コード例 #1
0
ファイル: RotationWidget.cs プロジェクト: valera6285/sledge
        private void Render2D(Viewport2D viewport)
        {
            var pp = viewport.Flatten(_pivotPoint);

            GL.Begin(PrimitiveType.Lines);
            GL.Color3(Color.Cyan);
            GLX.Circle(new Vector2d(pp.DX, pp.DY), 4, (double)viewport.Zoom);
            GL.Color3(Color.White);
            GLX.Circle(new Vector2d(pp.DX, pp.DY), 8, (double)viewport.Zoom);
            GL.End();
        }
コード例 #2
0
ファイル: ScaleTool.cs プロジェクト: juanjp600/cbre
        public override void Render2D(Viewport2D viewport)
        {
            var pos = viewport.Flatten(_origin.Coordinate);

            GL.Color3(Color.Cyan);
            GL.Begin(PrimitiveType.Lines);
            GLX.Circle(new Vector2d(pos.DX, pos.DY), 8, (double)viewport.Zoom);
            GL.End();
            GL.Begin(PrimitiveType.Points);
            GL.Vertex2(pos.DX, pos.DY);
            GL.End();
        }
コード例 #3
0
        /// <summary>
        /// Render all the handles as squares or circles depending on class implementation
        /// </summary>
        /// <param name="viewport">The viewport to draw in</param>
        /// <param name="start">The start of the box</param>
        /// <param name="end">The end of the box</param>
        private void RenderHandles(Viewport2D viewport, Coordinate start, Coordinate end)
        {
            if (_currentTool == null)
            {
                return;
            }
            var circles = _currentTool.RenderCircleHandles;

            // Get the filtered list of handles, and convert them to vector locations
            var z       = (double)viewport.Zoom;
            var handles = _currentTool.GetHandles(start, end, viewport.Zoom)
                          .Where(x => _currentTool.FilterHandle(x.Item1))
                          .Select(x => new Vector2d((double)x.Item2, (double)x.Item3))
                          .ToList();

            // Draw the insides of the handles in white
            GL.Color3(Color.White);
            foreach (var handle in handles)
            {
                GL.Begin(BeginMode.Polygon);
                if (circles)
                {
                    GLX.Circle(handle, 4, z, loop: true);
                }
                else
                {
                    GLX.Square(handle, 4, z, true);
                }
                GL.End();
            }

            // Draw the borders of the handles in black
            GL.Color3(Color.Black);
            GL.Begin(BeginMode.Lines);
            foreach (var handle in handles)
            {
                if (circles)
                {
                    GLX.Circle(handle, 4, z);
                }
                else
                {
                    GLX.Square(handle, 4, z);
                }
            }
            GL.End();
        }
コード例 #4
0
ファイル: CameraTool.cs プロジェクト: xbloke/sledge
        public override void Render(ViewportBase viewport)
        {
            var vp = viewport as Viewport2D;

            if (vp == null)
            {
                return;
            }

            var cams = GetCameras().ToList();

            if (!cams.Any())
            {
                return;
            }

            var z = (double)vp.Zoom;

            GL.Enable(EnableCap.LineSmooth);
            GL.Hint(HintTarget.LineSmoothHint, HintMode.Nicest);

            // Draw lines between points and point outlines
            GL.Begin(BeginMode.Lines);

            foreach (var camera in cams)
            {
                var p1 = vp.Flatten(camera.EyePosition);
                var p2 = vp.Flatten(camera.LookPosition);

                GL.Color3(camera == Document.Map.ActiveCamera ? Color.Red : Color.Cyan);
                GL.Vertex2(p1.DX, p1.DY);
                GL.Vertex2(p2.DX, p2.DY);
                GL.Vertex2(p2.DX, p2.DY);
                GL.Vertex2(p1.DX, p1.DY);
            }

            GL.End();

            GL.Enable(EnableCap.PolygonSmooth);
            GL.Hint(HintTarget.PolygonSmoothHint, HintMode.Nicest);

            foreach (var camera in cams)
            {
                var p1 = vp.Flatten(camera.EyePosition);

                // Position circle
                GL.Begin(BeginMode.Polygon);
                GL.Color3(camera == Document.Map.ActiveCamera ? Color.DarkOrange : Color.LawnGreen);
                GLX.Circle(new Vector2d(p1.DX, p1.DY), 4, z, loop: true);
                GL.End();
            }
            foreach (var camera in cams)
            {
                var p1 = vp.Flatten(camera.EyePosition);
                var p2 = vp.Flatten(camera.LookPosition);

                var multiplier = 4 / vp.Zoom;
                var dir        = (p2 - p1).Normalise();
                var cp         = new Coordinate(-dir.Y, dir.X, 0).Normalise();

                // Direction Triangle
                GL.Begin(BeginMode.Triangles);
                GL.Color3(camera == Document.Map.ActiveCamera ? Color.Red : Color.Cyan);
                Coord(p2 - (dir - cp) * multiplier);
                Coord(p2 - (dir + cp) * multiplier);
                Coord(p2 + dir * 1.5m * multiplier);
                GL.End();
            }

            GL.Disable(EnableCap.PolygonSmooth);

            GL.Begin(BeginMode.Lines);

            foreach (var camera in cams)
            {
                var p1 = vp.Flatten(camera.EyePosition);
                var p2 = vp.Flatten(camera.LookPosition);

                var multiplier = 4 / vp.Zoom;
                var dir        = (p2 - p1).Normalise();
                var cp         = new Coordinate(-dir.Y, dir.X, 0).Normalise();

                GL.Color3(Color.Black);
                GLX.Circle(new Vector2d(p1.DX, p1.DY), 4, z);
                Coord(p2 + dir * 1.5m * multiplier);
                Coord(p2 - (dir + cp) * multiplier);
                Coord(p2 - (dir + cp) * multiplier);
                Coord(p2 - (dir - cp) * multiplier);
                Coord(p2 - (dir - cp) * multiplier);
                Coord(p2 + dir * 1.5m * multiplier);
            }

            GL.End();

            GL.Disable(EnableCap.LineSmooth);
        }