added to the scene.
 /// </summary>
 private void OnMeshRemoved(MeshInfo mesh)
 {
     mesh.ActiveChanged -= SetDisplayedMesh;
 }