Example #1
0
        /// <summary>
        /// Draw Axes
        /// </summary>
        /// <param name="graphics"></param>
        protected void DrawAxes(Graphics.Graphics graphics)
        {
            float axesLength = 256.0f;

            GL.LineWidth(5.0f);
            graphics.DrawLine(Vector3.Zero, Vector3.UnitX * axesLength, Graphics.Graphics.LineType.LineNormal, Color.Red);
            graphics.DrawLine(Vector3.Zero, Vector3.UnitY * axesLength, Graphics.Graphics.LineType.LineNormal, Color.Green);
            graphics.DrawLine(Vector3.Zero, Vector3.UnitZ * axesLength, Graphics.Graphics.LineType.LineNormal, Color.Blue);
            GL.LineWidth(1.0f);
        }
        /// <summary>
        /// Draw center
        /// </summary>
        /// <param name="graphics"></param>
        /// <param name="solid"></param>
        /// <param name="color"></param>
        private void DrawCenter(Graphics.Graphics graphics, MapObject solid, Color color)
        {
            // create this viewport base vectors
            float   halfIndicitorSize = 5f * Viewport.Zoom;
            Matrix4 viewportMatrix    = Viewport.Camera.GetWorldMatrix().ClearTranslation();
            Vector3 horizontalVector  = viewportMatrix.Row0.Xyz * halfIndicitorSize;
            Vector3 verticalVector    = viewportMatrix.Row1.Xyz * halfIndicitorSize;

            // draw center x
            Vector3 center      = solid.Bounds.Center;
            Vector3 diagonalOne = (-horizontalVector + verticalVector).Normalized() * halfIndicitorSize;
            Vector3 diagonalTwo = (-horizontalVector - verticalVector).Normalized() * halfIndicitorSize;

            graphics.DrawLine(center - diagonalOne, center + diagonalOne, RuneGear.Graphics.Graphics.LineType.LineNormal, color);
            graphics.DrawLine(center - diagonalTwo, center + diagonalTwo, RuneGear.Graphics.Graphics.LineType.LineNormal, color);
        }
Example #3
0
        /// <summary>
        /// Renders a overlay for the viewport
        /// </summary>
        /// <param name="graphics"></param>
        protected virtual void RenderOverlay(Graphics.Graphics graphics)
        {
            Color   overlayColor = SystemColors.Control;
            Vector3 pointOne     = new Vector3(OVERLAY_GAP, OVERLAY_GAP, 0);
            Vector3 pointTwo     = new Vector3(mWidth - OVERLAY_GAP, OVERLAY_GAP, 0);
            Vector3 pointThree   = new Vector3(mWidth - OVERLAY_GAP, mHeight - OVERLAY_GAP, 0);
            Vector3 pointFour    = new Vector3(OVERLAY_GAP, mHeight - OVERLAY_GAP, 0);

            graphics.BeginDraw(Matrix4.CreateOrthographicOffCenter(0, mWidth, mHeight, 0, 0, 1));

            graphics.DrawLine(pointOne, pointTwo, Graphics.Graphics.LineType.LineNormal, overlayColor);
            graphics.DrawLine(pointTwo, pointThree, Graphics.Graphics.LineType.LineNormal, overlayColor);
            graphics.DrawLine(pointThree, pointFour, Graphics.Graphics.LineType.LineNormal, overlayColor);
            graphics.DrawLine(pointFour, pointOne, Graphics.Graphics.LineType.LineNormal, overlayColor);

            graphics.EndDraw();
        }
Example #4
0
        /// <summary>
        /// Renders the grid on the viewport
        /// </summary>
        /// <param name="graphics"></param>
        private void DrawGrid(Graphics.Graphics graphics)
        {
            Matrix4 translationViewMatrix = mCamera.GetViewMatrix().ClearRotation();
            Matrix4 viewProjMatrix        = translationViewMatrix * mCamera.GetProjMatrix();

            // get info from the settings
            Color minorGridColor  = controller.EditorSettings.GetColor("minorGridColor");
            Color majorGridColor  = controller.EditorSettings.GetColor("majorGridColor");
            Color originGridColor = controller.EditorSettings.GetColor("originGridColor");
            int   hideLinesLower  = controller.EditorSettings.HideLinesLower;
            int   majorLineEvery  = controller.EditorSettings.MajorLineEvery;

            int gridDim = 1 << 14; // 16384 dimensions

            float[]   bounds       = { float.MaxValue, float.MaxValue, -float.MaxValue, -float.MaxValue };
            Vector3[] worldExtends = new Vector3[4];

            // hide lines if grid is smaller than specified number
            int gridSize = mGridSizeInPixels;

            while ((gridSize / mCamera.Zoom) < hideLinesLower)
            {
                gridSize *= majorLineEvery;
            }

