public override IGripManipulationHandle[] GetGrips(int gripLevel) { if (gripLevel <= 1) { var ls = (LineShape)_hitobject; var pts = new PointD3D[] { PointD3D.Empty, (PointD3D)ls.Size }; for (int i = 0; i < pts.Length; i++) { var pt = ls._transformation.Transform(pts[i]); pt = Transformation.Transform(pt); pts[i] = pt; } var grips = new IGripManipulationHandle[gripLevel == 0 ? 1 : 3]; // Translation grips var bounds = ls.Bounds; var wn = PolylineMath3D.GetWestNorthVectors(bounds.Size); var transformation = Matrix4x3.NewFromBasisVectorsAndLocation(wn.Item1, wn.Item2, bounds.Size.Normalized, PointD3D.Empty); transformation.AppendTransform(ls._transformation); transformation.AppendTransform(Transformation); double t1 = 0.55 * ls._linePen.Thickness1; double t2 = 0.55 * ls._linePen.Thickness2; var rect = new RectangleD3D(-t1, -t2, 0, 2 * t1, 2 * t2, bounds.Size.Length); var objectOutline = new RectangularObjectOutline(rect, transformation); grips[0] = new MovementGripHandle(this, objectOutline, null); // PathNode grips if (gripLevel == 1) { grips[2] = grips[0]; // put the movement grip to the background, the two NodeGrips need more priority var gripRadius = Math.Max(t1, t2); grips[0] = new PathNodeGripHandle(this, new VectorD3D(0, 0, 0), pts[0], gripRadius); grips[1] = new PathNodeGripHandle(this, new VectorD3D(1, 1, 1), pts[1], gripRadius); } return(grips); } else { return(base.GetGrips(gripLevel)); } }
/// <summary> /// Adds the triangle geometry for this cap. /// </summary> /// <param name="AddPositionAndNormal">The procedure to add a vertex position and normal.</param> /// <param name="AddIndices">The procedure to add vertex indices for one triangle.</param> /// <param name="vertexIndexOffset">The vertex index offset. Must be actualized during this call.</param> /// <param name="isStartCap">If set to <c>true</c>, a start cap is drawn; otherwise, an end cap is drawn.</param> /// <param name="basePoint">The location of the middle point of the line at the cap's location.</param> /// <param name="westVector">The west vector for orientation of the cross section.</param> /// <param name="northVector">The north vector for orientation of the cross section.</param> /// <param name="forwardVector">The forward vector for orientation of the cross section.</param> /// <param name="crossSection">The cross section of the line.</param> public static void AddGeometry( Action <PointD3D, VectorD3D> AddPositionAndNormal, Action <int, int, int, bool> AddIndices, ref int vertexIndexOffset, bool isStartCap, PointD3D basePoint, VectorD3D westVector, VectorD3D northVector, VectorD3D forwardVector, ICrossSectionOfLine crossSection ) { if (isStartCap) { forwardVector = -forwardVector; } var matrix = Matrix4x3.NewFromBasisVectorsAndLocation(westVector, northVector, forwardVector, basePoint); int currIndex = vertexIndexOffset; int crossSectionPositionCount = crossSection.NumberOfVertices; // Add the midpoint // add the middle point of the end cap and the normal of the end cap AddPositionAndNormal(basePoint, forwardVector); ++currIndex; for (int i = 0; i < crossSectionPositionCount; ++i) { var sp = matrix.Transform(crossSection.Vertices(i)); AddPositionAndNormal(sp, forwardVector); AddIndices( currIndex - 1, // mid point of the end cap currIndex + i, currIndex + (1 + i) % crossSectionPositionCount, isStartCap); } currIndex += crossSectionPositionCount; vertexIndexOffset = currIndex; }
public static void Add( Action <PointD3D, VectorD3D> AddPositionAndNormal, Action <int, int, int, bool> AddIndices, ref int vertexIndexOffset, bool isStartCap, PointD3D basePoint, VectorD3D westVector, VectorD3D northVector, VectorD3D forwardVectorNormalized, ICrossSectionOfLine lineCrossSection, PointD3D[] crossSectionPositions, VectorD3D[] crossSectionNormals, ref object temporaryStorageSpace, ILineCapContour capContour ) { var crossSectionVertexCount = lineCrossSection.NumberOfVertices; var crossSectionNormalCount = lineCrossSection.NumberOfNormals; var contourZScale = 0.5 * Math.Max(lineCrossSection.Size1, lineCrossSection.Size2); // do we need a flat end at the beginning of the cap? if (null == crossSectionPositions && // if lineCrossSectionPositions are null, it means