public override void RenderForPicking(PickingEventArgs arg) { if (this.RenderWireframe || this.RenderBody) { base.RenderForPicking(arg); } }
/// <summary> /// 在三角形图元中拾取指定位置的Line /// </summary> /// <param name="arg"></param> /// <param name="lastVertexId">三角形图元的最后一个顶点</param> /// <param name="picker"></param> /// <returns></returns> internal override uint[] Search(PickingEventArgs arg, uint lastVertexId, ZeroIndexPicker picker) { // 创建临时索引 OneIndexBuffer buffer = GLBuffer.Create(IndexBufferElementType.UInt, 6, DrawMode.Lines, BufferUsage.StaticDraw); unsafe { var array = (uint *)buffer.MapBuffer(MapBufferAccess.WriteOnly); array[0] = lastVertexId - 1; array[1] = lastVertexId - 0; array[2] = lastVertexId - 2; array[3] = lastVertexId - 1; array[4] = lastVertexId - 0; array[5] = lastVertexId - 2; buffer.UnmapBuffer(); } // 用临时索引渲染此三角形图元(仅渲染此三角形图元) picker.Renderer.Render4InnerPicking(arg, buffer); // id是拾取到的Line的Last Vertex Id uint id = ColorCodedPicking.ReadStageVertexId(arg.X, arg.Y); buffer.Dispose(); // 对比临时索引,找到那个Line if (id + 2 == lastVertexId) { return(new uint[] { id + 2, id, }); } else { return(new uint[] { id - 1, id, }); } }
/// <summary> /// /// </summary> /// <param name="arg"></param> /// <param name="lastVertexId"></param> /// <param name="picker"></param> /// <returns></returns> internal override uint[] Search(PickingEventArgs arg, uint lastVertexId, DrawArraysPicker picker) { IndexBuffer buffer = GLBuffer.Create(IndexBufferElementType.UInt, 8, BufferUsage.StaticDraw); unsafe { var array = (uint *)buffer.MapBuffer(MapBufferAccess.WriteOnly); array[0] = lastVertexId - 1; array[1] = lastVertexId - 0; array[2] = lastVertexId - 2; array[3] = lastVertexId - 1; array[4] = lastVertexId - 3; array[5] = lastVertexId - 2; array[6] = lastVertexId - 0; array[7] = lastVertexId - 3; buffer.UnmapBuffer(); } var cmd = new DrawElementsCmd(buffer, DrawMode.Lines); picker.Node.Render4InnerPicking(arg, ControlMode.ByFrame, cmd); uint id = ColorCodedPicking.ReadStageVertexId(arg.X, arg.Y); buffer.Dispose(); if (id + 3 == lastVertexId) { return(new uint[] { id + 3, id, }); } else { return(new uint[] { id - 1, id, }); } }
/// <summary> /// /// </summary> /// <param name="arg"></param> /// <param name="lastVertexId"></param> /// <param name="picker"></param> /// <returns></returns> internal override uint[] Search(PickingEventArgs arg, uint lastVertexId, ZeroIndexPicker picker) { OneIndexBuffer buffer = GLBuffer.Create(IndexBufferElementType.UInt, 6, DrawMode.Lines, BufferUsage.StaticDraw); unsafe { var array = (uint *)buffer.MapBuffer(MapBufferAccess.WriteOnly); array[0] = lastVertexId - 2; array[1] = lastVertexId - 0; array[2] = lastVertexId - 4; array[3] = lastVertexId - 2; array[4] = lastVertexId - 0; array[5] = lastVertexId - 4; buffer.UnmapBuffer(); } picker.Renderer.Render4InnerPicking(arg, buffer); uint id = ColorCodedPicking.ReadStageVertexId(arg.X, arg.Y); buffer.Dispose(); if (id + 4 == lastVertexId) { return(new uint[] { id + 4, id, }); } else { return(new uint[] { id - 2, id, }); } }
/// <summary> /// /// </summary> /// <param name="arg"></param> /// <param name="flatColorVertexId"></param> /// <param name="picker"></param> /// <returns></returns> internal override uint[] Search(PickingEventArgs arg, uint flatColorVertexId, DrawArraysPicker picker) { var cmd = picker.DrawCommand as DrawArraysCmd; // when the temp index buffer could be long, it's no longer needed. // what a great OpenGL API design! DrawArraysCmd drawCmd = new DrawArraysCmd(DrawMode.LineLoop, cmd.FirstVertex, cmd.RenderingVertexCount, cmd.InstanceCount, cmd.FrameCount); picker.Node.Render4InnerPicking(arg, IndexAccessMode.ByFrame, drawCmd); uint id = ColorCodedPicking.ReadStageVertexId(arg.X, arg.Y); if (id == cmd.FirstVertex) { return(new uint[] { (uint)(cmd.FirstVertex + cmd.RenderingVertexCount - 1), id, }); } else { return(new uint[] { id - 1, id, }); } }
