Esempio n. 1
0
        private void UpdateTransforms()
        {
            Matrix3D[] cornerMatrix = this._ballHandles.Select(x => (x.Transform.Value)).ToArray();
            //Matrix3D[] cornerMatrix = cornerTrafos.Select(x => (x).Value).ToArray();
            Positions = cornerMatrix.Select(x => x.ToMatrix().TranslationVector).ToArray();

            for (int i = 0; i < 3; i++)
            {
                var translateMat = Matrix3DExtensions.Translate3D(Positions[i]);

                Vector3 v1         = Positions[(i + 1) % 3] - Positions[i];
                Vector3 xBar       = new Vector3(1, 0, 0);
                Vector3 rotateAxis = Vector3.Cross(xBar, v1);
                rotateAxis.Normalize();

                if (rotateAxis.IsZero)
                {
                    rotateAxis.X = 0; rotateAxis.Y = 0; rotateAxis.Z = 1;
                }
                float theta = Convert.ToSingle(Math.Acos(Vector3.Dot(xBar, v1) / (v1.Length() * xBar.Length())));

                Matrix rotateMat = Matrix.RotationAxis(rotateAxis, theta);

                var m = Matrix.Scaling(v1.Length(), 1, 1) * rotateMat * Matrix.Translation(Positions[i]);

                ((MatrixTransform3D)_cylinderHandles[i].Transform).Matrix = (m.ToMatrix3D());
            }
        }
        protected void UpdatePosOnlySnapOn(object sender)
        {
            // update positions
            var endTransf   = this.endHandles.Select(x => (x.Transform as MatrixTransform3D)).ToArray();
            var endMatrices = endTransf.Select(x => x.Value).ToArray();
            var pos_NEW     = endMatrices.Select(x => x.ToMatrix().TranslationVector).ToArray();

            int n = pos_NEW.Count();
            int i;

            for (i = 0; i < n; i++)
            {
                Vector3  diff  = pos_NEW[i] - this.pos_current[i];
                Vector3D diffA = AdjustForSnap(diff.ToVector3D());
                this.pos[i] = this.pos_current[i] + diffA.ToVector3();
            }

            // update sender
            // ENDPOINT handles
            for (i = 0; i < n; i++)
            {
                if (sender == this.endHandles[i])
                {
                    var T = Matrix3DExtensions.Translate3D(pos[i].ToVector3D());

                    this.endHandles[i].Transform = new MatrixTransform3D(T);
                    var child = (HelixToolkit.SharpDX.Wpf.GeometryModel3D) this.Children[this.endH_indInChildren[i]];
                    if (child != null)
                    {
                        child.Transform = new MatrixTransform3D(T);
                    }
                }
            }
        }
        /// <summary>
        ///
        /// </summary>
        public InteractionHandle3D()
        {
            this.Material = PhongMaterials.Orange;
            //selectionColor.EmissiveColor = Color.Blue;
            //selectionColor.SpecularColor = Color.Black;
            //selectionColor.ReflectiveColor = Color.Black;

            for (int i = 0; i < 4; i++)
            {
                var translate = Matrix3DExtensions.Translate3D(positions[i].ToVector3D());
                this.cornerHandles[i] = new DraggableGeometryModel3D()
                {
                    DragZ      = false,
                    Visibility = Visibility.Visible,
                    Material   = this.Material,
                    Geometry   = NodeGeometry,
                    Transform  = new MatrixTransform3D(translate),
                };
                this.cornerHandles[i].MouseMove3D += OnNodeMouse3DMove;
                this.cornerHandles[i].MouseUp3D   += OnNodeMouse3DUp;
                this.cornerHandles[i].MouseDown3D += OnNodeMouse3DDown;

                this.edgeHandles[i] = new MeshGeometryModel3D()
                {
                    Geometry   = (i % 2 == 0) ? EdgeHGeometry : EdgeVGeometry,
                    Material   = this.Material,
                    Visibility = Visibility.Visible,
                    Transform  = new MatrixTransform3D(translate),
                };
                this.edgeHandles[i].MouseMove3D += OnEdgeMouse3DMove;
                this.edgeHandles[i].MouseUp3D   += OnEdgeMouse3DUp;
                this.edgeHandles[i].MouseDown3D += OnEdgeMouse3DDown;


                translate = Matrix3DExtensions.Translate3D(0.5 * (positions[i] + positions[(i + 1) % 4]).ToVector3D());
                this.midpointHandles[i] = new DraggableGeometryModel3D()
                {
                    DragZ     = false,
                    DragX     = (i % 2 == 1),
                    DragY     = (i % 2 == 0),
                    Material  = this.Material,
                    Geometry  = BoxGeometry,
                    Transform = new MatrixTransform3D(translate),
                };
                this.midpointHandles[i].MouseMove3D += OnNodeMouse3DMove;
                this.midpointHandles[i].MouseUp3D   += OnNodeMouse3DUp;
                this.midpointHandles[i].MouseDown3D += OnNodeMouse3DDown;

                this.Children.Add(cornerHandles[i]);
                this.Children.Add(edgeHandles[i]);
                this.Children.Add(midpointHandles[i]);
            }