that our cap is not connected to the line and needs a flat end capContour.Vertices(0) == _pointD2D_0_1) // furthermore the cap assumes to be started at the cross section { // the parameter isStartCap must be negated, because this flat cap is the "counterpart" of our cap to draw Flat.AddGeometry( AddPositionAndNormal, AddIndices, ref vertexIndexOffset, !isStartCap, basePoint, westVector, northVector, forwardVectorNormalized, lineCrossSection); } if (isStartCap) { forwardVectorNormalized = -forwardVectorNormalized; } var contourVertexCount = capContour.NumberOfVertices; var contourNormalCount = capContour.NumberOfNormals; // now the calculation can start CrossSectionCases previousCrossSectionType = CrossSectionCases.MiddlePointSmooth; int previousGeneratedPoints = 0; int previousContourVertexIndex = 0; bool isOnSecondSideOfContourVertexSharp = true; for (int contourVertexIndex = 0, contourNormalIndex = 0; contourVertexIndex < contourVertexCount; ++contourVertexIndex, ++contourNormalIndex) { // we have 4 different situations here: // 1st) the crossSection.Y is zero, thus this is the middle point (the normal should then go in z-direction) -> we need only one single vertex and normal for that // 2nd) the countour normal is in x-direction -> we need only a point for each crossSection vertex, but not for each crossSectionNormal // 3rd) the regular case -> we need a point for each crossSection normal var capContourVertex = capContour.Vertices(contourVertexIndex); var capContourNormal = capContour.Normals(contourNormalIndex); CrossSectionCases currentCrossSectionType; if (capContourVertex.Y == 0 && capContourNormal.Y == 0) { currentCrossSectionType = CrossSectionCases.MiddlePointSmooth; } else if (capContourVertex.Y == 0) { currentCrossSectionType = CrossSectionCases.MiddlePointSharp; } else if (0 == capContourNormal.Y) { currentCrossSectionType = CrossSectionCases.VerticesOnly; } else { currentCrossSectionType = CrossSectionCases.Regular; } var currentLocation = basePoint + forwardVectorNormalized * capContourVertex.X * contourZScale; var matrix = Matrix4x3.NewFromBasisVectorsAndLocation(westVector, northVector, forwardVectorNormalized, currentLocation); int currentGeneratedPoints = 0; switch (currentCrossSectionType) { case CrossSectionCases.MiddlePointSmooth: { var position = matrix.Transform(PointD2D.Empty); var normal = matrix.Transform(new VectorD3D(0, 0, capContourNormal.X)); AddPositionAndNormal(position, normal); currentGeneratedPoints = 1; } break; case CrossSectionCases.MiddlePointSharp: { for (int i = 0, j = 0; i < crossSectionVertexCount; ++i, ++j) { var normal1 = (i == 0) ? lineCrossSection.Normals(crossSectionNormalCount - 1) : lineCrossSection.Normals(j - 1); var normal2 = lineCrossSection.Normals(j); var sn = (normal1 + normal2).Normalized; var utNormal = GetNormalVector(lineCrossSection.Vertices(i), sn, capContourNormal, contourZScale); AddPositionAndNormal(currentLocation, matrix.Transform(utNormal)); // store the tip point with the averaged normal if (lineCrossSection.IsVertexSharp(i)) { ++j; } } currentGeneratedPoints = crossSectionVertexCount; } break; case CrossSectionCases.VerticesOnly: { var commonNormal = matrix.Transform(new VectorD3D(0, 0, capContourNormal.X)); for (int i = 0; i < crossSectionVertexCount; ++i) { var position = matrix.Transform(lineCrossSection.Vertices(i) * capContourVertex.Y); AddPositionAndNormal(position, commonNormal); } currentGeneratedPoints = crossSectionVertexCount; } break; case CrossSectionCases.Regular: { for (int i = 0, j = 0; i < crossSectionVertexCount; ++i, ++j) { var sp = lineCrossSection.Vertices(i); var sn = lineCrossSection.Normals(j); var utNormal = GetNormalVector(sp, sn, capContourNormal, contourZScale); var position = matrix.Transform(sp * capContourVertex.Y); var normal = matrix.Transform(utNormal); AddPositionAndNormal(position, normal); if (lineCrossSection.IsVertexSharp(i)) { ++j; sn = lineCrossSection.Normals(j); utNormal = GetNormalVector(sp, sn, capContourNormal, contourZScale); normal = matrix.Transform(utNormal); AddPositionAndNormal(position, normal); } } currentGeneratedPoints = crossSectionNormalCount; } break; default: throw new