Example #1
0
        public bool IsPlanePicked(int mouseX, int mouseY)
        {
            // Construct our ray
            Ray ray = Utilitys.CalculateRayFromCursor(Game.GraphicsDevice, Camera, mouseX, mouseY);

            Vector3 min = new Vector3(Vertices[0].Position.X, Vertices[0].Position.Y, Vertices[0].Position.Z);
            Vector3 max = new Vector3(Vertices[Vertices.Length - 1].Position.X,
                                      Vertices[Vertices.Length - 1].Position.Y,
                                      Vertices[Vertices.Length - 1].Position.Z);

            BoundingBox bb = new BoundingBox(min, max);

            if (bb.Intersects(ray) > 0)
            {
                // TODO: This needs reworking because we should almost segregate the difference between a Vertice Picking operation and the whole Object Picking operation!

                // Invoke our delegate so we can manipulate this from outside our class
                if (PickingOperation != null)
                {
                    PickingOperation.Invoke(0);
                }
            }

            return(false);
        }
Example #2
0
        public bool IsVertPicked(int mouseX, int mouseY)
        {
            // Construct our ray
            Ray ray = Utilitys.CalculateRayFromCursor(Game.GraphicsDevice, Camera, mouseX, mouseY);

            // Calculate our Vertice Array
            for (int x = 0; x < _width; x++)
            {
                for (int z = 0; z < _height; z++)
                {
                    // Calc our Bounding Boxes
                    Vector3 min = new Vector3(Vertices[x + z * _width].Position.X,
                                              Vertices[x + z * _width].Position.Y,
                                              Vertices[x + z * _width].Position.Z);

                    Vector3 max = new Vector3(Vertices[x + z * _width].Position.X + 1,
                                              Vertices[x + z * _width].Position.Y + 1,
                                              Vertices[x + z * _width].Position.Z + 1);

                    BoundingBox bb = new BoundingBox(min, max);

                    // If we found a hit return it
                    if (bb.Intersects(ray) > 0)
                    {
                        // Invoke our delegate so we can manipulate this from outside our class
                        if (PickingOperation != null)
                        {
                            PickingOperation.Invoke(x + z * _width);
                        }

                        // Rebuild our vert array
                        VertexBuffer = new VertexBuffer(Game.GraphicsDevice, typeof(VertexPositionColorTexture), _width * _height, BufferUsage.WriteOnly);
                        VertexBuffer.SetData(Vertices);

                        return(true);
                    }
                }
            }

            return(false);
        }