/// <summary>
        ///
        /// </summary>
        /// <param name="arg"></param>
        /// <param name="x">mouse position(Left Down is (0, 0)).</param>
        /// <param name="y">mouse position(Left Down is (0, 0)).</param>
        /// <param name="lastVertexId"></param>
        /// <param name="modernRenderer"></param>
        /// <returns></returns>
        internal override uint[] Search(PickEventArgs arg,
                                        uint lastVertexId, ZeroIndexPicker picker)
        {
            OneIndexBuffer buffer = GLBuffer.Create(IndexBufferElementType.UInt, 6, DrawMode.Lines, BufferUsage.StaticDraw);

            unsafe
            {
                var array = (uint *)buffer.MapBuffer(MapBufferAccess.WriteOnly);
                array[0] = lastVertexId - 2; array[1] = lastVertexId - 0;
                array[2] = lastVertexId - 4; array[3] = lastVertexId - 2;
                array[4] = lastVertexId - 0; array[5] = lastVertexId - 4;
                buffer.UnmapBuffer();
            }

            picker.Renderer.Render4InnerPicking(arg, buffer);
            uint id = ColorCodedPicking.ReadStageVertexId(arg.X, arg.Y);

            buffer.Dispose();

            if (id + 4 == lastVertexId)
            {
                return(new uint[] { id + 4, id, });
            }
            else
            {
                return(new uint[] { id - 2, id, });
            }
        }
        /// <summary>
        /// 在三角形图元中拾取指定位置的Line
        /// </summary>
        /// <param name="arg">渲染参数</param>
        /// <param name="x">mouse position(Left Down is (0, 0)).</param>
        /// <param name="y">mouse position(Left Down is (0, 0)).</param>
        /// <param name="lastVertexId">三角形图元的最后一个顶点</param>
        /// <param name="modernRenderer">目标Renderer</param>
        /// <returns></returns>
        internal override uint[] Search(PickEventArgs arg,
                                        uint lastVertexId, ZeroIndexPicker picker)
        {
            // 创建临时索引
            OneIndexBuffer buffer = GLBuffer.Create(IndexBufferElementType.UInt, 6, DrawMode.Lines, BufferUsage.StaticDraw);

            unsafe
            {
                var array = (uint *)buffer.MapBuffer(MapBufferAccess.WriteOnly);
                array[0] = lastVertexId - 1; array[1] = lastVertexId - 0;
                array[2] = lastVertexId - 2; array[3] = lastVertexId - 1;
                array[4] = lastVertexId - 0; array[5] = lastVertexId - 2;
                buffer.UnmapBuffer();
            }
            // 用临时索引渲染此三角形图元(仅渲染此三角形图元)
            picker.Renderer.Render4InnerPicking(arg, buffer);
            // id是拾取到的Line的Last Vertex Id
            uint id = ColorCodedPicking.ReadStageVertexId(arg.X, arg.Y);

            buffer.Dispose();

            // 对比临时索引,找到那个Line
            if (id + 2 == lastVertexId)
            {
                return(new uint[] { id + 2, id, });
            }
            else
            {
                return(new uint[] { id - 1, id, });
            }
        }
Exemple #3
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        /// <summary>
        ///
        /// </summary>
        /// <param name="arg"></param>
        /// <param name="x">mouse position(Left Down is (0, 0)).</param>
        /// <param name="y">mouse position(Left Down is (0, 0)).</param>
        /// <param name="lastVertexId"></param>
        /// <param name="modernRenderer"></param>
        /// <returns></returns>
        internal override uint[] Search(PickEventArgs arg,
                                        uint lastVertexId, ZeroIndexPicker picker)
        {
            var zeroIndexBuffer = picker.Renderer.IndexBuffer as ZeroIndexBuffer;
            // when the temp index buffer could be long, it's no longer needed.
            // what a great OpenGL API design!
            ZeroIndexBuffer indexBuffer = ZeroIndexBuffer.Create(DrawMode.LineLoop, zeroIndexBuffer.FirstVertex, zeroIndexBuffer.RenderingVertexCount, zeroIndexBuffer.PrimCount);

            picker.Renderer.Render4InnerPicking(arg, indexBuffer);
            uint id = ColorCodedPicking.ReadStageVertexId(arg.X, arg.Y);

            indexBuffer.Dispose();

            if (id == zeroIndexBuffer.FirstVertex)
            {
                return(new uint[] { (uint)(zeroIndexBuffer.FirstVertex + zeroIndexBuffer.RenderingVertexCount - 1), id, });
            }
            else
            {
                return(new uint[] { id - 1, id, });
            }
        }
Exemple #4
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 /// <summary>
 ///
 /// </summary>
 /// <param name="arg"></param>
 /// <param name="x">mouse position(Left Down is (0, 0)).</param>
 /// <param name="y">mouse position(Left Down is (0, 0)).</param>
 /// <param name="lastVertexId"></param>
 /// <param name="modernRenderer"></param>
 /// <returns></returns>
 internal abstract uint Search(PickEventArgs arg,
                               uint lastVertexId, ZeroIndexPicker picker);
 /// <summary>
 ///
 /// </summary>
 /// <param name="arg"></param>
 /// <param name="x">mouse position(Left Down is (0, 0)).</param>
 /// <param name="y">mouse position(Left Down is (0, 0)).</param>
 /// <param name="primitiveInfo"></param>
 /// <param name="modernRenderer"></param>
 /// <returns></returns>
 internal abstract uint[] Search(PickEventArgs arg,
                                 RecognizedPrimitiveInfo primitiveInfo,
                                 OneIndexPicker picker);