Example #1
0
        public void Draw()
        {
            // first calcuate the point and draw a point
            if (IsSelected)
            {
                GL.Color3(Color.Red);
            }
            else
            {
                GL.Color3(Color.GreenYellow);
            }

            Vector3 pos_c = Vector3.Transform(Vector3.Zero, transform);

            RenderTools.drawCube(pos_c, .1f);

            // now draw line between parent
            GL.Color3(Color.LightBlue);
            GL.LineWidth(2f);

            GL.Begin(PrimitiveType.Lines);
            if (Parent != null && Parent is Bone)
            {
                Vector3 pos_p = Vector3.Transform(Vector3.Zero, ((Bone)Parent).transform);
                GL.Vertex3(pos_c);
                GL.Color3(Color.Blue);
                GL.Vertex3(pos_p);
            }
            GL.End();
        }
Example #2
0
        public void Draw()
        {
            Vector3 pos_c = Vector3.Transform(Vector3.Zero, transform);

            // first calcuate the point and draw a point
            if (IsSelected)
            {
                /*GL.Color3(Color.Red);
                 * RenderTools.drawCircleOutline(pos_c, 2f, 30, Matrix4.CreateRotationX(0));
                 * GL.Color3(Color.Green);
                 * RenderTools.drawCircleOutline(pos_c, 2f, 30, Matrix4.CreateRotationX(rot90));
                 * GL.Color3(Color.Gold);
                 * RenderTools.drawCircleOutline(pos_c, 2f, 30, Matrix4.CreateRotationY(rot90));*/
                GL.Color3(Color.Red);
            }
            else
            {
                GL.Color3(Color.GreenYellow);
            }

            RenderTools.drawCube(pos_c, .1f);

            // now draw line between parent
            GL.Color3(Color.LightBlue);
            GL.LineWidth(2f);

            GL.Begin(PrimitiveType.Lines);
            if (Parent != null && Parent is Bone)
            {
                Vector3 pos_p = Vector3.Transform(Vector3.Zero, ((Bone)Parent).transform);
                GL.Vertex3(pos_c);
                GL.Color3(Color.Blue);
                GL.Vertex3(pos_p);
            }
            GL.End();
        }
        public void RenderScaleTool(Camera Camera, Ray Ray)
        {
            Matrix4 mat    = b.transform.ClearScale(); // Matrix4.CreateTranslation(b.transform.ExtractTranslation());
            Vector3 center = Vector3.TransformPosition(Vector3.Zero, mat);

            if (state == 0)
            {
                _hiX = false;
                _hiY = false;
                _hiZ = false;

                Vector3 close;
                if (Ray.CheckSphereHit(center, 0.5f, out close))
                {
                    _hiX = true;
                    _hiY = true;
                    _hiZ = true;
                }
                else
                if (Ray.CheckSphereHit(Vector3.TransformPosition(new Vector3(2, 0, 0), mat), 0.5f, out close))
                {
                    _hiX = true;
                }
                else
                if (Ray.CheckSphereHit(Vector3.TransformPosition(new Vector3(0, 2, 0), mat), 0.5f, out close))
                {
                    _hiY = true;
                }
                else
                if (Ray.CheckSphereHit(Vector3.TransformPosition(new Vector3(0, 0, 2), mat), 0.5f, out close))
                {
                    _hiZ = true;
                }

                hit = true;
                if (!_hiX && !_hiZ && !_hiY)
                {
                    hit = false;
                }
            }
            if (state == 1)
            {
                float sx = (Ray.mouse_x - PrevPoint.X) / 100;
                float sy = (Ray.mouse_y - PrevPoint.Y) / 100;
                float s  = sx + sy;
                b.sca = b.sca + new Vector3(_hiX ? s : 0, _hiY ? s : 0, _hiZ ? s : 0);
                b.vbnParent.update();
            }