            // get the 4 world space corner points
            if (!ViewportToGridPlane(0, 0, GetGridPlane(), ref worldExtends[0]))
            {
                return;
            }
            if (!ViewportToGridPlane(mWidth, 0, GetGridPlane(), ref worldExtends[1]))
            {
                return;
            }
            if (!ViewportToGridPlane(mWidth, mHeight, GetGridPlane(), ref worldExtends[2]))
            {
                return;
            }
            if (!ViewportToGridPlane(0, mHeight, GetGridPlane(), ref worldExtends[3]))
            {
                return;
            }

            // get bounding box
            for (int i = 0; i < 4; i++)
            {
                // convert to default space (x,y)
                Matrix4 fromGridMatrix = mCamera.GetViewMatrix().ClearTranslation();
                worldExtends[i] = worldExtends[i].TransformL(fromGridMatrix);

                if (worldExtends[i].X < bounds[0])
                {
                    bounds[0] = worldExtends[i].X;
                }
                if (worldExtends[i].Y < bounds[1])
                {
                    bounds[1] = worldExtends[i].Y;
                }
                if (worldExtends[i].X > bounds[2])
                {
                    bounds[2] = worldExtends[i].X;
                }
                if (worldExtends[i].Y > bounds[3])
                {
                    bounds[3] = worldExtends[i].Y;
                }
            }

            float gridWidth  = bounds[2] - bounds[0]; // max.x - min.x
            float gridHeight = bounds[3] - bounds[1]; // max.y - min.y

            int gridCountX = (int)gridWidth / gridSize + 4;
            int gridCountY = (int)gridHeight / gridSize + 4;
            int gridStartX = (int)bounds[0] / gridSize - 1;
            int gridStartY = (int)bounds[1] / gridSize - 1;

            // Set line start and line end in world space coordinates
            float lineStartX = gridStartX * gridSize;
            float lineStartY = gridStartY * gridSize;
            float lineEndX   = (gridStartX + (gridCountX - 1)) * gridSize;
            float lineEndY   = (gridStartY + (gridCountY - 1)) * gridSize;

            // keep line start and line end inside the grid dimensions
            lineStartX = (lineStartX < -gridDim) ? -gridDim : lineStartX;
            lineStartY = (lineStartY < -gridDim) ? -gridDim : lineStartY;
            lineEndX   = (lineEndX > gridDim) ? gridDim : lineEndX;
            lineEndY   = (lineEndY > gridDim) ? gridDim : lineEndY;

            // make sure we have anything to render
            if (gridCountX + gridCountY <= 0)
            {
                return;
            }

            // start drawing the grid
            graphics.BeginDraw(viewProjMatrix);

            // the grid lines are ordered as minor, major, origin
            for (int lineType = 0; lineType < 3; lineType++)
            {
                Color lineColor = minorGridColor;
                if (lineType == 1)
                {
                    lineColor = majorGridColor;
                }
                else if (lineType == 2)
                {
                    lineColor = originGridColor;
                }

                // draw horizontal lines first
                for (int i = gridStartY; i < gridStartY + gridCountY; ++i)
                {
                    // skip lines that are out of bound
                    if (i * gridSize < -gridDim || i * gridSize > gridDim)
                    {
                        continue;
                    }

                    // skip any line that don't match the line type we're adding
                    if (lineType == 0 && (i == 0 || (i % majorLineEvery) == 0))
                    {
                        continue;
                    }
                    else if (lineType == 1 && (i == 0 || (i % majorLineEvery) != 0))
                    {
                        continue;
                    }
                    else if (lineType == 2 && i != 0)
                    {
                        continue;
                    }

                    // draw the line
                    graphics.DrawLine(new Vector3(lineStartX, (float)i * gridSize, 0.0f),
                                      new Vector3(lineEndX, (float)i * gridSize, 0.0f), Graphics.Graphics.LineType.LineNormal,
                                      lineColor);
                }

                // draw horizontal lines first
                for (int i = gridStartX; i < gridStartX + gridCountX; ++i)
                {
                    // skip lines that are out of bound
                    if (i * gridSize < -gridDim || i * gridSize > gridDim)
                    {
                        continue;
                    }

                    // skip any line that don't match the line type we're adding
                    if (lineType == 0 && (i == 0 || (i % majorLineEvery) == 0))
                    {
                        continue;
                    }
                    else if (lineType == 1 && (i == 0 || (i % majorLineEvery) != 0))
                    {
                        continue;
                    }
                    else if (lineType == 2 && i != 0)
                    {
                        continue;
                    }

                    // draw the line
                    graphics.DrawLine(new Vector3((float)i * gridSize, lineStartY, 0.0f),
                                      new Vector3((float)i * gridSize, lineEndY, 0.0f), Graphics.Graphics.LineType.LineNormal,
                                      lineColor);
                }
            }

            graphics.EndDraw();
        }