void enable_circle_indicator(bool enable) { if (enable == false && circle_indicator == null) { return; } if (enable && circle_indicator == null) { LineSet lines = new LineSet(); lines.UseFixedNormal = true; lines.FixedNormal = Vector3f.AxisY; DCurve3 curve = new DCurve3(Polygon2d.MakeCircle(gizmoInitialRadius, 64), 0, 2); lines.Curves.Add(curve); lines.Width = 1.0f; lines.WidthType = LineWidthType.Pixel; lines.Segments.Add( new Segment3d(Vector3d.Zero, gizmoInitialRadius * diagonals[nRotationAxis])); lines.Color = Colorf.DimGrey; circle_indicator = new fLineSetGameObject(new GameObject(), lines, "circle"); circle_indicator.SetLayer(FPlatform.WidgetOverlayLayer, true); circle_indicator.SetLocalRotation(Quaternionf.FromTo(Vector3f.AxisY, Frame3f.Identity.GetAxis(nRotationAxis))); RootGameObject.AddChild(circle_indicator, false); } circle_indicator.SetVisible(enable); }
public void Place(HUDStandardItem hudItem, float dx, float dy) { Frame3f initFrame = hudItem.GetObjectFrame(); Frame3f hudFrame = HUDUtil.GetSphereFrame(Radius, dx, dy); hudItem.SetObjectFrame( initFrame.Translated(hudFrame.Origin) .Rotated(Quaternionf.FromTo(initFrame.Z, hudFrame.Z))); }
public static void PlaceInSphere(HUDStandardItem hudItem, float fHUDRadius, Vector3f vHUDCenter, Vector3f vPlaceAt) { Frame3f initFrame = hudItem.GetObjectFrame(); Frame3f hudFrame = GetSphereFrame(fHUDRadius, vHUDCenter, vPlaceAt); hudItem.SetObjectFrame( initFrame.Translated(hudFrame.Origin) .Rotated(Quaternionf.FromTo(initFrame.Z, hudFrame.Z))); }
public static void PlaceInSphereWithNormal(HUDStandardItem hudItem, float fHUDRadius, float fAngleHorz, float fAngleVert, Vector3f vPointDir) { Frame3f initFrame = hudItem.GetObjectFrame(); Frame3f hudFrame = GetSphereFrame(fHUDRadius, fAngleHorz, fAngleVert); hudItem.SetObjectFrame( initFrame.Translated(hudFrame.Origin) .Rotated(Quaternionf.FromTo(initFrame.Z, vPointDir))); }
public static void PlaceInScene(HUDStandardItem hudItem, Vector3f vHUDCenter, Vector3f vPlaceAt) { Frame3f initFrame = hudItem.GetObjectFrame(); Vector3f n = (vPlaceAt - vHUDCenter).Normalized; Frame3f frame = new Frame3f(vPlaceAt, n); hudItem.SetObjectFrame( initFrame.Translated(frame.Origin) .Rotated(Quaternionf.FromTo(initFrame.Z, frame.Z))); }
void update_snap_indicator(float fAngle, bool on_snap) { Quaternionf planeRotation = new Quaternionf(Vector3f.AxisY, fAngle * MathUtil.Rad2Degf); Quaternionf alignAxisRotation = Quaternionf.FromTo(Vector3f.AxisY, Frame3f.Identity.GetAxis(nRotationAxis)); snap_indicator.SetLocalRotation(alignAxisRotation * planeRotation); snap_indicator.SafeUpdateLines((lines) => { lines.Color.a = (on_snap) ? 1.0f : 0.15f; }); }
public void Place(HUDStandardItem hudItem, float dx, float dy) { Frame3f initFrame = hudItem.GetObjectFrame(); Frame3f hudFrame = VerticalCoordIsAngle ? HUDUtil.GetCylinderFrameFromAngles(Radius, dx, dy) : HUDUtil.GetCylinderFrameFromAngleHeight(Radius, dx, dy); hudItem.SetObjectFrame( initFrame.Translated(hudFrame.Origin) .Rotated(Quaternionf.FromTo(initFrame.Z, hudFrame.Z))); }
protected override void OnPointUpdated(ControlPoint pt, Frame3f prevFrameS, bool isFirst) { Vector3f basePt = GetPointPosition(BasePointID, CoordSpace.SceneCoords).Origin; Vector3f frontPt = GetPointPosition(FrontPointID, CoordSpace.SceneCoords).Origin; Vector3f topPt = GetPointPosition(TopPointID, CoordSpace.SceneCoords).Origin; lastTargetFrameS = TargetSO.GetLocalFrame(CoordSpace.SceneCoords); Frame3f previewFrameS = lastTargetFrameS; // position next to original object previewFrameS = previewFrameS.Translated(1.1f * (float)meshBounds.Width * Vector3f.AxisX); Vector3f upAxis = (topPt - basePt).Normalized; // construct a frame perp to upAxis at midpoint, and project original and current fw points Frame3f upFrame = new Frame3f((topPt + basePt) * 0.5f, upAxis); Vector3f origFW = upFrame.ProjectToPlane(initialFrontPt, 2); origFW = (origFW - upFrame.Origin).Normalized; Vector3f curFW = upFrame.ProjectToPlane(frontPt, 2); curFW = (curFW - upFrame.Origin).Normalized; //float angle = MathUtil.PlaneAngleSignedD(origFW, curFW, upAxis); start_forward_pt_S = upFrame.FromFrameP(origFW); current_forward_pt_S = upFrame.FromFrameP(curFW); // construct rotation that aligns up axis with y-up Quaternionf upRotate = Quaternionf.FromTo(upAxis, Vector3f.AxisY); previewFrameS.Rotate(upRotate); // now rotate so that forward dir points along -Z //Quaternionf fwRotate = Quaternionf.AxisAngleD(Vector3f.AxisY, angle); //curFW = upRotate * curFW; Quaternionf fwRotate = Quaternionf.FromToConstrained(curFW, -Vector3f.AxisZ, Vector3f.AxisY); previewFrameS.Rotate(fwRotate); previewSO.SetLocalFrame(previewFrameS, CoordSpace.SceneCoords); lastPreviewFrameS = previewFrameS; }
