Esempio n. 1
0
 private void RestoreSceneCamera(WSceneView view)
 {
     if (m_bOverrideSceneCamera)
     {
         m_bOverrideSceneCamera = false;
         view.OverrideSceneCamera(m_OriginalSceneCamera);
     }
 }
Esempio n. 2
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 public void FilterSceneForRenderer(WSceneView view, WWorld world)
 {
     foreach (WScene scene in world.Map.SceneList)
     {
         foreach (var renderable in scene.GetChildrenOfType <IRenderable>())
         {
             renderable.AddToRenderer(view);
         }
     }
 }
Esempio n. 3
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        private void OverrideSceneCamera(WSceneView view)
        {
            if (m_bOverrideSceneCamera)
            {
                return;
            }

            m_bOverrideSceneCamera = true;
            m_OriginalSceneCamera  = view.ViewCamera;
        }
Esempio n. 4
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        public void Update(WSceneView view)
        {
            UpdateSelectionGizmo(view);

            // If we have a gizmo and we're transforming it, don't check for selection change.
            if (TransformGizmo != null && TransformGizmo.IsTransforming)
            {
                return;
            }
            if (WInput.GetMouseButtonDown(0) && !WInput.GetMouseButton(1))
            {
                FRay mouseRay   = view.ProjectScreenToWorld(WInput.MousePosition);
                var  addedActor = Raycast(mouseRay);

                // Check the behaviour of this click to determine appropriate selection modification behaviour.
                // Click w/o Modifiers = Clear Selection, add result to selection
                // Click /w Ctrl = Toggle Selection State
                // Click /w Shift = Add to Selection
                bool ctrlPressed  = WInput.GetKey(Key.LeftCtrl) || WInput.GetKey(Key.RightCtrl);
                bool shiftPressed = WInput.GetKey(Key.LeftShift) || WInput.GetKey(Key.RightShift);

                if (!ctrlPressed & !shiftPressed)
                {
                    EditorSelection.ClearSelection();
                    if (addedActor != null)
                    {
                        EditorSelection.AddToSelection(addedActor);
                    }
                }
                else if (addedActor != null && (ctrlPressed && !shiftPressed))
                {
                    if (addedActor.IsSelected)
                    {
                        EditorSelection.RemoveFromSelection(addedActor);
                    }
                    else
                    {
                        EditorSelection.AddToSelection(addedActor);
                    }
                }
                else if (addedActor != null && shiftPressed)
                {
                    if (!EditorSelection.SelectedObjects.Contains(addedActor))
                    {
                        EditorSelection.AddToSelection(addedActor);
                    }
                }

                UpdateGizmoTransform();
            }

            // Add our gizmo to the renderer this frame.
            ((IRenderable)TransformGizmo).AddToRenderer(view);
        }
Esempio n. 5
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        public void Update(WSceneView view)
        {
            if (WInput.GetMouseButton(0) && !WInput.GetMouseButton(1))
            {
                FRay mouseRay   = view.ProjectScreenToWorld(WInput.MousePosition);
                var  addedActor = Raycast(mouseRay);

                // Check the behaviour of this click to determine appropriate selection modification behaviour.
                // Click w/o Modifiers = Clear Selection, add result to selection
                // Click /w Ctrl = Toggle Selection State
                // Click /w Shift = Add to Selection
                bool ctrlPressed  = WInput.GetKey(Key.LeftCtrl) || WInput.GetKey(Key.RightCtrl);
                bool shiftPressed = WInput.GetKey(Key.LeftShift) || WInput.GetKey(Key.RightShift);

                if (ctrlPressed && !WInput.GetMouseButtonDown(0))
                {
                    return;
                }

                if (!ctrlPressed & !shiftPressed)
                {
                    ClearSelection();
                    if (addedActor != null)
                    {
                        AddTriangleToSelection(addedActor);
                    }
                }
                else if (addedActor != null && (ctrlPressed && !shiftPressed))
                {
                    if (addedActor.IsSelected)
                    {
                        RemoveTriangleFromSelection(addedActor);
                    }
                    else
                    {
                        AddTriangleToSelection(addedActor);
                    }
                }
                else if (addedActor != null && shiftPressed)
                {
                    if (!EditorSelection.SelectedObjects.Contains(addedActor))
                    {
                        AddTriangleToSelection(addedActor);
                    }
                }
            }
        }
Esempio n. 6
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        void IRenderable.Draw(WSceneView view)
        {
            GL.FrontFace(FrontFaceDirection.Ccw);
            GL.Enable(EnableCap.CullFace);
            GL.Enable(EnableCap.Blend);
            GL.DepthMask(true);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);

