private void TestToStringWithCulture(CultureInfo culture) { CultureInfo originalCulture = Thread.CurrentThread.CurrentCulture; Thread.CurrentThread.CurrentCulture = culture; try { string listSeparator = culture.TextInfo.ListSeparator; string decimalSeparator = culture.NumberFormat.NumberDecimalSeparator; var o = new AngleAxisF(1.1f, new Vec3F(2.2f, 3.3f, 4.4f)); string s = o.ToString(null, null); TestToStringResults(o, s, listSeparator, decimalSeparator); string s2 = o.ToString(); Assert.AreEqual(s, s2); s = o.ToString("G", culture); TestToStringResults(o, s, listSeparator, decimalSeparator); s = o.ToString("R", culture); TestToStringResults(o, s, listSeparator, decimalSeparator); } finally { Thread.CurrentThread.CurrentCulture = originalCulture; } }
private void TestToStringResults(AngleAxisF o, string s, string listSeparator, string decimalSeparator) { string[] results = s.Split(new[] { listSeparator }, StringSplitOptions.RemoveEmptyEntries); Assert.AreEqual(results.Length, 4); foreach (string oneFloatString in results) Assert.True(oneFloatString.Contains(decimalSeparator)); Assert.AreEqual(float.Parse(results[0]), o.Angle); Assert.AreEqual(float.Parse(results[1]), o.Axis.X, 0.00001f); //the axis is normalized, and so only "R" Assert.AreEqual(float.Parse(results[2]), o.Axis.Y, 0.00001f); // can work perfectly. Assert.AreEqual(float.Parse(results[3]), o.Axis.Z, 0.00001f); }
private void TestToStringResults(AngleAxisF o, string s, string listSeparator, string decimalSeparator) { string[] results = s.Split(new[] { listSeparator }, StringSplitOptions.RemoveEmptyEntries); Assert.AreEqual(results.Length, 4); foreach (string oneFloatString in results) { Assert.True(oneFloatString.Contains(decimalSeparator)); } Assert.AreEqual(float.Parse(results[0]), o.Angle); Assert.AreEqual(float.Parse(results[1]), o.Axis.X, 0.00001f); //the axis is normalized, and so only "R" Assert.AreEqual(float.Parse(results[2]), o.Axis.Y, 0.00001f); // can work perfectly. Assert.AreEqual(float.Parse(results[3]), o.Axis.Z, 0.00001f); }
public override void OnDragging(ViewControl vc, Point scrPt) { if (m_hitRegion == HitRegion.None || m_activeOp == null || m_activeOp.NodeList.Count == 0) return; Camera cam = vc.Camera; Matrix4F view = cam.ViewMatrix; Matrix4F proj = cam.ProjectionMatrix; Matrix4F axisMtrx = HitMatrix * view; Ray3F hitRay = HitRayV; Ray3F dragRay = vc.GetRay(scrPt, proj); Vec3F xAxis = axisMtrx.XAxis; Vec3F yAxis = axisMtrx.YAxis; Vec3F zAxis = axisMtrx.ZAxis; Vec3F origin = axisMtrx.Translation; Vec3F rotAxis = new Vec3F(); float theta = 0; float snapAngle = ((ISnapSettings)DesignView).SnapAngle; switch (m_hitRegion) { case HitRegion.XAxis: { Plane3F xplane = new Plane3F(xAxis, origin); theta = CalcAngle(origin, xplane, hitRay, dragRay, snapAngle); rotAxis = HitMatrix.XAxis; } break; case HitRegion.YAxis: { Plane3F yplane = new Plane3F(yAxis, origin); theta = CalcAngle(origin, yplane, hitRay, dragRay, snapAngle); rotAxis = HitMatrix.YAxis; } break; case HitRegion.ZAxis: { Plane3F zplane = new Plane3F(zAxis, origin); theta = CalcAngle(origin, zplane, hitRay, dragRay, snapAngle); rotAxis = HitMatrix.ZAxis; } break; case HitRegion.LookAxis: { // for billboard objects the look vector is object's negative position in viewspace. Vec3F lookAxis = Vec3F.Normalize(-origin); Plane3F plane = new Plane3F(lookAxis, origin); theta = CalcAngle(origin, plane, hitRay, dragRay, snapAngle); rotAxis = m_lookAxisHitMtrx.ZAxis; } break; default: throw new ArgumentOutOfRangeException(); } AngleAxisF axf = new AngleAxisF(-theta, rotAxis); Matrix4F deltaMtrx = new Matrix4F(axf); Matrix4F rotMtrx = new Matrix4F(); for (int i = 0; i < m_activeOp.NodeList.Count; i++) { ITransformable node = m_activeOp.NodeList[i]; rotMtrx.Mul(m_rotations[i], deltaMtrx); float ax, ay, az; rotMtrx.GetEulerAngles(out ax, out ay, out az); node.Rotation = new Vec3F(ax, ay, az); } }
