private static HierarchyMesh GetSelectedMesh(List <HierarchyObject> objects, int foundTriangle) { foreach (HierarchyObject hObject in objects) { if (hObject is HierarchyMesh) { foreach (uint tr in ((HierarchyMesh)hObject).triangles) { if (tr == foundTriangle) { return((HierarchyMesh)hObject); } } } else if (hObject is HierarchyNode) { foreach (HierarchyObject subObject in ((HierarchyNode)hObject).hObjects) { HierarchyMesh mesh = GetSelectedMesh(((HierarchyNode)subObject).hObjects, foundTriangle); if (mesh != null) { return(mesh); } } } } return(null); }
public BoundingBox(Scene sc, HierarchyMesh obj) { float minx = float.MaxValue; float miny = float.MaxValue; float minz = float.MaxValue; float maxx = float.MinValue; float maxy = float.MinValue; float maxz = float.MinValue; float tmpx, tmpy, tmpz; foreach (uint triangleIdx in obj.triangles) { tmpx = sc.points[(int)(sc.triangles[(int)triangleIdx].p1)].x; if (minx > tmpx) { minx = tmpx; } if (maxx < tmpx) { maxx = tmpx; } tmpy = sc.points[(int)(sc.triangles[(int)triangleIdx].p1)].y; if (miny > tmpy) { miny = tmpy; } if (maxy < tmpy) { maxy = tmpy; } tmpz = sc.points[(int)(sc.triangles[(int)triangleIdx].p1)].z; if (minz > tmpz) { minz = tmpz; } if (maxz < tmpz) { maxz = tmpz; } tmpx = sc.points[(int)(sc.triangles[(int)triangleIdx].p2)].x; if (minx > tmpx) { minx = tmpx; } if (maxx < tmpx) { maxx = tmpx; } tmpy = sc.points[(int)(sc.triangles[(int)triangleIdx].p2)].y; if (miny > tmpy) { miny = tmpy; } if (maxy < tmpy) { maxy = tmpy; } tmpz = sc.points[(int)(sc.triangles[(int)triangleIdx].p2)].z; if (minz > tmpz) { minz = tmpz; } if (maxz < tmpz) { maxz = tmpz; } tmpx = sc.points[(int)(sc.triangles[(int)triangleIdx].p3)].x; if (minx > tmpx) { minx = tmpx; } if (maxx < tmpx) { maxx = tmpx; } tmpy = sc.points[(int)(sc.triangles[(int)triangleIdx].p3)].y; if (miny > tmpy) { miny = tmpy; } if (maxy < tmpy) { maxy = tmpy; } tmpz = sc.points[(int)(sc.triangles[(int)triangleIdx].p3)].z; if (minz > tmpz) { minz = tmpz; } if (maxz < tmpz) { maxz = tmpz; } } minBB = new Vector3D(minx, miny, minz); maxBB = new Vector3D(maxx, maxy, maxz); }
public static void SelectElems(Scene scene, ViewportType viewportType, Point pos, Point size, Vector2 orthoSize, Vector3 orthoPos, Vector3 orthoLookAt) { Vector3 outCamPos = new Vector3(), outSurfPos = new Vector3(); switch (viewportType) { case ViewportType.Perspective: CalcPerspCoords(pos, size, scene.cams.ElementAt(scene.activeCamera).fovAngle, scene.cams.ElementAt(scene.activeCamera).rotateAngle, scene.cams.ElementAt(scene.activeCamera).position, scene.cams.ElementAt(scene.activeCamera).lookAt, out outCamPos, out outSurfPos); break; case ViewportType.Orto: CalcOrthoCoords(pos, size, orthoSize, orthoPos, orthoLookAt, out outCamPos, out outSurfPos); break; } List <Triang> triangs = new List <Triang>(); for (int i = 0; i < scene.triangles.Count; ++i) { Triangle triangle = scene.triangles.ElementAt(i); triangs.Add(new Triang(scene.points.ElementAt((int)triangle.p1), scene.points.ElementAt((int)triangle.p2), scene.points.ElementAt((int)triangle.p3))); } const float lightDiameter = 1; const float cameraDiameter = 1; Vector3 rayDir = Vector3.Normalize(outSurfPos - outCamPos); SlimDX.Ray ray = new SlimDX.Ray(outCamPos + 0.01f * rayDir, rayDir); float[] triangleDist = new float[triangs.Count]; for (int i = 0; i < triangs.Count; ++i) { float dist; if (SlimDX.Ray.Intersects(ray, triangs[i].p1, triangs[i].p2, triangs[i].p3, out dist)) { triangleDist[i] = dist; } else { triangleDist[i] = -1; } } float minDist = float.PositiveInfinity; int minIndex = -1; for (int i = 0; i < triangleDist.Length; ++i) { if (triangleDist[i] >= 0 && triangleDist[i] < minDist) { minIndex = i; minDist = triangleDist[i]; } } int foundTriangle = minIndex; Light_ foundLight = null; // TODO wyliczyć Camera foundCamera = null; // TODO wyliczyć if (foundTriangle >= 0) { HierarchyMesh mesh = GetSelectedMesh(scene.hierarchy.objects, foundTriangle); if (scene.selTriangles.Contains(mesh) == false) { scene.selTriangles.Add(mesh); } } else if (foundLight != null) { } else if (foundCamera != null) { } else { scene.selTriangles.Clear(); scene.selLights.Clear(); scene.selCams.Clear(); } }
public static void SelectElems(Scene scene, List <Vector3> camsPoints, Pair <List <Vector3>, List <int> > lightsPoints, ViewportType viewportType, Point pos, Point size, Vector2 orthoSize, Vector3 orthoPos, Vector3 orthoLookAt, bool ctrl) { Vector3 outCamPos = new Vector3(), outSurfPos = new Vector3(); switch (viewportType) { case ViewportType.Perspective: CalcPerspCoords(pos, size, scene.cams[scene.activeCamera].fovAngle, scene.cams[scene.activeCamera].rotateAngle, scene.cams[scene.activeCamera].position, scene.cams[scene.activeCamera].lookAt, out outCamPos, out outSurfPos); break; case ViewportType.Orto: CalcOrthoCoords(pos, size, orthoSize, orthoPos, orthoLookAt, out outCamPos, out outSurfPos); break; } List <Triang> triangsCam = new List <Triang>(); for (int i = 0; i < camsPoints.Count / 8; ++i) { for (int j = RenderCamera.triangles.Length - 1; j < RenderCamera.triangles.Length; ++j) { triangsCam.Add(new Triang(camsPoints[3 * i + (int)RenderCamera.triangles[j].p1], camsPoints[3 * i + (int)RenderCamera.triangles[j].p2], camsPoints[3 * i + (int)RenderCamera.triangles[j].p3])); } } List <Triang> triangsLight = new List <Triang>(); int sumPoints = 0; for (int i = 0; i < lightsPoints.Second.Count; ++i) { for (int j = 0; j < lightsPoints.Second[i]; ++j) { triangsLight.Add(new Triang(lightsPoints.First[sumPoints + (int)RenderLight.triangles[j].p1], lightsPoints.First[sumPoints + (int)RenderLight.triangles[j].p2], lightsPoints.First[sumPoints + (int)RenderLight.triangles[j].p3])); } sumPoints += lightsPoints.Second[i] == RenderLight.trianglesSpotNum ? RenderLight.pointsSpotNum : RenderLight.pointsPointNum; } bool clipped = false; float clipMin = 0, clipMax = 0; Vector3 rayShift = new Vector3(0); if (viewportType == ViewportType.Orto && Renderer.Clipping == true) { float xmin, xplus, ymin, yplus, zmin, zplus; if (outCamPos.Z > 40000) { xmin = Renderer.GetClipPlanePosition(ClipPlaneType.XMIN); xplus = Renderer.GetClipPlanePosition(ClipPlaneType.XPLUS); ymin = Renderer.GetClipPlanePosition(ClipPlaneType.YMIN); yplus = Renderer.GetClipPlanePosition(ClipPlaneType.YPLUS); zmin = Renderer.GetClipPlanePosition(ClipPlaneType.ZMIN); zplus = Renderer.GetClipPlanePosition(ClipPlaneType.ZPLUS); if (outCamPos.X < xmin || outCamPos.X > xplus || outCamPos.Y < ymin || outCamPos.Y > yplus) { clipped = true; } else { clipMin = 50001 - zplus; clipMax = zplus - zmin; rayShift = new Vector3(0, 0, clipMin); } } else if (outCamPos.X > 40000) { xmin = Renderer.GetClipPlanePosition(ClipPlaneType.ZPLUS); xplus = Renderer.GetClipPlanePosition(ClipPlaneType.ZMIN); ymin = Renderer.GetClipPlanePosition(ClipPlaneType.YMIN); yplus = Renderer.GetClipPlanePosition(ClipPlaneType.YPLUS); zmin = Renderer.GetClipPlanePosition(ClipPlaneType.XMIN); zplus = Renderer.GetClipPlanePosition(ClipPlaneType.XPLUS); if (outCamPos.Z > xmin || outCamPos.Z < xplus || outCamPos.Y < ymin || outCamPos.Y > yplus) { clipped = true; } else { clipMin = 50001 - zplus; clipMax = zplus - zmin; rayShift = new Vector3(clipMin, 0, 0); } } else if (outCamPos.Y > 40000) { xmin = Renderer.GetClipPlanePosition(ClipPlaneType.XMIN); xplus = Renderer.GetClipPlanePosition(ClipPlaneType.XPLUS); ymin = Renderer.GetClipPlanePosition(ClipPlaneType.ZPLUS); yplus = Renderer.GetClipPlanePosition(ClipPlaneType.ZMIN); zmin = Renderer.GetClipPlanePosition(ClipPlaneType.YMIN); zplus = Renderer.GetClipPlanePosition(ClipPlaneType.YPLUS); if (outCamPos.X < xmin || outCamPos.X > xplus || outCamPos.Z > ymin || outCamPos.Z < yplus) { clipped = true; } else { clipMin = 50001 - zplus; clipMax = zplus - zmin; rayShift = new Vector3(0, clipMin, 0); } } } Vector3 rayDir = Vector3.Normalize(outSurfPos - outCamPos); SlimDX.Ray ray = new SlimDX.Ray(outCamPos + 0.01f * rayDir - rayShift, rayDir); float[] triangleDist = new float[scene.triangles.Count]; float minDist = float.PositiveInfinity; int minIndex = -1; if (clipped == false) { if (viewportType == ViewportType.Orto && Renderer.Clipping == true) { for (int i = 0; i < scene.triangles.Count; ++i) { float dist; if (SlimDX.Ray.Intersects(ray, scene.points[(int)scene.triangles[i].p1], scene.points[(int)scene.triangles[i].p2], scene.points[(int)scene.triangles[i].p3], out dist)) { if (dist >= 0 && dist < minDist && dist < clipMax) { minIndex = i; minDist = dist; } } } } else { for (int i = 0; i < scene.triangles.Count; ++i) { float dist; if (SlimDX.Ray.Intersects(ray, scene.points[(int)scene.triangles[i].p1], scene.points[(int)scene.triangles[i].p2], scene.points[(int)scene.triangles[i].p3], out dist)) { if (dist >= 0 && dist < minDist) { minIndex = i; minDist = dist; } } } } } minDist += clipMin; ray = new SlimDX.Ray(outCamPos + 0.01f * rayDir, rayDir); float[] camsTriangleDist = new float[triangsCam.Count]; float camsMinDist = float.PositiveInfinity; int camsMinIndex = -1; if (viewportType != ViewportType.Perspective) { for (int i = 0; i < triangsCam.Count; ++i) { float dist; if (SlimDX.Ray.Intersects(ray, triangsCam[i].p1, triangsCam[i].p2, triangsCam[i].p3, out dist)) { if (dist >= 0 && dist < camsMinDist) { camsMinIndex = i; camsMinDist = dist; } } } } float[] lightsTriangleDist = new float[triangsLight.Count]; float lightsMinDist = float.PositiveInfinity; int lightsMinIndex = -1; if (viewportType != ViewportType.Perspective) { for (int i = 0; i < triangsLight.Count; ++i) { float dist; if (SlimDX.Ray.Intersects(ray, triangsLight[i].p1, triangsLight[i].p2, triangsLight[i].p3, out dist)) { if (dist >= 0 && dist < lightsMinDist) { lightsMinIndex = i; lightsMinDist = lightsTriangleDist[i]; } } } } List <float> pointsDist = new List <float>(); float pointsMinDist = float.PositiveInfinity; int pointsMinIndex = -1; if (viewportType != ViewportType.Perspective) { for (int i = 0; i < scene.lights.Count; ++i) { if (scene.lights[i].type == Light_Type.Spot || scene.lights[i].type == Light_Type.Goniometric) { float dist; Vector3 lightPos = scene.lights[i].position + scene.lights[i].direction * Renderer.spotLightDist * orthoSize.X / 10; if (SlimDX.Ray.Intersects(ray, new BoundingBox(new Vector3(lightPos.X - Renderer.pointSize * orthoSize.X / 20, lightPos.Y - Renderer.pointSize * orthoSize.X / 20, lightPos.Z - Renderer.pointSize * orthoSize.X / 20), new Vector3(lightPos.X + Renderer.pointSize * orthoSize.X / 20, lightPos.Y + Renderer.pointSize * orthoSize.X / 20, lightPos.Z + Renderer.pointSize * orthoSize.X / 20)), out dist)) { pointsDist.Add(dist); } else { pointsDist.Add(-1); } } } for (int i = 0; i < scene.cams.Count; ++i) { float dist; Vector3 camPos = scene.cams[i].position; if (SlimDX.Ray.Intersects(ray, new BoundingBox(new Vector3(camPos.X - Renderer.pointSize * orthoSize.X / 20, camPos.Y - Renderer.pointSize * orthoSize.X / 20, camPos.Z - Renderer.pointSize * orthoSize.X / 20), new Vector3(camPos.X + Renderer.pointSize * orthoSize.X / 20, camPos.Y + Renderer.pointSize * orthoSize.X / 20, camPos.Z + Renderer.pointSize * orthoSize.X / 20)), out dist)) { pointsDist.Add(dist); } else { pointsDist.Add(-1); } Vector3 camLookAt = Renderer.camsLookAtPoints[i]; if (SlimDX.Ray.Intersects(ray, new BoundingBox(new Vector3(camLookAt.X - Renderer.pointSize * orthoSize.X / 20, camLookAt.Y - Renderer.pointSize * orthoSize.X / 20, camLookAt.Z - Renderer.pointSize * orthoSize.X / 20), new Vector3(camLookAt.X + Renderer.pointSize * orthoSize.X / 20, camLookAt.Y + Renderer.pointSize * orthoSize.X / 20, camLookAt.Z + Renderer.pointSize * orthoSize.X / 20)), out dist)) { pointsDist.Add(dist); } else { pointsDist.Add(-1); } } for (int i = 0; i < pointsDist.Count; ++i) { if (pointsDist[i] >= 0 && pointsDist[i] < pointsMinDist) { pointsMinIndex = i; pointsMinDist = pointsDist[i]; } } } int foundTriangle = minIndex; int foundLight = lightsMinIndex; int foundCamera = camsMinIndex; int foundPoint = pointsMinIndex; if (foundPoint >= 0 && pointsMinDist < minDist && pointsMinDist < lightsMinDist) { pointFound = pointsMinIndex; scene.selTriangles.Clear(); scene.selLights.Clear(); scene.selCams.Clear(); } else { pointFound = -1; if (foundLight >= 0 && lightsMinDist < minDist && lightsMinDist < camsMinDist && lightsMinDist < pointsMinDist) { foundTriangle = -1; foundCamera = -1; } if (foundCamera >= 0 && camsMinDist < minDist && camsMinDist < lightsMinDist && camsMinDist < pointsMinDist) { foundTriangle = -1; foundLight = -1; } if (ctrl == false) { scene.selTriangles.Clear(); scene.selLights.Clear(); scene.selCams.Clear(); } if (foundTriangle >= 0) { HierarchyMesh mesh = Hierarchy.GetSelectedMesh(scene.hierarchy.objects, foundTriangle); if (scene.selTriangles.Contains(mesh) == false) { scene.selTriangles.Add(mesh); } else { if (ctrl == true) { scene.selTriangles.Remove(mesh); } } } else if (foundLight >= 0) { int i = 0; int index = lightsPoints.Second[i]; while (foundLight > index) { index += lightsPoints.Second[++i]; } int lightIndex = i; if (scene.selLights.Contains(lightIndex) == false) { scene.selLights.Add(lightIndex); } else { if (ctrl == true) { scene.selLights.Remove(lightIndex); } } } else if (foundCamera >= 0) { int cameraIndex = foundCamera / RenderCamera.triangles.Length; if (scene.selCams.Contains(cameraIndex) == false) { scene.selCams.Add(cameraIndex); } else { if (ctrl == true) { scene.selCams.Remove(cameraIndex); } } } else { if (ctrl == false) { scene.selTriangles.Clear(); scene.selLights.Clear(); scene.selCams.Clear(); } } } }