/// <summary> /// /// </summary> /// <param name="arg"></param> /// <param name="lastVertexId"></param> /// <param name="picker"></param> /// <returns></returns> internal override uint[] Search(PickingEventArgs arg, uint lastVertexId, ZeroIndexPicker picker) { var zeroIndexBuffer = picker.Node.PickingRenderUnit.VertexArrayObject.IndexBuffer as ZeroIndexBuffer; // when the temp index buffer could be long, it's no longer needed. // what a great OpenGL API design! ZeroIndexBuffer indexBuffer = ZeroIndexBuffer.Create(DrawMode.LineLoop, zeroIndexBuffer.FirstVertex, zeroIndexBuffer.RenderingVertexCount, zeroIndexBuffer.InstanceCount); picker.Node.Render4InnerPicking(arg, indexBuffer); uint id = ColorCodedPicking.ReadStageVertexId(arg.X, arg.Y); indexBuffer.Dispose(); if (id == zeroIndexBuffer.FirstVertex) { return(new uint[] { (uint)(zeroIndexBuffer.FirstVertex + zeroIndexBuffer.RenderingVertexCount - 1), id, }); } else { return(new uint[] { id - 1, id, }); } }
public void OnMouseDown(object ob, System.Windows.Forms.MouseEventArgs e) { if (m_sceneObjects != null) { ISceneObject pickedObject = null; /* Find the mouse position in screen space */ Vector2 screenSpacePosition = new Vector2(e.X, e.Y); /* Find the picking ray for intersection tests */ Ray pickingRay = CastPickingRay(screenSpacePosition); /* Find the closest sceneobject to the camera with a bound sphere that intersects the picking ray */ float distanceFromCamera = 99999.0f; // hack, this should be m_camera.FarPlaneDistance foreach (KeyValuePair<String, ISceneObject> kv in m_sceneObjects) { ISceneObject so = kv.Value; BoundingSphere boundSphere = so.BoundingSphere; float? intersect = pickingRay.Intersects(boundSphere); if (intersect != null && intersect < distanceFromCamera) { pickedObject = so; } } /* Notify listeners that the sceneObject was picked */ if (pickedObject != null) { if (SceneObjectSelected != null) { PickingEventArgs ea = new PickingEventArgs(); ea.SceneObject = pickedObject; SceneObjectSelected(this, ea); } // Fire_ObjectPicked(pickedObject); } } }
/// <summary> /// /// </summary> /// <param name="arg"></param> /// <param name="lastVertexId"></param> /// <param name="picker"></param> /// <returns></returns> internal abstract uint[] Search(PickingEventArgs arg, uint lastVertexId, ZeroIndexPicker picker);
/// <summary> /// /// </summary> /// <param name="arg"></param> /// <param name="lastVertexId"></param> /// <param name="picker"></param> /// <returns></returns> internal abstract uint[] Search(PickingEventArgs arg, uint lastVertexId, DrawArraysPicker picker);
/// <summary> /// /// </summary> /// <param name="arg"></param> /// <param name="primitiveInfo"></param> /// <param name="picker"></param> /// <returns></returns> internal abstract uint Search(PickingEventArgs arg, RecognizedPrimitiveInfo primitiveInfo, DrawElementsPicker picker);
/// <summary> /// /// </summary> /// <param name="arg"></param> /// <param name="primitiveInfo"></param> /// <param name="singleNodeVertexId"></param> /// <param name="stageVertexId"></param> /// <param name="picker"></param> /// <returns></returns> internal abstract uint Search(PickingEventArgs arg, RecognizedPrimitiveInfo primitiveInfo, uint singleNodeVertexId, uint stageVertexId, DrawElementsPicker picker);
/// <summary> /// /// </summary> /// <param name="arg"></param> /// <param name="singleNodeVertexId">identify location inside this node.</param> /// <param name="stageVertexId">identify location when rendering multiple nodes.</param> /// <param name="picker"></param> /// <returns></returns> internal abstract uint Search(PickingEventArgs arg, uint singleNodeVertexId, uint stageVertexId, DrawArraysPicker picker);
/// <summary> /// /// </summary> /// <param name="arg"></param> /// <param name="primitiveInfo"></param> /// <param name="picker"></param> /// <returns></returns> internal abstract uint Search(PickingEventArgs arg, RecognizedPrimitiveInfo primitiveInfo, OneIndexPicker picker);
/// <summary> /// /// </summary> /// <param name="arg"></param> /// <param name="flatColorVertexId"></param> /// <param name="picker"></param> /// <returns></returns> internal abstract uint Search(PickingEventArgs arg, uint flatColorVertexId, DrawArraysPicker picker);