public override void OnDragging(ViewControl vc, Point scrPt) { if (m_hitRegion == HitRegion.None || NodeList.Count == 0) return; Camera cam = vc.Camera; Matrix4F view = cam.ViewMatrix; Matrix4F mtrx = cam.ProjectionMatrix; Matrix4F axisMtrx = HitMatrix * view; Ray3F hitRay = HitRayV; Ray3F dragRay = vc.GetRay(scrPt, mtrx); Vec3F xAxis = axisMtrx.XAxis; Vec3F yAxis = axisMtrx.YAxis; Vec3F zAxis = axisMtrx.ZAxis; Vec3F origin = axisMtrx.Translation; Vec3F rotAxis = new Vec3F(); float theta = 0; switch (m_hitRegion) { case HitRegion.XAxis: { Plane3F xplane = new Plane3F(xAxis, origin); theta = CalcAngle(origin, xplane, hitRay, dragRay); rotAxis = HitMatrix.XAxis; } break; case HitRegion.YAxis: { Plane3F yplane = new Plane3F(yAxis, origin); theta = CalcAngle(origin, yplane, hitRay, dragRay); rotAxis = HitMatrix.YAxis; } break; case HitRegion.ZAxis: { Plane3F zplane = new Plane3F(zAxis, origin); theta = CalcAngle(origin, zplane, hitRay, dragRay); rotAxis = HitMatrix.ZAxis; } break; default: throw new ArgumentOutOfRangeException(); } AngleAxisF axf = new AngleAxisF(-theta, rotAxis); Matrix4F deltaMtrx = new Matrix4F(axf); Matrix4F rotMtrx = new Matrix4F(); for (int i = 0; i < NodeList.Count; i++) { ITransformable node = NodeList[i]; rotMtrx.Set(m_rotations[i]); rotMtrx.Mul(rotMtrx, deltaMtrx); float ax, ay, az; rotMtrx.GetEulerAngles(out ax, out ay, out az); node.Rotation = new Vec3F(ax,ay,az); } }
public override void OnDragging(ViewControl vc, Point scrPt) { if (m_hitRegion == HitRegion.None || NodeList.Count == 0) { return; } Camera cam = vc.Camera; Matrix4F view = cam.ViewMatrix; Matrix4F mtrx = cam.ProjectionMatrix; Matrix4F axisMtrx = HitMatrix * view; Ray3F hitRay = HitRayV; Ray3F dragRay = vc.GetRay(scrPt, mtrx); Vec3F xAxis = axisMtrx.XAxis; Vec3F yAxis = axisMtrx.YAxis; Vec3F zAxis = axisMtrx.ZAxis; Vec3F origin = axisMtrx.Translation; Vec3F rotAxis = new Vec3F(); float theta = 0; float snapAngle = ((ISnapSettings)DesignView).SnapAngle; switch (m_hitRegion) { case HitRegion.XAxis: { Plane3F xplane = new Plane3F(xAxis, origin); theta = CalcAngle(origin, xplane, hitRay, dragRay, snapAngle); rotAxis = HitMatrix.XAxis; } break; case HitRegion.YAxis: { Plane3F yplane = new Plane3F(yAxis, origin); theta = CalcAngle(origin, yplane, hitRay, dragRay, snapAngle); rotAxis = HitMatrix.YAxis; } break; case HitRegion.ZAxis: { Plane3F zplane = new Plane3F(zAxis, origin); theta = CalcAngle(origin, zplane, hitRay, dragRay, snapAngle); rotAxis = HitMatrix.ZAxis; } break; default: throw new ArgumentOutOfRangeException(); } AngleAxisF axf = new AngleAxisF(-theta, rotAxis); Matrix4F deltaMtrx = new Matrix4F(axf); Matrix4F rotMtrx = new Matrix4F(); for (int i = 0; i < NodeList.Count; i++) { ITransformable node = NodeList[i]; rotMtrx.Mul(m_rotations[i], deltaMtrx); float ax, ay, az; rotMtrx.GetEulerAngles(out ax, out ay, out az); node.Rotation = new Vec3F(ax, ay, az); } }