NotImplementedException(); } vertexIndexOffset += currentGeneratedPoints; // now we start generating triangles if (contourVertexIndex > previousContourVertexIndex) { int voffset1 = vertexIndexOffset - currentGeneratedPoints; int voffset0 = voffset1 - previousGeneratedPoints; switch (previousCrossSectionType) { case CrossSectionCases.MiddlePointSmooth: { switch (currentCrossSectionType) { case CrossSectionCases.MiddlePointSmooth: // Middle point to middle point { // no triangles, since from middle point to middle point we have an infinity thin line } break; case CrossSectionCases.MiddlePointSharp: // Middle point to middle point { // no triangles, since from middle point to middle point we have an infinity thin line } break; case CrossSectionCases.VerticesOnly: // Middle point to vertices only { for (int i = 0; i < crossSectionVertexCount; ++i) { AddIndices(voffset0, voffset1 + i, voffset1 + (i + 1) % crossSectionVertexCount, isStartCap); } } break; case CrossSectionCases.Regular: // Middle point to regular { for (int i = 0; i < crossSectionNormalCount; ++i) { AddIndices(voffset0, voffset1 + i, voffset1 + (i + 1) % crossSectionNormalCount, isStartCap); } } break; default: throw new NotImplementedException(); } } break; case CrossSectionCases.MiddlePointSharp: { switch (currentCrossSectionType) { case CrossSectionCases.MiddlePointSmooth: // Middle point to middle point { // no triangles, since from middle point to middle point we have an infinity thin line } break; case CrossSectionCases.MiddlePointSharp: // Middle point to middle point { // no triangles, since from middle point to middle point we have an infinity thin line } break; case CrossSectionCases.VerticesOnly: // MiddlePointSharp to VerticesOnly { for (int i = 0; i < crossSectionVertexCount; ++i) { AddIndices(voffset0, voffset1 + i, voffset1 + (i + 1) % crossSectionVertexCount, isStartCap); } } break; case CrossSectionCases.Regular: // MiddlePointSharp to Regular { for (int i = 0, j = 0; i < crossSectionNormalCount; ++i, ++j) { AddIndices(voffset0 + i, voffset1 + i, voffset1 + (i + 1) % crossSectionNormalCount, isStartCap); } } break; default: throw new NotImplementedException(); } } break; case CrossSectionCases.VerticesOnly: { switch (currentCrossSectionType) { case CrossSectionCases.MiddlePointSmooth: // VerticesOnly to MiddlePoint { for (int i = 0; i < crossSectionVertexCount; ++i) { AddIndices(voffset1, voffset0 + i, voffset0 + (i + 1) % crossSectionVertexCount, isStartCap); } } break; case CrossSectionCases.VerticesOnly: // VerticesOnly to VerticesOnly { for (int i = 0; i < crossSectionVertexCount; ++i) { AddIndices(voffset0 + ((i == 0) ? crossSectionVertexCount - 1 : i - 1), voffset0 + i, voffset1 + i, isStartCap); AddIndices(voffset0 + ((i == 0) ? crossSectionVertexCount - 1 : i - 1), voffset1 + i, voffset1 + ((i == 0) ? crossSectionVertexCount - 1 : i - 1), isStartCap); } } break; case CrossSectionCases.Regular: // VerticesOnly to regular { throw new NotImplementedException(); } //break; default: throw new NotImplementedException(); } } break; case CrossSectionCases.Regular: { switch (currentCrossSectionType) { case CrossSectionCases.MiddlePointSmooth: // Regular to MiddlePointOnly { for (int i = 0, j = 0; i < crossSectionVertexCount; ++i, ++j) { AddIndices(voffset0 + ((j == 0) ? crossSectionNormalCount - 1 : j - 1), voffset0 + j, voffset1, isStartCap); if (lineCrossSection.IsVertexSharp(i)) { ++j; } } } break; case CrossSectionCases.MiddlePointSharp: // Regular to MiddlePointSharp { for (int i = 0, j = 0; i < crossSectionVertexCount; ++i, ++j) { AddIndices(voffset0 + ((j == 0) ? crossSectionNormalCount - 1 : j - 1), voffset0 + j, voffset1 + i, isStartCap); if (lineCrossSection.IsVertexSharp(i)) { ++j; } } } break; case CrossSectionCases.VerticesOnly: // Regular to VerticesOnly { for (int i = 0, j = 0; i < crossSectionVertexCount; ++i, ++j) { AddIndices(voffset0 + ((j == 0) ? crossSectionNormalCount - 1 : j - 1), voffset0 + j, voffset1 + i, isStartCap); AddIndices(voffset0 + ((j == 0) ? crossSectionNormalCount - 1 : j - 1), voffset1 + i, voffset1 + ((i == 0) ? crossSectionVertexCount - 1 : i - 1), isStartCap); if (lineCrossSection.IsVertexSharp(i)) { ++j; } } } break; case