            GL.Enable(EnableCap.PolygonOffsetFill);
            GL.PolygonOffset(-5f, 1f);

            Matrix4 modelMatrix = Matrix4.Identity;
            Matrix4 viewMatrix  = view.ViewMatrix;
            Matrix4 projMatrix  = view.ProjMatrix;

            m_primitiveShader.Bind();
            GL.UniformMatrix4(m_primitiveShader.UniformModelMtx, false, ref modelMatrix);
            GL.UniformMatrix4(m_primitiveShader.UniformViewMtx, false, ref viewMatrix);
            GL.UniformMatrix4(m_primitiveShader.UniformProjMtx, false, ref projMatrix);

            GL.BindBuffer(BufferTarget.ArrayBuffer, m_vbo);
            GL.EnableVertexAttribArray((int)ShaderAttributeIds.Position);
            GL.VertexAttribPointer((int)ShaderAttributeIds.Position, 3, VertexAttribPointerType.Float, false, 12, 0);

            // EBO
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, m_ebo);

            // Draw!
            GL.DrawElements(BeginMode.Triangles, m_triangleCount * 3, DrawElementsType.UnsignedInt, 0);
            GL.DrawElements(BeginMode.Lines, m_triangleCount * 3, DrawElementsType.UnsignedInt, 0);

            // Disable all of our shit.
            GL.PolygonOffset(0, 0);
            GL.Disable(EnableCap.PolygonOffsetFill);


            GL.Disable(EnableCap.CullFace);
            GL.Disable(EnableCap.Blend);
            GL.DepthMask(false);
            GL.DisableVertexAttribArray((int)ShaderAttributeIds.Position);
        }
Esempio n. 7
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        void IRenderable.Draw(WSceneView view)
        {
            m_Colors = GetVertexColors();

            Matrix4 modelMatrix = Matrix4.Identity;
            Matrix4 viewMatrix  = view.ViewMatrix;
            Matrix4 projMatrix  = view.ProjMatrix;

            m_primitiveShader.Bind();
            GL.UniformMatrix4(m_primitiveShader.UniformModelMtx, false, ref modelMatrix);
            GL.UniformMatrix4(m_primitiveShader.UniformViewMtx, false, ref viewMatrix);
            GL.UniformMatrix4(m_primitiveShader.UniformProjMtx, false, ref projMatrix);

            // VBO
            GL.BindBuffer(BufferTarget.ArrayBuffer, m_vbo);
            GL.EnableVertexAttribArray((int)ShaderAttributeIds.Position);
            GL.VertexAttribPointer((int)ShaderAttributeIds.Position, 3, VertexAttribPointerType.Float, false, 12, 0);

            // CBO
            GL.BindBuffer(BufferTarget.ArrayBuffer, m_cbo);
            GL.EnableVertexAttribArray((int)ShaderAttributeIds.Color0);
            GL.VertexAttribPointer((int)ShaderAttributeIds.Color0, 4, VertexAttribPointerType.Float, false, 16, 0);

            // EBO
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, m_ebo);

            GL.DepthMask(true);
            GL.Enable(EnableCap.DepthTest);

            DrawTris();
            DrawLines();

            GL.DepthMask(true);

            GL.DisableVertexAttribArray((int)ShaderAttributeIds.Position);
            GL.DisableVertexAttribArray((int)ShaderAttributeIds.Color0);
        }
Esempio n. 8
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 public override void Render(WSceneView view)
 {
     Renderable.Render(view, GlobalTransform);
 }
Esempio n. 9
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 public override void AddToRenderer(WSceneView view)
 {
 }
Esempio n. 10
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 public virtual void Render(WSceneView view)
 {
 }
Esempio n. 11
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 public virtual void AddToRenderer(WSceneView view)
 {
 }
Esempio n. 12
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        public void Render(WSceneView view, WTransform global_transform)
        {
            Matrix4 model_matrix = Matrix4.Identity;

