public override bool Pick(ViewControl vc, Point scrPt) { m_hitRegion = HitRegion.None; if (base.Pick(vc, scrPt) == false) { return(false); } Camera camera = vc.Camera; float rad; Util.CalcAxisLengths(camera, HitMatrix.Translation, out rad); float tolerance = rad / 10.0f; // compute ray in object space space. Matrix4F vp = camera.ViewMatrix * camera.ProjectionMatrix; Matrix4F wvp = HitMatrix * vp; Ray3F rayL = vc.GetRay(scrPt, wvp); Plane3F xplane = new Plane3F(Vec3F.XAxis, Vec3F.ZeroVector); Plane3F yplane = new Plane3F(Vec3F.YAxis, Vec3F.ZeroVector); Plane3F zplane = new Plane3F(Vec3F.ZAxis, Vec3F.ZeroVector); Vec3F pt; float xdelta = float.MaxValue; float ydelta = float.MaxValue; float zdelta = float.MaxValue; if (rayL.IntersectPlane(xplane, out pt)) { xdelta = Math.Abs(pt.Length - rad); } if (rayL.IntersectPlane(yplane, out pt)) { ydelta = Math.Abs(pt.Length - rad); } if (rayL.IntersectPlane(zplane, out pt)) { zdelta = Math.Abs(pt.Length - rad); } if (xdelta < tolerance && xdelta < ydelta && xdelta < zdelta) { m_hitRegion = HitRegion.XAxis; } else if (ydelta < tolerance && ydelta < zdelta) { m_hitRegion = HitRegion.YAxis; } else if (zdelta < tolerance) { m_hitRegion = HitRegion.ZAxis; } return(m_hitRegion != HitRegion.None); }
/// <summary> /// Projects the specified x and y, in normalized window coordinates, onto the grid, /// and snaps it to the nearest grid vertex if necessary. /// Normalized window coordinates are in the range [-0.5,0.5] with +x pointing to the /// right and +y pointing up.</summary> /// <param name="x">Window x in normalized window coords</param> /// <param name="y">Window y in normalized window coords</param> /// <param name="camera">Camera</param> /// <returns>Projection of x and y onto the grid, in world space.</returns> public Vec3F Project(float x, float y, Camera camera) { Ray3F ray = camera.CreateRay(x, y); Matrix4F V = new Matrix4F(camera.ViewMatrix); V.Mul(m_invAxisSystem, V); if (camera.Frustum.IsOrtho) { V = new Matrix4F(m_V); V.Translation = camera.ViewMatrix.Translation; } // origin Vec3F delta = new Vec3F(0, Height, 0); V.Transform(delta, out delta); Vec3F o = delta; // Up vec Vec3F axis = V.YAxis; Vec3F projPt = ray.IntersectPlane(axis, -Vec3F.Dot(o, axis)); // Transform back into world space Matrix4F Inv = new Matrix4F(); Inv.Invert(camera.ViewMatrix); Inv.Transform(projPt, out projPt); if (Snap) { projPt = SnapPoint(projPt); } return projPt; }
private static float CalcAngle(Vec3F origin, Plane3F plane, Ray3F ray0, Ray3F ray1, float snapAngle) { float theta = 0; Vec3F p0; Vec3F p1; if (ray0.IntersectPlane(plane, out p0) && ray1.IntersectPlane(plane, out p1)) { Vec3F v0 = Vec3F.Normalize(p0 - origin); Vec3F v1 = Vec3F.Normalize(p1 - origin); theta = CalcAngle(v0, v1, plane.Normal, snapAngle); } return(theta); }