            // 3 --- 2
            // |     |
            // 0 --- 1
            var m0 = Matrix.Scaling(+2, 1, 1) * Matrix.Translation(positions[0]);

            this.edgeHandles[0].Transform = new MatrixTransform3D(m0.ToMatrix3D());
            var m2 = Matrix.Scaling(+2, 1, 1) * Matrix.Translation(positions[3]);

            this.edgeHandles[2].Transform = new MatrixTransform3D(m2.ToMatrix3D());

            var m1 = Matrix.Scaling(1, +2, 1) * Matrix.Translation(positions[1]);

            this.edgeHandles[1].Transform = new MatrixTransform3D(m1.ToMatrix3D());
            var m3 = Matrix.Scaling(1, +2, 1) * Matrix.Translation(positions[0]);

            this.edgeHandles[3].Transform = new MatrixTransform3D(m3.ToMatrix3D());

            this.dragTransform = new MatrixTransform3D(this.Transform.Value);
        }
        private void UpdateTransforms(object sender)
        {
            var cornerTrafos = this.cornerHandles.Select(x => (x.Transform as MatrixTransform3D)).ToArray();
            var cornerMatrix = cornerTrafos.Select(x => (x).Value).ToArray();

            this.positions = cornerMatrix.Select(x => x.ToMatrix().TranslationVector).ToArray();

            BoundingBox bb;

            if (sender == cornerHandles[0] || sender == cornerHandles[2])
            {
                Application.Current.MainWindow.Cursor = Cursors.SizeNESW;
                bb = BoundingBox.FromPoints(new[] { positions[0], positions[2] });
            }
            else if (sender == cornerHandles[1] || sender == cornerHandles[3])
            {
                Application.Current.MainWindow.Cursor = Cursors.SizeNWSE;
                bb = BoundingBox.FromPoints(new[] { positions[1], positions[3] });
            }
            else
            {
                if (sender == midpointHandles[0] || sender == midpointHandles[2])
                {
                    Application.Current.MainWindow.Cursor = Cursors.SizeNS;
                }
                else
                {
                    Application.Current.MainWindow.Cursor = Cursors.SizeWE;
                }
                positions = this.midpointHandles.Select(x => x.Transform.Value.ToMatrix().TranslationVector).ToArray();
                bb        = BoundingBox.FromPoints(positions);
            }

            // 3 --- 2
            // |     |
            // 0 --- 1
            positions[0].X = bb.Minimum.X;
            positions[1].X = bb.Maximum.X;
            positions[2].X = bb.Maximum.X;
            positions[3].X = bb.Minimum.X;

            positions[0].Y = bb.Minimum.Y;
            positions[1].Y = bb.Minimum.Y;
            positions[2].Y = bb.Maximum.Y;
            positions[3].Y = bb.Maximum.Y;

            for (int i = 0; i < 4; i++)
            {
                if (sender != cornerHandles[i])
                {
                    cornerTrafos[i].Matrix = Matrix3DExtensions.Translate3D(positions[i].ToVector3D());
                }

                var m = Matrix3DExtensions.Translate3D(0.5 * (positions[i] + positions[(i + 1) % 4]).ToVector3D());
                ((MatrixTransform3D)this.midpointHandles[i].Transform).Matrix = m;
            }

            // 3 --- 2
            // |     |
            // 0 --- 1
            var m0 = Matrix.Scaling(positions[1].X - positions[0].X, 1, 1) * Matrix.Translation(positions[0]);

            ((MatrixTransform3D)this.edgeHandles[0].Transform).Matrix = (m0.ToMatrix3D());
            var m2 = Matrix.Scaling(positions[1].X - positions[0].X, 1, 1) * Matrix.Translation(positions[3]);

            ((MatrixTransform3D)this.edgeHandles[2].Transform).Matrix = (m2.ToMatrix3D());

            var m1 = Matrix.Scaling(1, positions[2].Y - positions[1].Y, 1) * Matrix.Translation(positions[1]);

