protected override IList <object> Pick(MouseEventArgs e) { bool multiSelect = DragOverThreshold; List <object> paths = new List <object>(); HitRecord[] hits; if (multiSelect) {// frustum pick RectangleF rect = MakeRect(FirstMousePoint, CurrentMousePoint); hits = GameEngine.FrustumPick(SurfaceId, Camera.ViewMatrix, Camera.ProjectionMatrix, rect); } else {// ray pick Ray3F rayW = GetWorldRay(CurrentMousePoint); hits = GameEngine.RayPick(Camera.ViewMatrix, Camera.ProjectionMatrix, rayW, false); } // create unique list of hits HashSet <ulong> instanceSet = new HashSet <ulong>(); List <HitRecord> uniqueHits = new List <HitRecord>(); // build 'path' objects for each hit record. foreach (HitRecord hit in hits) { bool added = instanceSet.Add(hit.instanceId); if (added) { uniqueHits.Add(hit); } } HitRecord firstHit = new HitRecord(); // build 'path' objects for each hit record. foreach (HitRecord hit in uniqueHits) { NativeObjectAdapter nobj = GameEngine.GetAdapterFromId(hit.instanceId); DomNode dom = nobj.DomNode; object hitPath = Util.AdaptDomPath(dom); object obj = DesignView.PickFilter.Filter(hitPath, e); if (obj != null) { if (paths.Count == 0) { firstHit = hit; } var newPath = obj as AdaptablePath <object> ?? Util.AdaptDomPath((DomNode)obj); paths.Add(newPath); } } if (multiSelect == false && paths.Count > 0) { var path = paths[0]; ISelectionContext selection = DesignView.Context.As <ISelectionContext>(); ILinear linear = path.As <ILinear>(); if (linear != null && Control.ModifierKeys == System.Windows.Forms.Keys.Shift && selection.SelectionContains(path)) { ITransactionContext trans = DesignView.Context.As <ITransactionContext>(); trans.DoTransaction( delegate { linear.InsertPoint(firstHit.index, firstHit.hitPt.X, firstHit.hitPt.Y, firstHit.hitPt.Z); }, "insert control point".Localize() ); } } return(paths); }
protected override IList <object> Pick(MouseEventArgs e) { bool multiSelect = DragOverThreshold; List <object> paths = new List <object>(); Picking.HitRecord[] hits; if (multiSelect) {// frustum pick RectangleF rect = MakeRect(FirstMousePoint, CurrentMousePoint); var frustum = XLEBridgeUtils.Utils.MakeFrustumMatrix(Utils.AsCameraDesc(Camera), rect, ClientSize); hits = Picking.FrustumPick( GameEngine.GetEngineDevice(), Adapter.SceneManager, Adapter.TechniqueContext, frustum, Utils.AsCameraDesc(Camera), ClientSize, Picking.Flags.Objects | Picking.Flags.Helpers); } else {// ray pick Ray3F rayW = GetWorldRay(CurrentMousePoint); hits = Picking.RayPick( GameEngine.GetEngineDevice(), Adapter.SceneManager, Adapter.TechniqueContext, rayW, Utils.AsCameraDesc(Camera), ClientSize, Picking.Flags.Terrain | Picking.Flags.Objects | Picking.Flags.Helpers); } if (hits == null) { return(new List <object>()); } // create unique list of hits HashSet <ulong> instanceSet = new HashSet <ulong>(); var uniqueHits = new List <Picking.HitRecord>(); // build 'path' objects for each hit record. foreach (var hit in hits) { bool added = instanceSet.Add(hit.instanceId); if (added) { uniqueHits.Add(hit); } } var firstHit = new Picking.HitRecord(); // build 'path' objects for each hit record. foreach (var hit in uniqueHits) { var nativeIdMapping = Globals.MEFContainer.GetExportedValue <INativeIdMapping>(); var nobj = nativeIdMapping.GetAdapter(hit.documentId, hit.instanceId).As <DomNodeAdapter>(); if (nobj == null) { continue; } DomNode dom = nobj.DomNode; object hitPath = Util.AdaptDomPath(dom); object obj = DesignView.PickFilter.Filter(hitPath, e); if (obj != null) { if (paths.Count == 0) { firstHit = hit; } var newPath = obj as AdaptablePath <object> ?? Util.AdaptDomPath((DomNode)obj); paths.Add(newPath); } } if (multiSelect == false && paths.Count > 0) { var path = paths[0]; ISelectionContext selection = DesignView.Context.As <ISelectionContext>(); ILinear linear = path.As <ILinear>(); if (linear != null && Control.ModifierKeys == System.Windows.Forms.Keys.Shift && selection.SelectionContains(path)) { ITransactionContext trans = DesignView.Context.As <ITransactionContext>(); trans.DoTransaction( delegate { linear.InsertPoint(firstHit.index, firstHit.hitPt.X, firstHit.hitPt.Y, firstHit.hitPt.Z); }, "insert control point".Localize() ); } } return(paths); }
protected override IEnumerable <object> Pick(MouseEventArgs e) { bool multiSelect = DragOverThreshold; Picking.HitRecord[] hits; if (multiSelect) { RectangleF rect = MakeRect(FirstMousePoint, CurrentMousePoint); var frustum = XLEBridgeUtils.Utils.MakeFrustumMatrix(Utils.AsCameraDesc(Camera), rect, ClientSize); hits = Picking.FrustumPick( GameEngine.GetEngineDevice(), Adapter.SceneManager, Adapter.TechniqueContext, frustum, Utils.AsCameraDesc(Camera), ClientSize, Picking.Flags.Objects | Picking.Flags.Helpers); } else { Ray3F rayW = GetWorldRay(CurrentMousePoint); hits = Picking.RayPick( GameEngine.GetEngineDevice(), Adapter.SceneManager, Adapter.TechniqueContext, rayW, Utils.AsCameraDesc(Camera), ClientSize, Picking.Flags.Terrain | Picking.Flags.Objects | Picking.Flags.Helpers); } if (hits == null) { return(new List <object>()); } // create unique list of hits var uniqueHits = new List <DomNode>(); var nativeIdMapping = Globals.MEFContainer.GetExportedValue <INativeIdMapping>(); HashSet <ulong> instanceSet = new HashSet <ulong>(); foreach (var hit in hits) { if (instanceSet.Add(hit.instanceId)) { var nobj = nativeIdMapping.GetAdapter(hit.documentId, hit.instanceId).As <DomNodeAdapter>(); if (nobj != null && nobj.DomNode != null) { uniqueHits.Add(nobj.DomNode); } } } // build 'path' objects for each hit record. var paths = new List <AdaptablePath <object> >(); foreach (var node in uniqueHits) { var hitPath = Util.AdaptDomPath(node); var obj = DesignView.PickFilter.Filter(hitPath, e); if (obj != null) { var path = obj as AdaptablePath <object> ?? Util.AdaptDomPath((DomNode)obj); // Prevent the same object from being added multiple times... if (paths.Where(x => x.Last == path.Last).FirstOrDefault() == null) { paths.Add(path); } } } #if false if (multiSelect == false && paths.Count > 0 && firstHit != null) { var path = paths[0]; ISelectionContext selection = DesignView.Context.As <ISelectionContext>(); ILinear linear = path.As <ILinear>(); if (linear != null && Control.ModifierKeys == System.Windows.Forms.Keys.Shift && selection.SelectionContains(path)) { ITransactionContext trans = DesignView.Context.As <ITransactionContext>(); trans.DoTransaction( delegate { linear.InsertPoint(firstHit.index, firstHit.hitPt.X, firstHit.hitPt.Y, firstHit.hitPt.Z); }, "insert control point".Localize() ); } } #endif return(paths); }