Exemple #1
0
        /// <summary>Calculates a camera position which will show the complet object.</summary>
        /// <param name="nif_obj">an object handle from NIFAPI</param>
        /// <param name="pos">which side will be viewed</param>
        /// <remarks>This is surely just the mathematical view.
        /// It's still possible that the object is shown from top if you choose "Front".
        /// ! BUG ! distance isn't always correct
        /// </remarks>
        public void targetObject(IntPtr nif_obj, e_viewPosition pos)
        {
            if (nif_obj == IntPtr.Zero) return;

            float x1, y1, z1, x2, y2, z2;
            x1 = y1 = z1 = x2 = y2 = z2 = 0; // just to keep compiler happy
            bool res = NIF.NIFAPI.GetBoundingBox(nif_obj, ref x1, ref y1, ref z1, ref x2, ref y2, ref z2);
            if (!res) return;

            Reset();

            moveGlobal((x1+ x2)/2.0f, (y1+ y2)/2.0f, (z1+ z2)/2.0f);

            float distancemin = 50; // atleast near-clipping plane must be reached
            float distanceX = ( x2 - x1 );
            float distanceY = ( y2 - y1 );
            float distanceZ = ( z2 - z1 );

            distanceX = (distanceX/2)/ (float) System.Math.Tan(45/2 * 3.14 / 180);
            distanceY = (distanceY/2)/ (float) System.Math.Tan(45/2 * 3.14 / 180);
            distanceZ = (distanceZ/2)/ (float) System.Math.Tan(45/2 * 3.14 / 180);

            distanceX = System.Math.Max(distancemin,distanceX);
            distanceY = System.Math.Max(distancemin,distanceY);
            distanceZ = System.Math.Max(distancemin,distanceZ);

            switch (pos)
            {
                case e_viewPosition.Top:
                    moveLocal(0,0,-System.Math.Max(distanceX,distanceY));
                    break;

                case e_viewPosition.Front:
                    rotateLocal(-90.0f,0.0f,0.0f,1.0f);
                    rotateLocal(-90.0f,1.0f,0.0f,0.0f);
                    moveLocal(0,0,-System.Math.Max(distanceY,distanceZ));
                    break;

                case e_viewPosition.Below:
                    rotateLocal(180.0f,1.0f,0.0f,0.0f);
                    moveLocal(0,0,-System.Math.Max(distanceX,distanceY));
                    break;

                case e_viewPosition.Back:
                    rotateLocal(90.0f,0.0f,0.0f,1.0f);
                    rotateLocal(-90.0f,1.0f,0.0f,0.0f);
                    moveLocal(0,0,-System.Math.Max(distanceY,distanceZ));
                    break;

                case e_viewPosition.Right:
                    rotateLocal(-90.0f,1.0f,0.0f,0.0f);
                    moveLocal(0,0,-System.Math.Max(distanceX,distanceY));
                    break;

                case e_viewPosition.Left:
                    rotateLocal(90.0f,1.0f,0.0f,0.0f);
                    rotateLocal(180.0f,0.0f,0.0f,1.0f);
                    moveLocal(0,0,-System.Math.Max(distanceX,distanceY));
                    break;

            }
        }
Exemple #2
0
        /// <summary>Calculates a camera position which will show the complet object.</summary>
        /// <param name="nif_obj">an object handle from NIFAPI</param>
        /// <param name="pos">which side will be viewed</param>
        /// <remarks>This is surely just the mathematical view.
        /// It's still possible that the object is shown from top if you choose "Front".
        /// ! BUG ! distance isn't always correct
        /// </remarks>
        public void     targetObject(IntPtr nif_obj, e_viewPosition pos)
        {
            if (nif_obj == IntPtr.Zero)
            {
                return;
            }

            float x1, y1, z1, x2, y2, z2;

            x1 = y1 = z1 = x2 = y2 = z2 = 0;             // just to keep compiler happy
            bool res = NIF.NIFAPI.GetBoundingBox(nif_obj, ref x1, ref y1, ref z1, ref x2, ref y2, ref z2);

            if (!res)
            {
                return;
            }

            Reset();

            moveGlobal((x1 + x2) / 2.0f, (y1 + y2) / 2.0f, (z1 + z2) / 2.0f);

            float distancemin = 50;             // atleast near-clipping plane must be reached
            float distanceX   = (x2 - x1);
            float distanceY   = (y2 - y1);
            float distanceZ   = (z2 - z1);


            distanceX = (distanceX / 2) / (float)System.Math.Tan(45 / 2 * 3.14 / 180);
            distanceY = (distanceY / 2) / (float)System.Math.Tan(45 / 2 * 3.14 / 180);
            distanceZ = (distanceZ / 2) / (float)System.Math.Tan(45 / 2 * 3.14 / 180);

            distanceX = System.Math.Max(distancemin, distanceX);
            distanceY = System.Math.Max(distancemin, distanceY);
            distanceZ = System.Math.Max(distancemin, distanceZ);


            switch (pos)
            {
            case e_viewPosition.Top:
                moveLocal(0, 0, -System.Math.Max(distanceX, distanceY));
                break;

            case e_viewPosition.Front:
                rotateLocal(-90.0f, 0.0f, 0.0f, 1.0f);
                rotateLocal(-90.0f, 1.0f, 0.0f, 0.0f);
                moveLocal(0, 0, -System.Math.Max(distanceY, distanceZ));
                break;

            case e_viewPosition.Below:
                rotateLocal(180.0f, 1.0f, 0.0f, 0.0f);
                moveLocal(0, 0, -System.Math.Max(distanceX, distanceY));
                break;

            case e_viewPosition.Back:
                rotateLocal(90.0f, 0.0f, 0.0f, 1.0f);
                rotateLocal(-90.0f, 1.0f, 0.0f, 0.0f);
                moveLocal(0, 0, -System.Math.Max(distanceY, distanceZ));
                break;

            case e_viewPosition.Right:
                rotateLocal(-90.0f, 1.0f, 0.0f, 0.0f);
                moveLocal(0, 0, -System.Math.Max(distanceX, distanceY));
                break;

            case e_viewPosition.Left:
                rotateLocal(90.0f, 1.0f, 0.0f, 0.0f);
                rotateLocal(180.0f, 0.0f, 0.0f, 1.0f);
                moveLocal(0, 0, -System.Math.Max(distanceX, distanceY));
                break;
            }
        }