public override void OnDragging(ViewControl vc, Point scrPt) { if (m_hitRegion == HitRegion.None || m_activeOp == null || m_activeOp.NodeList.Count == 0) { return; } Matrix4F view = vc.Camera.ViewMatrix; // compute world * view Matrix4F wv = new Matrix4F(); wv.Mul(HitMatrix, view); // create ray in view space. Ray3F rayV = vc.GetRay(scrPt, vc.Camera.ProjectionMatrix); Vec3F xAxis = wv.XAxis; Vec3F yAxis = wv.YAxis; Vec3F zAxis = wv.ZAxis; Vec3F origin = wv.Translation; m_scale = new Vec3F(1, 1, 1); float scale = 1; float a1, a2; switch (m_hitRegion) { case HitRegion.XAxis: case HitRegion.NegXAxis: { a1 = Math.Abs(Vec3F.Dot(HitRayV.Direction, yAxis)); a2 = Math.Abs(Vec3F.Dot(HitRayV.Direction, zAxis)); Vec3F axis = (a1 > a2 ? yAxis : zAxis); Vec3F p0 = HitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); Vec3F p1 = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); float dragAmount = Vec3F.Dot((p1 - p0), xAxis); if (m_hitRegion == HitRegion.NegXAxis) { dragAmount *= -1; } m_scale.X = 1.0f + dragAmount / m_hitScale; scale = m_scale.X; } break; case HitRegion.YAxis: case HitRegion.NegYAxis: { a1 = Math.Abs(Vec3F.Dot(HitRayV.Direction, zAxis)); a2 = Math.Abs(Vec3F.Dot(HitRayV.Direction, xAxis)); Vec3F axis = (a1 > a2 ? zAxis : xAxis); Vec3F p0 = HitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); Vec3F p1 = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); float dragAmount = Vec3F.Dot((p1 - p0), yAxis); if (m_hitRegion == HitRegion.NegYAxis) { dragAmount *= -1; } m_scale.Y = 1.0f + dragAmount / m_hitScale; scale = m_scale.Y; } break; case HitRegion.ZAxis: case HitRegion.NegZAxis: { a1 = Math.Abs(Vec3F.Dot(HitRayV.Direction, xAxis)); a2 = Math.Abs(Vec3F.Dot(HitRayV.Direction, yAxis)); Vec3F axis = (a1 > a2 ? xAxis : yAxis); Vec3F p0 = HitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); Vec3F p1 = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); float dragAmount = Vec3F.Dot((p1 - p0), zAxis); if (m_hitRegion == HitRegion.NegZAxis) { dragAmount *= -1; } m_scale.Z = 1.0f + dragAmount / m_hitScale; scale = m_scale.Z; } break; default: throw new ArgumentOutOfRangeException(); } if (m_isUniformScaling) { m_scale = new Vec3F(scale, scale, scale); } // scale for (int i = 0; i < m_activeOp.NodeList.Count; i++) { ITransformable node = m_activeOp.NodeList[i]; node.Scale = Vec3F.Mul(m_originalScales[i], m_scale); Matrix4F mtrx = TransformUtils.CalcTransform( Vec3F.ZeroVector, node.Rotation, node.Scale, m_pivotOffset[i]); node.Translation = m_originalTranslations[i] + mtrx.Translation; } }
public override bool Pick(ViewControl vc, Point scrPt) { m_hitRegion = HitRegion.None; if (base.Pick(vc, scrPt) == false) { return(false); } Camera camera = vc.Camera; float s; Util.CalcAxisLengths(camera, HitMatrix.Translation, out s); Matrix4F vp = camera.ViewMatrix * camera.ProjectionMatrix; Matrix4F wvp = HitMatrix * vp; // get ray in object space space. Ray3F rayL = vc.GetRay(scrPt, wvp); m_scale = new Vec3F(1, 1, 1); m_hitScale = s; float rectScale = s * FreeRectRatio; Vec3F topRight = rectScale * (new Vec3F(1, 1, 0)); Vec3F topLeft = rectScale * (new Vec3F(-1, 1, 0)); Vec3F bottomLeft = rectScale * (new Vec3F(-1, -1, 0)); Vec3F bottomRight = rectScale * (new Vec3F(1, -1, 0)); Matrix4F planeXform = Util.CreateBillboard(HitMatrix.Translation, camera.WorldEye, camera.Up, camera.LookAt); Matrix4F wvpPlane = planeXform * vp; // create ray in plane's local space. Ray3F rayP = vc.GetRay(scrPt, wvpPlane); Plane3F plane = new Plane3F(topRight, topLeft, bottomLeft); Vec3F p; bool intersect = rayP.IntersectPlane(plane, out p); if (intersect) { bool inside = p.X > topLeft.X && p.X <topRight.X && p.Y> bottomLeft.Y && p.Y < topLeft.Y; if (inside) { m_hitRegion = HitRegion.FreeRect; return(true); } } Vec3F min = new Vec3F(-0.5f, -0.5f, -0.5f); Vec3F max = new Vec3F(0.5f, 0.5f, 0.5f); AABB box = new AABB(min, max); Matrix4F boxScale = new Matrix4F(); Matrix4F boxTrans = new Matrix4F(); Matrix4F BoxMtrx = new Matrix4F(); float handleScale = s * HandleRatio; // X axis boxScale.Scale(new Vec3F(s, handleScale, handleScale)); boxTrans.Translation = new Vec3F(s / 2, 0, 0); BoxMtrx = boxScale * boxTrans; Ray3F ray = rayL; BoxMtrx.Invert(BoxMtrx); ray.Transform(BoxMtrx); if (box.Intersect(ray)) { m_hitRegion = HitRegion.XAxis; return(true); } // y axis boxScale.Scale(new Vec3F(handleScale, s, handleScale)); boxTrans.Translation = new Vec3F(0, s / 2, 0); BoxMtrx = boxScale * boxTrans; ray = rayL; BoxMtrx.Invert(BoxMtrx); ray.Transform(BoxMtrx); if (box.Intersect(ray)) { m_hitRegion = HitRegion.YAxis; return(true); } // z axis boxScale.Scale(new Vec3F(handleScale, handleScale, s)); boxTrans.Translation = new Vec3F(0, 0, s / 2); BoxMtrx = boxScale * boxTrans; ray = rayL; BoxMtrx.Invert(BoxMtrx); ray.Transform(BoxMtrx); if (box.Intersect(ray)) { m_hitRegion = HitRegion.ZAxis; return(true); } return(false); }
public override void OnDragging(ViewControl vc, Point scrPt) { if (m_hitRegion == HitRegion.None || NodeList.Count == 0) { return; } Matrix4F view = vc.Camera.ViewMatrix; // compute world * view Matrix4F wv = new Matrix4F(); wv.Mul(HitMatrix, view); // create ray in view space. Ray3F rayV = vc.GetRay(scrPt, vc.Camera.ProjectionMatrix); Vec3F xAxis = wv.XAxis; Vec3F yAxis = wv.YAxis; Vec3F zAxis = wv.ZAxis; Vec3F origin = wv.Translation; //Vec3F pos; m_scale = new Vec3F(1, 1, 1); float scale = 1; float a1, a2; switch (m_hitRegion) { case HitRegion.XAxis: { a1 = Math.Abs(Vec3F.Dot(HitRayV.Direction, yAxis)); a2 = Math.Abs(Vec3F.Dot(HitRayV.Direction, zAxis)); Vec3F axis = (a1 > a2 ? yAxis : zAxis); Vec3F p0 = HitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); Vec3F p1 = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); float dragAmount = Vec3F.Dot((p1 - p0), xAxis); m_scale.X = 1.0f + dragAmount / m_hitScale; scale = m_scale.X; } break; case HitRegion.YAxis: { a1 = Math.Abs(Vec3F.Dot(HitRayV.Direction, zAxis)); a2 = Math.Abs(Vec3F.Dot(HitRayV.Direction, xAxis)); Vec3F axis = (a1 > a2 ? zAxis : xAxis); Vec3F p0 = HitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); Vec3F p1 = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); float dragAmount = Vec3F.Dot((p1 - p0), yAxis); m_scale.Y = 1.0f + dragAmount / m_hitScale; scale = m_scale.Y; } break; case HitRegion.ZAxis: { a1 = Math.Abs(Vec3F.Dot(HitRayV.Direction, xAxis)); a2 = Math.Abs(Vec3F.Dot(HitRayV.Direction, yAxis)); Vec3F axis = (a1 > a2 ? xAxis : yAxis); Vec3F p0 = HitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); Vec3F p1 = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); float dragAmount = Vec3F.Dot((p1 - p0), zAxis); m_scale.Z = 1.0f + dragAmount / m_hitScale; scale = m_scale.Z; } break; case HitRegion.FreeRect: { Vec3F axis = new Vec3F(0, 0, 1); Vec3F p0 = HitRayV.IntersectPlane(axis, -origin.Z); Vec3F p1 = rayV.IntersectPlane(axis, -origin.Z); Vec3F dragVec = p1 - p0; float dragAmount = 1.0f + dragVec.X / m_hitScale; m_scale.X = dragAmount; m_scale.Y = dragAmount; m_scale.Z = dragAmount; scale = m_scale.X; } break; default: throw new ArgumentOutOfRangeException(); } if (m_isUniformScaling) { m_scale = new Vec3F(scale, scale, scale); } // scale for (int i = 0; i < NodeList.Count; i++) { ITransformable transformable = NodeList[i]; transformable.Scale = Vec3F.Mul(m_originalValues[i], m_scale); } }
public HitRegion Pick(ViewControl vc, Matrix4F world, Matrix4F view, Ray3F rayL, Ray3F rayV) { float s = Util.CalcAxisScale(vc.Camera, world.Translation, Manipulator.AxisLength, vc.Height); m_hitRegion = HitRegion.None; m_hitRayV = rayV; m_hitMatrix.Set(world); m_hitWorldView = world * view; float sl = s * SquareLength; // test xy square. Vec3F p1 = new Vec3F(0, 0, 0); Vec3F p2 = new Vec3F(sl, 0, 0); Vec3F p3 = new Vec3F(sl, sl, 0); Vec3F p4 = new Vec3F(0, sl, 0); Plane3F plane = new Plane3F(p1, p2, p3); Vec3F p; if (rayL.IntersectPlane(plane, out p)) { // test point in 2d rectangle. if (p.X > p1.X && p.X < p2.X && p.Y > p1.Y && p.Y < p4.Y) { m_hitRegion = HitRegion.XYSquare; return(m_hitRegion); } } // test xz square p1 = new Vec3F(0, 0, 0); p2 = new Vec3F(sl, 0, 0); p3 = new Vec3F(sl, 0, sl); p4 = new Vec3F(0, 0, sl); plane = new Plane3F(p1, p2, p3); if (rayL.IntersectPlane(plane, out p)) { // test point in 2d rectangle. if (p.X > p1.X && p.X < p2.X && p.Z > p1.Z && p.Z < p4.Z) { m_hitRegion = HitRegion.XZSquare; return(m_hitRegion); } } // test yz square p1 = new Vec3F(0, 0, 0); p2 = new Vec3F(0, 0, sl); p3 = new Vec3F(0, sl, sl); p4 = new Vec3F(0, sl, 0); plane = new Plane3F(p1, p2, p3); if (rayL.IntersectPlane(plane, out p)) { // test point in 2d rectangle. if (p.Z > p1.Z && p.Z < p2.Z && p.Y > p1.Z && p.Y < p4.Y) { m_hitRegion = HitRegion.YZSquare; return(m_hitRegion); } } Vec3F min = new Vec3F(-0.5f, -0.5f, -0.5f); Vec3F max = new Vec3F(0.5f, 0.5f, 0.5f); AABB box = new AABB(min, max); Matrix4F boxScale = new Matrix4F(); Matrix4F boxTrans = new Matrix4F(); Matrix4F BoxMtrx = new Matrix4F(); // X axis boxScale.Scale(new Vec3F(s, s * ConeDiameter, s * ConeDiameter)); boxTrans.Translation = new Vec3F(s / 2, 0, 0); BoxMtrx = boxScale * boxTrans; Ray3F ray = rayL; BoxMtrx.Invert(BoxMtrx); ray.Transform(BoxMtrx); if (box.Intersect(ray)) { m_hitRegion = HitRegion.XAxis; return(m_hitRegion); } // y axis boxScale.Scale(new Vec3F(s * ConeDiameter, s, s * ConeDiameter)); boxTrans.Translation = new Vec3F(0, s / 2, 0); BoxMtrx = boxScale * boxTrans; ray = rayL; BoxMtrx.Invert(BoxMtrx); ray.Transform(BoxMtrx); if (box.Intersect(ray)) { m_hitRegion = HitRegion.YAxis; return(m_hitRegion); } // z axis boxScale.Scale(new Vec3F(s * ConeDiameter, s * ConeDiameter, s)); boxTrans.Translation = new Vec3F(0, 0, s / 2); BoxMtrx = boxScale * boxTrans; ray = rayL; BoxMtrx.Invert(BoxMtrx); ray.Transform(BoxMtrx); if (box.Intersect(ray)) { m_hitRegion = HitRegion.ZAxis; } return(m_hitRegion); }
public Vec3F OnDragging(Ray3F rayV) { if (m_hitRegion == HitRegion.None) { return(Vec3F.ZeroVector); } Vec3F xLocal = m_hitMatrix.XAxis; Vec3F yLocal = m_hitMatrix.YAxis; Vec3F zLocal = m_hitMatrix.ZAxis; Vec3F xAxis = m_hitWorldView.XAxis; Vec3F yAxis = m_hitWorldView.YAxis; Vec3F zAxis = m_hitWorldView.ZAxis; Vec3F origin = m_hitWorldView.Translation; Vec3F translate; float a1, a2; switch (m_hitRegion) { case HitRegion.XAxis: { a1 = Math.Abs(Vec3F.Dot(m_hitRayV.Direction, yAxis)); a2 = Math.Abs(Vec3F.Dot(m_hitRayV.Direction, zAxis)); Vec3F axis = (a1 > a2 ? yAxis : zAxis); Vec3F p0 = m_hitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); Vec3F p1 = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); float dragAmount = Vec3F.Dot((p1 - p0), xAxis); translate = dragAmount * xLocal; } break; case HitRegion.YAxis: { a1 = Math.Abs(Vec3F.Dot(m_hitRayV.Direction, zAxis)); a2 = Math.Abs(Vec3F.Dot(m_hitRayV.Direction, xAxis)); Vec3F axis = (a1 > a2 ? zAxis : xAxis); Vec3F p0 = m_hitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); Vec3F p1 = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); float dragAmount = Vec3F.Dot((p1 - p0), yAxis); translate = dragAmount * yLocal; } break; case HitRegion.ZAxis: { a1 = Math.Abs(Vec3F.Dot(m_hitRayV.Direction, xAxis)); a2 = Math.Abs(Vec3F.Dot(m_hitRayV.Direction, yAxis)); Vec3F axis = (a1 > a2 ? xAxis : yAxis); Vec3F p0 = m_hitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); Vec3F p1 = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); float dragAmount = Vec3F.Dot((p1 - p0), zAxis); translate = dragAmount * zLocal; } break; case HitRegion.XYSquare: { Vec3F p0 = m_hitRayV.IntersectPlane(zAxis, -Vec3F.Dot(zAxis, origin)); Vec3F p1 = rayV.IntersectPlane(zAxis, -Vec3F.Dot(zAxis, origin)); Vec3F deltaLocal = p1 - p0; float dragX = Vec3F.Dot(xAxis, deltaLocal); float dragY = Vec3F.Dot(yAxis, deltaLocal); translate = dragX * xLocal + dragY * yLocal; } break; case HitRegion.YZSquare: { Vec3F p0 = m_hitRayV.IntersectPlane(xAxis, -Vec3F.Dot(xAxis, origin)); Vec3F p1 = rayV.IntersectPlane(xAxis, -Vec3F.Dot(xAxis, origin)); Vec3F