Esempio n. 1
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 /// <summary>
 /// Sets this frustum to the given frustum</summary>
 /// <param name="other">Frustum</param>
 public void Set(Frustum other)
 {
     for (int i = 0; i < 6; i++)
     {
         m_planes[i] = other.m_planes[i];
     }
 }
Esempio n. 2
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 /// <summary>
 /// Constructor</summary>
 /// <param name="renderStateGuardian">Render state guardian</param>
 public PickAction(RenderStateGuardian renderStateGuardian)
     : base(renderStateGuardian)
 {
     m_selectionBuffer = new int[65536];
     m_openGlHits = 0;
     m_pickTolerance = 3.0f;
     m_viewFrust0 = new Frustum();
 }
Esempio n. 3
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 private void TestToStringResults(Frustum o, string s, string listSeparator, string decimalSeparator)
 {
     string[] results = s.Split(new[] { listSeparator }, StringSplitOptions.RemoveEmptyEntries);
     Assert.AreEqual(results.Length, 6);
     foreach (string oneFloatString in results)
         Assert.True(oneFloatString.Contains(decimalSeparator));
     Assert.AreEqual(float.Parse(results[0]), o.Right);
     Assert.AreEqual(float.Parse(results[1]), o.Left);
     Assert.AreEqual(float.Parse(results[2]), o.Top);
     Assert.AreEqual(float.Parse(results[3]), o.Bottom);
     Assert.AreEqual(float.Parse(results[4]), o.Near);
     Assert.AreEqual(float.Parse(results[5]), o.Far);
 }
Esempio n. 4
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        private void TestToStringWithCulture(CultureInfo culture)
        {
            CultureInfo originalCulture = Thread.CurrentThread.CurrentCulture;
            Thread.CurrentThread.CurrentCulture = culture;
            try
            {
                string listSeparator = culture.TextInfo.ListSeparator;
                string decimalSeparator = culture.NumberFormat.NumberDecimalSeparator;
                var o = new Frustum(1.1f, 2.2f, 3.3f, 4.4f, 5.5f, 6.6f);

                string s = o.ToString(null, null);
                TestToStringResults(o, s, listSeparator, decimalSeparator);

                s = o.ToString("G", culture);
                TestToStringResults(o, s, listSeparator, decimalSeparator);

                s = o.ToString("R", culture);
                TestToStringResults(o, s, listSeparator, decimalSeparator);
            }
            finally
            {
                Thread.CurrentThread.CurrentCulture = originalCulture;
            }
        }
Esempio n. 5
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        /// <summary>
        /// Dispatches untyped items. Replaces DispatchNotTyped(). To get the same behavior as
        /// the old DispatchNotTyped(), set the TypeFilter property to null prior to calling.</summary>
        /// <param name="traverseList">The traverse list</param>
        /// <param name="camera">The camera</param>
        protected void DispatchTraverseList(ICollection<TraverseNode> traverseList, Camera camera)
        {
            // Prepare for geometric picking -- create the ray in world space and reset geometric hit-list.
            // First create the ray in viewing coordinates and transform to world coordinates.
            float nx = (m_x / (float)m_width) - 0.5f;//normalized x
            float ny = 0.5f - (m_y / (float)m_height);//normalized y
            Ray3F rayWorld = camera.CreateRay(nx, ny);
            Matrix4F worldToView = camera.ViewMatrix;
            Matrix4F viewToWorld = new Matrix4F();
            viewToWorld.Invert(worldToView);
            rayWorld.Transform(viewToWorld);
            ClearHitList();

            // for geometric picking. will be cleared for each HitRecord.
            List<uint> userData = new List<uint>(1);

            // Dispatch traverse list
            int index = 0;
            foreach (TraverseNode node in traverseList)
            {
                // First test for filtering. 
                IRenderObject renderObject = node.RenderObject;
                if (FilterByType(renderObject))
                {
                    IIntersectable intersectable = renderObject.GetIntersectable();
                    IGeometricPick geometricPick = intersectable as IGeometricPick;
                    if (geometricPick != null)
                    {
                        // Picking by geometry.
                        Matrix4F objToWorld = new Matrix4F(node.Transform);
                        Matrix4F worldToObj = new Matrix4F();
                        worldToObj.Invert(objToWorld);
                        Matrix4F viewToObj = Matrix4F.Multiply(viewToWorld, worldToObj);

                        if (m_frustumPick)
                        {
                            //The pick frustum is in view space. Transform to world space then object space.
                            Frustum frustumObj = new Frustum(m_viewFrust0);
                            frustumObj.Transform(viewToObj);

                            //Multi-pick. Get everything in the pick frustum (m_viewFrust0).
                            Vec3F eyeObj;
                            worldToObj.Transform(camera.Eye, out eyeObj);
                            userData.Clear();

                            if (geometricPick.IntersectFrustum(frustumObj, eyeObj, node.RenderState, userData))
                            {
                                // Prepare a multi-pick HitRecord, as if OpenGL had calculated this.
                                HitRecord hit = new HitRecord(
                                    node.GraphPath,
                                    renderObject,
                                    objToWorld,
                                    userData.ToArray());