            ((MatrixTransform3D)this.edgeHandles[1].Transform).Matrix = (m1.ToMatrix3D());
            var m3 = Matrix.Scaling(1, positions[2].Y - positions[1].Y, 1) * Matrix.Translation(positions[0]);

            ((MatrixTransform3D)this.edgeHandles[3].Transform).Matrix = (m3.ToMatrix3D());
        }
Esempio n. 5
0
        public DraggableTriangle(Point3D center)
        {
            Center    = center;
            Positions = new Vector3[3]
            {
                new Vector3(Convert.ToSingle(Center.X + Math.Cos(_initialAngle / 180f * Math.PI) * _length), Convert.ToSingle(Center.Y + Math.Sin(_initialAngle / 180f * Math.PI) * _length), Convert.ToSingle(Center.Z)),
                new Vector3(Convert.ToSingle(Center.X + Math.Cos((_initialAngle + 120) / 180f * Math.PI) * _length), Convert.ToSingle(Center.Y + Math.Sin((_initialAngle + 120) / 180f * Math.PI) * _length), Convert.ToSingle(Center.Z)),
                new Vector3(Convert.ToSingle(Center.X + Math.Cos((_initialAngle + 240) / 180f * Math.PI) * _length), Convert.ToSingle(Center.Y + Math.Sin((_initialAngle + 240) / 180f * Math.PI) * _length), Convert.ToSingle(Center.Z)),
            };
            for (int i = 0; i < 3; i++)
            {
                //平移圓球
                var translateMat = Matrix3DExtensions.Translate3D(Positions[i]);
                //三顆球顏色不同 材料設置在迴圈外面,並沒有在這邊先設置
                _ballHandles[i] = new MeshGeometryModel3D()
                {
                    Visibility = Visibility.Visible,
                    Geometry   = NodeGeometry,
                    Transform  = new MatrixTransform3D(translateMat),
                };
                //定義球的滑鼠事件
                this._ballHandles[i].MouseMove3D += OnNodeMouse3DMove;
                this._ballHandles[i].MouseUp3D   += OnNodeMouse3DUp;
                this._ballHandles[i].MouseDown3D += OnNodeMouse3DDown;


                //兩點組成向量
                Vector3 v1 = Positions[(i + 1) % 3] - Positions[i];
                //圓柱初始擺放位置在X軸上,所以向量為X
                Vector3 xBar       = new Vector3(1, 0, 0);
                Vector3 rotateAxis = Vector3.Cross(xBar, v1);
                rotateAxis.Normalize();
                if (rotateAxis.IsZero)
                {
                    rotateAxis.X = 0; rotateAxis.Y = 0; rotateAxis.Z = 1;
                }

                float  theta     = Convert.ToSingle(Math.Acos(Vector3.Dot(xBar, v1) / (v1.Length() * xBar.Length())));
                Matrix rotateMat = Matrix.RotationAxis(rotateAxis, theta);
                Matrix m         = Matrix.Scaling(v1.Length(), 1, 1) * rotateMat * Matrix.Translation(Positions[i]);
                _cylinderHandles[i] = new MeshGeometryModel3D()
                {
                    Geometry   = EdgeGeometry,
                    Material   = SetMaterial(Color4.White),
                    Visibility = Visibility.Visible,
                    Transform  = new MatrixTransform3D(m.ToMatrix3D())
                };
                //定義桿子的滑鼠事件
                _cylinderHandles[i].MouseMove3D += OnEdgeMouse3DMove;
                _cylinderHandles[i].MouseUp3D   += OnEdgeMouse3DUp;
                _cylinderHandles[i].MouseDown3D += OnEdgeMouse3DDown;
            }
            //因為會畫透明物件,所以在上面迴圈外先將球一次加進去
            foreach (MeshGeometryModel3D ball in _ballHandles)
            {
                Children.Add(ball);
            }
            //加完球再加桿子
            foreach (MeshGeometryModel3D cylinder in _cylinderHandles)
            {
                Children.Add(cylinder);
            }


            //設定三顆球的顏色
            _ballHandles[0].Material = SetMaterial(new Color4(1.0f, 0.0f, 0.0f, 1.0f));
            _ballHandles[1].Material = SetMaterial(new Color4(0.0f, 1.0f, 0.0f, 1.0f));
            _ballHandles[2].Material = SetMaterial(new Color4(0.0f, 0.0f, 1.0f, 1.0f));
        }