deltaLocal = p1 - p0; float dragY = Vec3F.Dot(yAxis, deltaLocal); float dragZ = Vec3F.Dot(zAxis, deltaLocal); translate = dragY * yLocal + dragZ * zLocal; } break; case HitRegion.XZSquare: { Vec3F p0 = m_hitRayV.IntersectPlane(yAxis, -Vec3F.Dot(yAxis, origin)); Vec3F p1 = rayV.IntersectPlane(yAxis, -Vec3F.Dot(yAxis, origin)); Vec3F deltaLocal = p1 - p0; float dragX = Vec3F.Dot(xAxis, deltaLocal); float dragZ = Vec3F.Dot(zAxis, deltaLocal); translate = dragX * xLocal + dragZ * zLocal; } break; default: throw new ArgumentOutOfRangeException(); } return(translate); }
public override bool Pick(ViewControl vc, Point scrPt) { m_hitRegion = HitRegion.None; if (base.Pick(vc, scrPt) == false) { return(false); } Camera camera = vc.Camera; float RingDiameter = 2 * AxisLength; float s = Util.CalcAxisScale(vc.Camera, HitMatrix.Translation, RingDiameter, vc.Height); float rad = s * Util3D.RingCenterRadias; float lrad = rad * LookRingScale; float tolerance = s * Util3D.RingThickness; Matrix4F billboard = Util.CreateBillboard(HitMatrix.Translation, vc.Camera.WorldEye, vc.Camera.Up, vc.Camera.LookAt); m_lookAxisHitMtrx = billboard; // compute ray in object space space. Matrix4F vp = camera.ViewMatrix * camera.ProjectionMatrix; Matrix4F wvp = HitMatrix * vp; Ray3F rayL = vc.GetRay(scrPt, wvp); Matrix4F wvp2 = billboard * vp; Ray3F rayL2 = vc.GetRay(scrPt, wvp2); Plane3F xplane = new Plane3F(Vec3F.XAxis, Vec3F.ZeroVector); Plane3F yplane = new Plane3F(Vec3F.YAxis, Vec3F.ZeroVector); Plane3F zplane = new Plane3F(Vec3F.ZAxis, Vec3F.ZeroVector); Vec3F pt; float xdelta = float.MaxValue; float ydelta = float.MaxValue; float zdelta = float.MaxValue; float lookdelta = float.MaxValue; if (rayL.IntersectPlane(xplane, out pt)) { xdelta = Math.Abs(pt.Length - rad); } if (rayL.IntersectPlane(yplane, out pt)) { ydelta = Math.Abs(pt.Length - rad); } if (rayL.IntersectPlane(zplane, out pt)) { zdelta = Math.Abs(pt.Length - rad); } if (rayL2.IntersectPlane(zplane, out pt)) { lookdelta = Math.Abs(pt.Length - lrad); } if (xdelta < tolerance && xdelta < ydelta && xdelta < zdelta && xdelta < lookdelta) { m_hitRegion = HitRegion.XAxis; } else if (ydelta < tolerance && ydelta < zdelta && ydelta < lookdelta) { m_hitRegion = HitRegion.YAxis; } else if (zdelta < tolerance && zdelta < lookdelta) { m_hitRegion = HitRegion.ZAxis; } else if (lookdelta < tolerance) { m_hitRegion = HitRegion.LookAxis; } return(m_hitRegion != HitRegion.None); }
/// <summary> /// Performs actions during control drag</summary> /// <param name="hit">Hit record</param> /// <param name="x">Mouse x position</param> /// <param name="y">Mouse y position</param> /// <param name="action">Render action</param> /// <param name="camera">Camera</param> /// <param name="transform">Transform</param> /// <returns>Translation, in world coordinates</returns> public Vec3F OnDrag(HitRecord hit, float x, float y, IRenderAction action, Camera camera, Matrix4F transform) { float