                                m_geoHitList.Add(hit);
                            }
                        }
                        else
                        {   //Single pick. We care about distance from camera eye.
                            //Make a copy of the ray in world-space and tranform it to object space.
                            Ray3F rayObj = rayWorld; //remember, Ray3F is a value type, not a reference type.
                            rayObj.Transform(worldToObj);

                            // Do the intersection test in object space.
                            userData.Clear();
                            Vec3F intersectionPt, surfaceNormal;
                            Vec3F nearestVert;
                            bool intersected;
                            intersected = geometricPick.IntersectRay(
                                rayObj, camera, node.RenderState, objToWorld, this,
                                out intersectionPt, out nearestVert, out surfaceNormal, userData);

                            if (intersected)
                            {
                                // Transform to world space and then to screen space.
                                objToWorld.Transform(intersectionPt, out intersectionPt);
                                objToWorld.Transform(nearestVert, out nearestVert);
                                // Prepare a single-pick HitRecord, as if OpenGL had calculated this.
                                HitRecord hit = new HitRecord(
                                    node.GraphPath,
                                    renderObject,
                                    objToWorld,
                                    userData.ToArray());

                                // This is the one difference from OpenGL pick. We have the world pt already.
                                hit.WorldIntersection = intersectionPt;
                                hit.NearestVert = nearestVert;

                                // Another difference is that it's possible to get the surface normal.
                                if (surfaceNormal != Vec3F.ZeroVector)
                                {
                                    objToWorld.TransformNormal(surfaceNormal, out surfaceNormal);
                                    surfaceNormal.Normalize();
                                    hit.Normal = surfaceNormal;
                                }

                                m_geoHitList.Add(hit);
                            }
                        }
                    }
                    else
                    {
                        // Picking by "rendering", using OpenGL pick.
                        PushMatrix(node.Transform, false);
                        Gl.glPushName(index);
                        IRenderPick pickInterface = renderObject as IRenderPick;
                        if (pickInterface != null)
                        {
                            pickInterface.PickDispatch(node.GraphPath, node.RenderState, this, camera);
                        }
                        else
                        {
                            renderObject.Dispatch(node.GraphPath, node.RenderState, this, camera);
                        }
                        Gl.glPopName();
                        PopMatrix();
                    }
                }

                index++;
            }
        }
Esempio n. 6
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        /// <summary>
        /// Builds a traverse list from the Scene and dispatches it for rendering</summary>
        /// <param name="scene">The scene to dispatch</param>
        /// <param name="camera">The camera</param>
        public override void Dispatch(Scene scene, Camera camera)
        {
            //We no longer want render stats for picking because when testing for the manipulator,
            //  this is very fast and leads to an artificially high frame rate. Better to let the
            //  displayed frame rate mean what people expect -- the number of times the visible
            //  frame buffer is rendered each second.
            //Util3D.RenderStats.ResetFrame();
            PreDispatch(scene, camera);

            // Cache current view frustum
            Frustum frust = new Frustum();
            frust.Set(camera.Frustum);

            // Set pick frustum
            camera.Frustum.Set(m_viewFrust0);

            // Clear traverse list
            m_traverseList.Clear();
            m_traverseList.SetViewMatrix(camera.ViewMatrix);

            // Make sure that solid-coloring is default, so that objects that don't implement
            // IRenderPick can still be picked when wireframe mode is on.
            RenderState origState = scene.StateStack.Peek();
            RenderState pickState;
            if (origState != null)
            {
                scene.StateStack.Pop();
                pickState = new RenderState(origState);
            }
            else
            {
                pickState = new RenderState();
            }
            pickState.RenderMode |= RenderMode.Smooth | RenderMode.SolidColor;
            pickState.RenderMode &= ~RenderMode.Wireframe;
            pickState.OverrideChildState |= RenderMode.Wireframe;
            scene.StateStack.Push(pickState);

            //s_stopWatch.Reset();
            //s_stopWatch.Start();
            BuildTraverseList(camera, m_traverseList, scene);
            //Util3D.RenderStats.TraverseNodeCount = m_traverseList.Count;
            //Util3D.RenderStats.TimeForTraverse = s_stopWatch.ElapsedMilliseconds;

            // Restore original render state.
            scene.StateStack.Pop();
            if (origState != null)
            {
                scene.StateStack.Push(origState);
            }

            //Restore view frustum for pick rendering
            camera.Frustum.Set(frust);

            //s_stopWatch.Reset();
            //s_stopWatch.Start();
            DispatchTraverseList(m_traverseList, camera);
            //Util3D.RenderStats.TimeForDispatchTraverseList = s_stopWatch.ElapsedMilliseconds;

            PostDispatch(scene, camera);            
        }
Esempio n. 7
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 /// <summary>
 /// Constructor</summary>
 /// <param name="other">Other frustum</param>
 public Frustum(Frustum other)
     : this()
 {
     Set(other);
 }
Esempio n. 8
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File: Frustum.cs Progetto: zparr/ATF
 /// <summary>
 /// Constructor</summary>
 /// <param name="other">Other frustum</param>
 public Frustum(Frustum other)
     : this()
 {
     Set(other);
 }