Esempio n. 1
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        /// <summary>
        /// Creates a DataManipulation object.
        /// </summary>
        public DataManipulation( DXViewport.Viewport viewport )
        {
            _buffers = new BufferObjects();
            _buffers.VertexSize = 0.25f;
            _buffers.ColorByHeight = false;
            _buffers.MainViewport = viewport;

            _viewport = viewport;
            _moveVertex = false;
            _pauseMoveVertex = false;
            _isMoving = false;
            _softSelection = false;
            _falloff = true;
            _enableLighting = true;
            _softDistanceSquared = 0.2f * 0.2f;		// Squared for quicker calculations
            _history = new DataHistory();
            _redoHistory = new DataHistory();
            _pageCopy = null;
            _renderTextures = true;
            _ray = Vector3.Empty;
            _copyPosition = 0f;

            _plugins = new PlugIns();

            // Set shader versions
            _vertexShaderVersion = _viewport.SupportedVertexShaderVersion;
            _pixelShaderVersion = _viewport.SupportedPixelShaderVersion;
        }
Esempio n. 2
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 /// <summary>
 /// Selects a vertex in the terrain from the given origin.
 /// </summary>
 /// <param name="viewport">The viewport to build the picking ray from.</param>
 /// <param name="endSelection">Whether to use multiple selection.</param>
 public void SelectVertex( DXViewport.Viewport viewport, bool endSelection )
 {
     _page.SelectVertex( _ray, viewport.Camera.Position -
         viewport.Camera.Offset, endSelection, _enableMultiSelect );
 }
Esempio n. 3
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 public void BuildPickingRay( int x, int y, DXViewport.Viewport viewport )
 {
     _ray = viewport.Camera.PickingRay( x, y, viewport.Window.Width, viewport.Window.Height );
 }