            GL.PushMatrix();
            GL.MultMatrix(ref mat);
            GL.LineWidth(2f);
            GL.Begin(PrimitiveType.Lines);
            GL.Color3(_hiX ? Color.Yellow : Color.Red);
            GL.Vertex3(0, 0, 0);
            GL.Vertex3(2, 0, 0);
            GL.Color3(_hiY ? Color.Yellow : Color.Green);
            GL.Vertex3(0, 0, 0);
            GL.Vertex3(0, 2, 0);
            GL.Color3(_hiZ ? Color.Yellow : Color.Blue);
            GL.Vertex3(0, 0, 0);
            GL.Vertex3(0, 0, 2);
            GL.End();


            GL.Color3(_hiX ? Color.Yellow : Color.Red);
            RenderTools.drawCube(new Vector3(2, 0, 0), 0.25f);
            GL.Color3(_hiY ? Color.Yellow : Color.Green);
            RenderTools.drawCube(new Vector3(0, 2, 0), 0.25f);
            GL.Color3(_hiZ ? Color.Yellow : Color.Blue);
            RenderTools.drawCube(new Vector3(0, 0, 2), 0.25f);
            GL.PopMatrix();
        }
Example #4
0
        public static void DrawVBN(VBN vbn)
        {
            if (vbn != null && Runtime.renderBones)
            {
                foreach (Bone bone in vbn.bones)
                {
                    // first calcuate the point and draw a point
                    if (bone == BoneTreePanel.selectedBone)
                    {
                        GL.Color3(Color.Red);
                    }
                    else
                    {
                        GL.Color3(Color.GreenYellow);
                    }

                    Vector3 pos_c = Vector3.Transform(Vector3.Zero, bone.transform);
                    RenderTools.drawCube(pos_c, .085f);

                    // if swing bones then draw swing radius
                    if (vbn.swingBones.bones.Count > 0 && Runtime.renderSwag)
                    {
                        SB.SBEntry sb = null;
                        vbn.swingBones.TryGetEntry(bone.boneId, out sb);
                        if (sb != null)
                        {
                            // draw
                            if (bone.ParentBone != null)
                            {
                                int     i        = bone.parentIndex;
                                float   degtorad = (float)(Math.PI / 180);
                                Vector3 pos_sb   = Vector3.Transform(Vector3.Zero,
                                                                     Matrix4.CreateTranslation(new Vector3(3, 3, 3))
                                                                     * Matrix4.CreateScale(bone.sca)
                                                                     * Matrix4.CreateFromQuaternion(VBN.FromEulerAngles(sb.rx1 * degtorad, sb.ry1 * degtorad, sb.rz1 * degtorad))
                                                                     * Matrix4.CreateTranslation(bone.pos)
                                                                     * vbn.bones[i].transform);

                                Vector3 pos_sb2 = Vector3.Transform(Vector3.Zero,
                                                                    Matrix4.CreateTranslation(new Vector3(3, 3, 3))
                                                                    * Matrix4.CreateScale(bone.sca)
                                                                    * Matrix4.CreateFromQuaternion(VBN.FromEulerAngles(sb.rx2 * degtorad, sb.ry2 * degtorad, sb.rz2 * degtorad))
                                                                    * Matrix4.CreateTranslation(bone.pos)
                                                                    * vbn.bones[i].transform);

                                GL.Color3(Color.ForestGreen);
                                GL.Begin(PrimitiveType.LineLoop);
                                GL.Vertex3(pos_c);
                                GL.Vertex3(pos_sb);
                                GL.Vertex3(pos_sb2);
                                GL.End();
                            }
                        }
                    }

                    // now draw line between parent
                    GL.Color3(Color.LightBlue);
                    GL.LineWidth(2f);

                    GL.Begin(PrimitiveType.Lines);
                    if (bone.ParentBone != null)
                    {
                        Vector3 pos_p = Vector3.Transform(Vector3.Zero, bone.ParentBone.transform);
                        GL.Vertex3(pos_c);
                        GL.Color3(Color.Blue);
                        GL.Vertex3(pos_p);
                    }
                    GL.End();
                }
            }
        }