a1, a2; Matrix4F W = new Matrix4F(); W.Mul(transform, camera.ViewMatrix); // Setup rays, in view space. (-z goes into the screen.) Ray3F ray0 = camera.CreateRay(m_iX, m_iY); Ray3F ray = camera.CreateRay(x, y); // Build axis and origin in view space Vec3F xAxis = W.XAxis; Vec3F yAxis = W.YAxis; Vec3F zAxis = W.ZAxis; Vec3F origin = W.Translation; Vec3F trans = new Vec3F(); // Choose the best projection plane according to the projection angle switch ((HitElement)hit.RenderObjectData[1]) { case HitElement.X_ARROW: { a1 = Math.Abs(Vec3F.Dot(ray0.Direction, yAxis)); a2 = Math.Abs(Vec3F.Dot(ray0.Direction, zAxis)); Vec3F axis = (a1 > a2 ? yAxis : zAxis); Vec3F p0 = ray0.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); Vec3F p1 = ray.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); float dragAmount = Vec3F.Dot(xAxis, p1 - p0); Vec3F xLocal = transform.XAxis; trans = dragAmount * xLocal; } break; case HitElement.Y_ARROW: { a1 = Math.Abs(Vec3F.Dot(ray0.Direction, zAxis)); a2 = Math.Abs(Vec3F.Dot(ray0.Direction, xAxis)); Vec3F axis = (a1 > a2 ? zAxis : xAxis); Vec3F p0 = ray0.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); Vec3F p1 = ray.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); float dragAmount = Vec3F.Dot(yAxis, p1 - p0); Vec3F yLocal = transform.YAxis; trans = dragAmount * yLocal; } break; case HitElement.Z_ARROW: { a1 = Math.Abs(Vec3F.Dot(ray0.Direction, xAxis)); a2 = Math.Abs(Vec3F.Dot(ray0.Direction, yAxis)); Vec3F axis = (a1 > a2 ? xAxis : yAxis); Vec3F p0 = ray0.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); Vec3F p1 = ray.IntersectPlane(axis, -Vec3F.Dot(axis, origin)); float dragAmount = Vec3F.Dot(zAxis, p1 - p0); Vec3F zLocal = transform.ZAxis; trans = dragAmount * zLocal; } break; case HitElement.XY_SQUARE: { Vec3F p0 = ray0.IntersectPlane(zAxis, -Vec3F.Dot(zAxis, origin)); Vec3F p1 = ray.IntersectPlane(zAxis, -Vec3F.Dot(zAxis, origin)); Vec3F deltaLocal = p1 - p0; float dragX = Vec3F.Dot(xAxis, deltaLocal); float dragY = Vec3F.Dot(yAxis, deltaLocal); Vec3F xLocal = transform.XAxis; Vec3F yLocal = transform.YAxis; trans = dragX * xLocal + dragY * yLocal; } break; case HitElement.YZ_SQUARE: { Vec3F p0 = ray0.IntersectPlane(xAxis, -Vec3F.Dot(xAxis, origin)); Vec3F p1 = ray.IntersectPlane(xAxis, -Vec3F.Dot(xAxis, origin)); Vec3F deltaLocal = p1 - p0; float dragY = Vec3F.Dot(yAxis, deltaLocal); float dragZ = Vec3F.Dot(zAxis, deltaLocal); Vec3F yLocal = transform.YAxis; Vec3F zLocal = transform.ZAxis; trans = dragY * yLocal + dragZ * zLocal; } break; case HitElement.XZ_SQUARE: { Vec3F p0 = ray0.IntersectPlane(yAxis, -Vec3F.Dot(yAxis, origin)); Vec3F p1 = ray.IntersectPlane(yAxis, -Vec3F.Dot(yAxis, origin)); Vec3F deltaLocal = p1 - p0; float dragX = Vec3F.Dot(xAxis, deltaLocal); float dragZ = Vec3F.Dot(zAxis, deltaLocal); Vec3F xLocal = transform.XAxis; Vec3F zLocal = transform.ZAxis; trans = dragX * xLocal + dragZ * zLocal; } break; } return(trans); }