Exemple #1
0
        private void RenderForPicking(SceneNodeBase sceneElement, LegacyPickingEventArgs arg, ref uint currentName)
        {
            if (sceneElement != null)
            {
                var        pickable = sceneElement as ILegacyPickable;
                ThreeFlags flags    = (pickable != null) ? (pickable.EnableLegacyPicking) : ThreeFlags.None;
                bool       before   = (pickable != null) && ((flags & ThreeFlags.BeforeChildren) == ThreeFlags.BeforeChildren);
                bool       children = (pickable == null) || ((flags & ThreeFlags.Children) == ThreeFlags.Children);

                if (before)
                {
                    //  Load and map the name.
                    GL.Instance.LoadName(currentName);
                    arg.hitMap[currentName] = sceneElement;

                    pickable.RenderBeforeChildrenForLegacyPicking(arg);

                    //  Increment the name.
                    currentName++;
                }

                if (children)
                {
                    foreach (var item in sceneElement.Children)
                    {
                        this.RenderForPicking(item, arg, ref currentName);
                    }
                }
            }
        }
Exemple #2
0
        public void RenderBeforeChildrenForLegacyPicking(LegacyPickingEventArgs arg)
        {
            this.PushProjectionViewMatrix(arg);
            this.PushModelMatrix();

            DoRender();

            this.PopModelMatrix();
            this.PopProjectionViewMatrix();
        }
Exemple #3
0
        /// <summary>
        /// Push and calculate projection+view matrix in legacy OpenGL for picking.
        /// </summary>
        /// <param name="node"></param>
        /// <param name="arg"></param>
        public static void PushProjectionViewMatrix(this SceneNodeBase node, LegacyPickingEventArgs arg)
        {
            GL.Instance.MatrixMode(GL.GL_PROJECTION);
            GL.Instance.PushMatrix();
            mat4 projection = arg.pickMatrix * arg.scene.Camera.GetProjectionMatrix();
            mat4 view       = arg.scene.Camera.GetViewMatrix();

            GL.Instance.LoadIdentity();
            GL.Instance.MultMatrixf((projection * view).ToArray());
        }
Exemple #4
0
        /// <summary>
        /// Pick <see cref="SceneNodeBase"/>s at specified positon.
        /// </summary>
        /// <param name="x">Left Down is (0, 0)</param>
        /// <param name="y">Left Down is (0, 0)</param>
        /// <param name="deltaX"></param>
        /// <param name="deltaY"></param>
        /// <param name="selectBufferLength"></param>
        /// <returns></returns>
        public List <HitTarget> Pick(int x, int y, int deltaX = 1, int deltaY = 1, int selectBufferLength = 512)
        {
            //	Create a select buffer.
            var selectBuffer = new uint[selectBufferLength];

            GL.Instance.SelectBuffer(selectBuffer.Length, selectBuffer);

            //	Enter select mode.
            GL.Instance.RenderMode(GL.GL_SELECT);
            //	Initialise the names, and add the first name.
            GL.Instance.InitNames();
            GL.Instance.PushName(0);

            var viewport = new int[4];

            GL.Instance.GetIntegerv((uint)GetTarget.Viewport, viewport);
            mat4 pickMatrix  = glm.pickMatrix(new ivec2(x, y), new ivec2(deltaX, deltaY), new ivec4(viewport[0], viewport[1], viewport[2], viewport[3]));
            var  arg         = new LegacyPickingEventArgs(pickMatrix, this.Scene, x, y);
            uint currentName = 1;

            this.RenderForPicking(this.Scene.RootNode, arg, ref currentName);
            //	Flush commands.
            GL.Instance.Flush();

            List <HitTarget> pickedRenderer = null;
            //	End selection.
            int hits = GL.Instance.RenderMode(GL.GL_RENDER);

            if (hits < 0)// select buffer is not long enough.
            {
                pickedRenderer = this.Pick(x, y, deltaX, deltaY, selectBufferLength * 2);
            }
            else
            {
                //  Create  result set.
                pickedRenderer = new List <HitTarget>();
                int posinarray = 0;
                //  Go through each name.
                for (int hit = 0; hit < hits; hit++)
                {
                    uint nameCount = selectBuffer[posinarray++];
                    uint zNear     = selectBuffer[posinarray++];
                    uint zFar      = selectBuffer[posinarray++];

                    if (nameCount == 0)
                    {
                        continue;
                    }

                    //	Add each hit element to the result set to the array.
                    for (int i = 0; i < nameCount; i++)
                    {
                        uint hitName = selectBuffer[posinarray++];
                        pickedRenderer.Add(new HitTarget(arg.hitMap[hitName], zNear, zFar));
                    }
                }
            }

            //  Return the result set.
            return(pickedRenderer);
        }