            m_Model.Render(view.ViewMatrix, view.ProjMatrix, model_matrix);
        }
Esempio n. 13
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        private void UpdateSelectionGizmo(WSceneView view)
        {
            if (!TransformGizmo.Enabled && EditorSelection.SelectedObjects.Count > 0)
            {
                // Show the Transform Gizmo.
                TransformGizmo.Enabled = true;
                UpdateGizmoTransform();
                // m_transformGizmo.SetPosition(m_selectionList[0].Transform.Position);
                // m_transformGizmo.SetLocalRotation(m_selectionList[0].Transform.Rotation);
            }
            else if (TransformGizmo.Enabled && EditorSelection.SelectedObjects.Count == 0)
            {
                // Hide the Transform Gizmo.
                TransformGizmo.Enabled = false;
            }

            if (!TransformGizmo.Enabled)
            {
                return;
            }

            if (WInput.GetKeyDown(Key.Q) && !WInput.GetMouseButton(1))
            {
                TransformGizmo.SetMode(FTransformMode.None);
            }
            if (WInput.GetKeyDown(Key.W) && !WInput.GetMouseButton(1))
            {
                TransformGizmo.SetMode(FTransformMode.Translation);
            }
            if (WInput.GetKeyDown(Key.E) && !WInput.GetMouseButton(1))
            {
                TransformGizmo.SetMode(FTransformMode.Rotation);
            }
            if (WInput.GetKeyDown(Key.R) && !WInput.GetMouseButton(1))
            {
                TransformGizmo.SetMode(FTransformMode.Scale);
            }

            if (WInput.GetKeyDown(Key.OemOpenBrackets))
            {
                TransformGizmo.DecrementSize();
            }

            if (WInput.GetKeyDown(Key.OemCloseBrackets))
            {
                TransformGizmo.IncrementSize();
            }

            if (WInput.GetKeyDown(Key.OemTilde))
            {
                if (TransformGizmo.TransformSpace == FTransformSpace.World)
                {
                    TransformGizmo.SetTransformSpace(FTransformSpace.Local);
                }
                else
                {
                    TransformGizmo.SetTransformSpace(FTransformSpace.World);
                }

                UpdateGizmoTransform();
            }

            if (WInput.GetMouseButtonDown(0))
            {
                FRay mouseRay = view.ProjectScreenToWorld(WInput.MousePosition);
                if (TransformGizmo.CheckSelectedAxes(mouseRay))
                {
                    TransformGizmo.StartTransform();
                }
            }

            if (WInput.GetMouseButtonUp(0))
            {
                if (TransformGizmo.IsTransforming)
                {
                    // When we end let go of the gizmo, we want to make one last action which specifies that it is done,
                    // so that the next gizmo move doesn't merge with the previous.
                    WUndoCommand undoAction = CreateUndoActionForGizmo(true);
                    if (undoAction != null)
                    {
                        BroadcastUndoEventGenerated(undoAction);
                    }

                    TransformGizmo.EndTransform();
                }
            }

            if (TransformGizmo.IsTransforming)
            {
                FRay mouseRay = view.ProjectScreenToWorld(WInput.MousePosition);
                if (TransformGizmo.TransformFromInput(mouseRay, view))
                {
                    WUndoCommand undoAction = CreateUndoActionForGizmo(false);
                    if (undoAction != null)
                    {
                        BroadcastUndoEventGenerated(undoAction);
                    }
                }
            }

            TransformGizmo.UpdateForSceneView(view);
        }
Esempio n. 14
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 void IRenderable.AddToRenderer(WSceneView view)
 {
     view.AddTransparentMesh(this);
 }
Esempio n. 15
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        public void Update(WSceneView view)
        {
            m_View = view;
            UpdateSelectionGizmo(view);

            // Add our gizmo to the renderer this frame.
            if (TransformGizmo != null)
            {
                ((IRenderable)TransformGizmo).AddToRenderer(view);
            }

            // If we have a gizmo and we're transforming it, don't check for selection change.
            if (TransformGizmo != null && TransformGizmo.IsTransforming)
            {
                return;
            }
            if (WInput.GetMouseButtonDown(0) && !WInput.GetMouseButton(1) && !m_bOverrideSceneCamera)
            {
                FRay           mouseRay = view.ProjectScreenToWorld(WInput.MousePosition);
                BindingVector3 addedVec = Raycast(mouseRay, view.ViewCamera);

