public virtual bool UpdateDraw_Ray_MultiClick(Frame3f frameW)
        {
            bool     first = (preview.VertexCount == 0);
            Vector3f vPos  = Scene.ToSceneP(frameW.Origin);

            // the last vertex is the one we are repositioning in UpdateDrawPreview. So, on
            // click we actaully want to freeze that vertex to this position and then add a new
            // temporary one. Except for the first vertex.
            if (first)
            {
                preview.AppendVertex(vPos);
                preview.AppendVertex(vPos);
                OnAddedClickPoint(vPos, true);
            }
            else
            {
                // close curve if we are within close threshold
                //if ( preview.VertexCount > 2  &&  vPos.Distance((Vector3f)preview[0]) < CloseThresholdScene )
                //    return false;

                //preview[preview.VertexCount - 1] = vPos;
                preview.AppendVertex(vPos);
                OnAddedClickPoint(vPos, false);
            }

            return(true);
        }
Esempio n. 2
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        public virtual bool UpdateDraw_Ray_MultiClick(Ray3f ray)
        {
            bool     first = (preview.VertexCount == 0);
            SORayHit hit;
            bool     bHit = target.FindRayIntersection(ray, out hit);

            if (bHit)
            {
                float    offset = Scene.ToWorldDimension(SurfaceOffsetScene);
                Vector3f vHit   = hit.hitPos + offset * hit.hitNormal;
                Vector3f vPos   = Scene.ToSceneP(vHit);

                // the last vertex is the one we are repositioning in UpdateDrawPreview. So, on
                // click we actaully want to freeze that vertex to this position and then add a new
                // temporary one. Except for the first vertex.
                if (first)
                {
                    preview.AppendVertex(vPos);
                    preview.AppendVertex(vPos);
                    OnAddedClickPoint(vPos, true);
                }
                else
                {
                    // close curve if we are within close threshold
                    if (preview.VertexCount > 2 && vPos.Distance((Vector3f)preview[0]) < CloseThresholdScene)
                    {
                        return(false);
                    }

                    //preview[preview.VertexCount - 1] = vPos;
                    preview.AppendVertex(vPos);
                    OnAddedClickPoint(vPos, false);
                }
            }

            return(true);
        }
Esempio n. 3
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        public void smooth_append(CurvePreview preview, Vector3f newPos, float fDistThresh)
        {
            // empty curve, always append
            if (preview.VertexCount == 0)
            {
                preview.AppendVertex(newPos);
                last_append_idx      = preview.VertexCount - 1;
                appended_last_update = true;
                have_temp_append     = false;
                return;
            }

            double d = (newPos - preview[last_append_idx]).Length;

            if (d < fDistThresh)
            {
                // have not gone far enough for a real new vertex!

                Vector3f usePos = new Vector3f(newPos);
                bool     bValid = false;

                // do we have enough vertices to do a good job?
                if (preview.VertexCount > 3)
                {
                    int      nLast = (have_temp_append) ? preview.VertexCount - 2 : preview.VertexCount - 1;
                    Vector3d tan   = preview.Tangent(nLast);
                    double   fDot  = tan.Dot((usePos - preview[nLast]).Normalized);
                    if (fDot > 0.9f)        // cos(25) ~= 0.9f
                    // new vtx is aligned with tangent of last "real" vertex
                    {
                        bValid = true;
                    }
                    else
                    {
                        // not aligned, try projection onto tangent
                        Line3d l = new Line3d(preview[nLast], tan);
                        double t = l.Project(newPos);
                        if (t > 0)
                        {
                            // projection of new vtx is 'ahead' so we can use it
                            usePos = (Vector3f)l.PointAt(t);
                            bValid = true;
                        }
                    }
                }

                if (bValid)
                {
                    if (appended_last_update)
                    {
                        preview.AppendVertex(usePos);
                        have_temp_append = true;
                    }
                    else if (have_temp_append)
                    {
                        preview[preview.VertexCount - 1] = usePos;
                    }
                }

                appended_last_update = false;
            }
            else
            {
                // ok we drew far enough, add this position

                if (have_temp_append)
                {
                    // re-use temp vertex
                    preview[preview.VertexCount - 1] = newPos;
                    have_temp_append = false;
                }
                else
                {
                    preview.AppendVertex(newPos);
                }
                last_append_idx      = preview.VertexCount - 1;
                appended_last_update = true;

                // do smoothing pass
                // [TODO] cannot do this until we can reproject onto surface!!
                //smoother.End = curve.VertexCount - 1;
                //smoother.Start = MathUtil.Clamp(smoother.End - 5, 0, smoother.End);
                //smoother.UpdateDeformation(2);
            }
        }