/// <summary> /// This is the action we give to the trim-scan tool, to run on accept /// </summary> public static void CropScanFromSelection(DMeshSO so, MeshFaceSelection selection, object tool) { DMesh3 beforeMesh = new DMesh3(so.Mesh); DMesh3 mesh = so.Mesh; // [RMS] if we are using the two-point tool, then we can use the user input points to // try to figure out an up axis, by assuming the first point is on the base of the scan. Steps are: // 1) guess a midpoint. Currently centroid of upper-half of geodesic selection. // 2) construct up axis as (midpoint-basepoint). this axis to Y-up. Vector3f upAxisS = Vector3f.AxisY; TwoPointFaceSelectionTool ptool = tool as TwoPointFaceSelectionTool; if (ptool != null) { var cache = ptool.SelectionCache; Interval1d range = new Interval1d(cache.CurrentScalarThreshold / 2, cache.CurrentScalarThreshold); List <int> triangles = new List <int>(selection.Count); cache.FindTrianglesInScalarInterval(range, triangles); Vector3d c = MeshMeasurements.Centroid(triangles, mesh.GetTriCentroid); Vector3d cS = SceneTransforms.ObjectToSceneP(so, c); Vector3d basePosS = ptool.SourcePositionS.Origin; upAxisS = (Vector3f)(cS - basePosS).Normalized; } // crop scan and fill top hole List <int> borderTris = selection.FindBorderTris(); MeshEditor editor = new MeshEditor(mesh); editor.RemoveTriangles((tid) => { return(selection.IsSelected(tid) == false); }, true); if (OGActions.FillHoleInScan) { SmoothedHoleFill fill = new SmoothedHoleFill(mesh) { TargetEdgeLength = 2.5f, SmoothAlpha = 0.5f, BorderHintTris = borderTris, OffsetDirection = SceneTransforms.SceneToObjectN(so, upAxisS), OffsetDistance = (ptool != null) ? 25.0 : 0.0 }; fill.Apply(); } so.NotifyMeshEdited(); DMesh3 afterMesh = new DMesh3(so.Mesh); so.GetScene().History.PushChange(new ReplaceEntireMeshChange(so, beforeMesh, afterMesh), true); mesh = so.Mesh; // Now we auto-align the scan so it points upwards, and then // recenter pivot and shift to above ground plane if (ptool != null) { Vector3d basePosS = ptool.SourcePositionS.Origin; Quaternionf alignUp = Quaternionf.FromTo(upAxisS, Vector3f.AxisY); // rotate part so that axis points up Frame3f curF = so.GetLocalFrame(CoordSpace.SceneCoords); Frame3f newF = curF.Rotated(alignUp); TransformSOChange alignUpChange = new TransformSOChange(so, curF, newF, CoordSpace.SceneCoords); basePosS = newF.FromFrameP(curF.ToFrameP(basePosS)); // map to new frame so.GetScene().History.PushChange(alignUpChange, false); // recenter pivot at bbox center // [RMS] previously was using vertex centroid, but this is then affected by mesh density // (maybe tri centroid? but bbox makes more sense...and below we assume box center) Vector3d centerL = mesh.CachedBounds.Center; Vector3d centerO = newF.FromFrameP(centerL); Frame3f newPivotO = new Frame3f(centerO); so.GetScene().History.PushChange(new RepositionPivotChangeOp(newPivotO, so), false); // position above ground plane AxisAlignedBox3d bounds = so.Mesh.CachedBounds; float h = (float)bounds.Height; Vector3f o = newPivotO.Origin; Vector3f translateO = new Vector3f(-o.x, h * 0.5f - o.y + BaseHeightAboveGroundPlaneMM, -o.z); //Vector3f translateO = new Vector3f(0, h * 0.5f - o.y + BaseHeightAboveGroundPlaneMM, 0); newPivotO.Translate(translateO); so.GetScene().History.PushChange(new TransformSOChange(so, newPivotO, CoordSpace.ObjectCoords), false); // save base point in frame of scan basePosS += translateO; Vector3d basePosL = SceneTransforms.SceneToObjectP(so, basePosS); OG.Scan.UserBasePoint = basePosL; } so.GetScene().History.PushInteractionCheckpoint(); }