                // Check the behaviour of this click to determine appropriate selection modification behaviour.
                // Click w/o Modifiers = Clear Selection, add result to selection
                // Click /w Ctrl = Toggle Selection State
                // Click /w Shift = Add to Selection
                bool ctrlPressed  = WInput.GetKey(Key.LeftCtrl) || WInput.GetKey(Key.RightCtrl);
                bool shiftPressed = WInput.GetKey(Key.LeftShift) || WInput.GetKey(Key.RightShift);

                // Replace the previous selection with the current selection, if it's valid.
                if (!ctrlPressed & !shiftPressed)
                {
                    EditorSelection.ClearSelection();

                    if (addedVec != null)
                    {
                        EditorSelection.AddToSelection(addedVec);
                    }
                }
                else if (addedVec != null && (ctrlPressed && !shiftPressed))
                {
                    if (EditorSelection.SelectedObjects.Contains(addedVec))
                    {
                        EditorSelection.RemoveFromSelection(addedVec);
                    }
                    else
                    {
                        EditorSelection.AddToSelection(addedVec);
                    }
                }
                else if (addedVec != null && shiftPressed)
                {
                    if (!EditorSelection.SelectedObjects.Contains(addedVec))
                    {
                        EditorSelection.AddToSelection(addedVec);
                    }
                }
            }
            if (m_CopyCameraRequest != null)
            {
                m_CopyCameraRequest.RequestingCut.CopySettingsFromCamera(view.ViewCamera, m_CopyCameraRequest.IsStart);
                m_CopyCameraRequest = null;
            }
            if (WInput.GetMouseButton(1) && m_bOverrideSceneCamera)
            {
                RestoreSceneCamera(view);
            }

            UpdateGizmoTransform();
        }
Esempio n. 16
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        public void FilterSceneForRenderer(WSceneView view, WWorld world)
        {
            if (m_bOverrideSceneCamera)
            {
                view.OverrideSceneCamera(m_SceneCameraOverride);
            }

            foreach (WScene scene in world.Map.SceneList)
            {
                foreach (var renderable in scene.GetChildrenOfType <IRenderable>())
                {
                    renderable.AddToRenderer(view);
                }
            }

            Staff camera = (Staff)SelectedEvent.Actors.ToList().Find(x => x.StaffType == StaffType.Camera);

            if (camera != null)
            {
                Cut c = camera.FirstCut;

                while (c != null)
                {
                    OpenTK.Vector3 eye_pos    = new OpenTK.Vector3();
                    OpenTK.Vector3 target_pos = new OpenTK.Vector3();

                    Substance eye = c.Properties.Find(x => x.Name.ToLower() == "eye");
                    if (eye != null)
                    {
                        Substance <ObservableCollection <BindingVector3> > eye_vec = eye as Substance <ObservableCollection <BindingVector3> >;
                        eye_pos = eye_vec.Data[0].BackingVector;

                        WLinearColor draw_color = WLinearColor.White;
                        if (EditorSelection.SelectedObjects.Contains(eye_vec.Data[0]))
                        {
                            draw_color = WLinearColor.FromHexString("0xFF4F00FF");
                        }

                        world.DebugDrawBillboard("eye.png", eye_pos, new OpenTK.Vector3(100, 100, 100), draw_color, 0.025f);
                    }

                    Substance target = c.Properties.Find(x => x.Name.ToLower() == "center");
                    if (target != null)
                    {
                        Substance <ObservableCollection <BindingVector3> > target_vec = target as Substance <ObservableCollection <BindingVector3> >;
                        target_pos = target_vec.Data[0].BackingVector;

                        WLinearColor draw_color = WLinearColor.White;
                        if (EditorSelection.SelectedObjects.Contains(target_vec.Data[0]))
                        {
                            draw_color = WLinearColor.FromHexString("0xFF4F00FF");
                        }

                        world.DebugDrawBillboard("target.png", target_pos, new OpenTK.Vector3(100, 100, 100), draw_color, 0.025f);
                    }

                    if (eye != null && target != null)
                    {
                        world.DebugDrawLine(eye_pos, target_pos, WLinearColor.Black, 100000.0f, 0.025f);
                    }

                    c = c.NextCut;
                }
            }
        }