Example #1
0
        private void DrawCube(SolidEdgeSDK.IGL gl, float fSize)
        {
            float[][] p0 = new float[][] 
            {
                new float[] { 0.0f, 0.0f, 0.0f },
                new float[] { 0.0f, fSize, 0.0f },
                new float[] { fSize, 0.0f, 0.0f },
                new float[] { fSize, fSize, 0.0f }
            };

            float[][] p1 = new float[][] 
            {
                new float[] { 0.0f, 0.0f, fSize },
                new float[] { 0.0f, fSize, fSize },
                new float[] { fSize, 0.0f, fSize },
                new float[] { fSize, fSize, fSize }
            };

            float[][] p2 = new float[][] 
            {
                new float[] { 0.0f, 0.0f, 0.0f },
                new float[] { 0.0f, 0.0f, fSize },
                new float[] { 0.0f, fSize, 0.0f },
                new float[] { 0.0f, fSize, fSize }
            };

            float[][] p3 = new float[][] 
            {
                new float[] { fSize, 0.0f, 0.0f },
                new float[] { fSize, 0.0f, fSize },
                new float[] { fSize, fSize, 0.0f },
                new float[] { fSize, fSize, fSize }
            };

            float[][] p4 = new float[][] 
            {
                new float[] { 0.0f, 0.0f, 0.0f },
                new float[] { 0.0f, 0.0f, fSize },
                new float[] { fSize, 0.0f, 0.0f },
                new float[] { fSize, 0.0f, fSize }
            };

            float[][] p5 = new float[][] 
            {
                new float[] { 0.0f, fSize, 0.0f },
                new float[] { 0.0f, fSize, fSize },
                new float[] { fSize, fSize, 0.0f },
                new float[] { fSize, fSize, fSize }
            };

            // Normals
            float[][] n0 = new float[][] 
            {
                new float[] { 0.0f, 0.0f, -1.0f },
                new float[] { 0.0f, 0.0f, 1.0f},
                new float[] { 0.0f, -1.0f, 0.0f},
                new float[] { 0.0f, 1.0f, 0.0f},
                new float[] { 0.0f, 0.0f, 1.0f},
                new float[] { 0.0f, 1.0f, 0.0f},
                new float[] { 0.0f, -1.0f, 0.0f }
            };

            {
                gl.glBegin(SharpGL.OpenGL.GL_TRIANGLES);
                gl.glNormal3fv(n0[0]);

                gl.glEdgeFlag((byte)SharpGL.OpenGL.GL_TRUE);
                gl.glVertex3fv(p0[0]);

                gl.glEdgeFlag(0);
                gl.glVertex3fv(p0[1]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p0[2]);

                gl.glNormal3fv(n0[1]);

                gl.glEdgeFlag(0);
                gl.glVertex3fv(p0[1]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p0[2]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p0[3]);

                gl.glEnd();
            }

            {
                gl.glBegin(SharpGL.OpenGL.GL_TRIANGLE_STRIP);

                gl.glNormal3fv(n0[2]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p1[0]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p1[1]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p1[2]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p1[3]);

                gl.glEnd();
            }

            {
                gl.glBegin(SharpGL.OpenGL.GL_TRIANGLE_STRIP);
                gl.glNormal3fv(n0[3]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p2[0]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p2[1]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p2[2]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p2[3]);

                gl.glEnd();
            }

            {
                gl.glBegin(SharpGL.OpenGL.GL_TRIANGLE_STRIP);
                gl.glNormal3fv(n0[4]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p3[0]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p3[1]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p3[2]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p3[3]);

                gl.glEnd();
            }

            {
                gl.glBegin(SharpGL.OpenGL.GL_TRIANGLE_STRIP);

                gl.glNormal3fv(n0[5]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p4[0]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p4[1]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p4[2]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p4[3]);

                gl.glEnd();
            }

            {
                gl.glBegin(SharpGL.OpenGL.GL_TRIANGLE_STRIP);
                gl.glNormal3fv(n0[6]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p5[0]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p5[1]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p5[2]);

                gl.glEdgeFlag(1);
                gl.glVertex3fv(p5[3]);

                gl.glEnd();
            }
        }
Example #2
0
        private void DrawBoundingBox(SolidEdgeSDK.IGL gl)
        {
            if (_boundingBoxInfo.Visible == false) return;

            if (gl == null) return;

            Vector3d min = new Vector3d();
            Vector3d max = new Vector3d();

            this.View.GetModelRange(out min.X, out min.Y, out min.Z, out max.X, out max.Y, out max.Z);

            gl.glColor3i(_boundingBoxInfo.LineColor.R, _boundingBoxInfo.LineColor.G, _boundingBoxInfo.LineColor.B);
            gl.glLineWidth(_boundingBoxInfo.LineWidth);
            gl.glHint(SharpGL.OpenGL.GL_LINE_SMOOTH_HINT, SharpGL.OpenGL.GL_NICEST);

            {
                gl.glBegin(SharpGL.OpenGL.GL_LINE_LOOP);

                gl.glVertex3d(min.X, min.Y, max.Z);
                gl.glVertex3d(max.X, min.Y, max.Z);
                gl.glVertex3d(max.X, max.Y, max.Z);
                gl.glVertex3d(min.X, max.Y, max.Z);

                gl.glEnd();
            }

            {
                gl.glBegin(SharpGL.OpenGL.GL_LINE_LOOP);

                gl.glVertex3d(min.X, min.Y, min.Z);
                gl.glVertex3d(max.X, min.Y, min.Z);
                gl.glVertex3d(max.X, max.Y, min.Z);
                gl.glVertex3d(min.X, max.Y, min.Z);

                gl.glEnd();
            }

            {
                gl.glBegin(SharpGL.OpenGL.GL_LINES);

                gl.glVertex3d(min.X, min.Y, min.Z);
                gl.glVertex3d(min.X, min.Y, max.Z);

                gl.glVertex3d(max.X, max.Y, min.Z);
                gl.glVertex3d(max.X, max.Y, max.Z);

                gl.glVertex3d(min.X, max.Y, min.Z);
                gl.glVertex3d(min.X, max.Y, max.Z);

                gl.glVertex3d(max.X, min.Y, min.Z);
                gl.glVertex3d(max.X, min.Y, max.Z);

                gl.glEnd();
            }

            {
                gl.glColor3f(1, 0, 0);
                gl.glBegin(SharpGL.OpenGL.GL_LINES);

                // Diagonal line between min & max points.
                gl.glVertex3d(min.X, min.Y, min.Z);
                gl.glVertex3d(max.X, max.Y, max.Z);

                gl.glEnd();
            }
        }