CrossSectionCases.Regular: // Regular to Regular { for (int i = 0, j = 0; i < crossSectionVertexCount; ++i, ++j) { AddIndices(voffset0 + ((j == 0) ? crossSectionNormalCount - 1 : j - 1), voffset0 + j, voffset1 + j, isStartCap); AddIndices(voffset0 + ((j == 0) ? crossSectionNormalCount - 1 : j - 1), voffset1 + j, voffset1 + ((j == 0) ? crossSectionNormalCount - 1 : j - 1), isStartCap); if (lineCrossSection.IsVertexSharp(i)) { ++j; } } } break; default: throw new NotImplementedException(); } } break; default: throw new NotImplementedException(); } } if (!isOnSecondSideOfContourVertexSharp && capContour.IsVertexSharp(contourVertexIndex) && contourVertexIndex < (contourVertexCount - 1)) { previousContourVertexIndex = contourVertexIndex; --contourVertexIndex; // trick: decrement the vertex index, it is incremented then again in the following for loop, so that contourVertexIndex stays constant isOnSecondSideOfContourVertexSharp = true; continue; } isOnSecondSideOfContourVertexSharp = false; // now we switch the current calculated positions and normals with the old ones previousCrossSectionType = currentCrossSectionType; previousGeneratedPoints = currentGeneratedPoints; previousContourVertexIndex = contourVertexIndex; } }
protected override IGripManipulationHandle[] GetGrips(IHitTestObject hitTest, GripKind gripKind) { var list = new List <IGripManipulationHandle>(); /* * * const double gripNominalSize = 10; // 10 Points nominal size on the screen * if ((GripKind.Resize & gripKind) != 0) * { * double gripSize = gripNominalSize / pageScale; // 10 Points, but we have to consider the current pageScale * for (int i = 1; i < _gripRelPositions.Length; i++) * { * PointD2D outVec, pos; * if (1 == i % 2) * GetCornerOutVector(_gripRelPositions[i], hitTest, out outVec, out pos); * else * GetMiddleRayOutVector(_gripRelPositions[i], hitTest, out outVec, out pos); * * outVec *= (gripSize / outVec.VectorLength); * PointD2D altVec = outVec.Get90DegreeRotated(); * PointD2D ptStart = pos; * list.Add(new ResizeGripHandle(hitTest, _gripRelPositions[i], new MatrixD2D(outVec.X, outVec.Y, altVec.X, altVec.Y, ptStart.X, ptStart.Y))); * } * } */ /* * if ((GripKind.Rotate & gripKind) != 0) * { * double gripSize = 10 / pageScale; * // Rotation grips * for (int i = 1; i < _gripRelPositions.Length; i += 2) * { * PointD2D outVec, pos; * GetCornerOutVector(_gripRelPositions[i], hitTest, out outVec, out pos); * * outVec *= (gripSize / outVec.VectorLength); * PointD2D altVec = outVec.Get90DegreeRotated(); * PointD2D ptStart = pos; * list.Add(new RotationGripHandle(hitTest, _gripRelPositions[i], new MatrixD2D(outVec.X, outVec.Y, altVec.X, altVec.Y, ptStart.X, ptStart.Y))); * } * } */ /* * if ((GripKind.Rescale & gripKind) != 0) * { * double gripSize = 10 / pageScale; // 10 Points, but we have to consider the current pageScale * for (int i = 1; i < _gripRelPositions.Length; i++) * { * PointD2D outVec, pos; * if (1 == i % 2) * GetCornerOutVector(_gripRelPositions[i], hitTest, out outVec, out pos); * else * GetMiddleRayOutVector(_gripRelPositions[i], hitTest, out outVec, out pos); * * outVec *= (gripSize / outVec.VectorLength); * PointD2D altVec = outVec.Get90DegreeRotated(); * PointD2D ptStart = pos; * list.Add(new RescaleGripHandle(hitTest, _gripRelPositions[i], new MatrixD2D(outVec.X, outVec.Y, altVec.X, altVec.Y, ptStart.X, ptStart.Y))); * } * } */ /* * if ((GripKind.Shear & gripKind) != 0) * { * double gripSize = 10 / pageScale; // 10 Points, but we have to consider the current pageScale * for (int i = 2; i < _gripRelPositions.Length; i += 2) * { * PointD2D outVec, pos; * GetEdgeOutVector(_gripRelPositions[i], hitTest, out outVec, out pos); * * outVec *= (gripSize / outVec.VectorLength); * PointD2D altVec = outVec.Get90DegreeRotated(); * PointD2D ptStart = pos; * list.Add(new ShearGripHandle(hitTest, _gripRelPositions[i], new MatrixD2D(outVec.X, outVec.Y, altVec.X, altVec.Y, ptStart.X, ptStart.Y))); * } * } */ if ((GripKind.Move & gripKind) != 0) { var bounds = Bounds; var wn = PolylineMath3D.GetWestNorthVectors(bounds.Size); var transformation = Matrix4x3.NewFromBasisVectorsAndLocation(wn.Item1, wn.Item2, bounds.Size.Normalized, PointD3D.Empty); transformation.AppendTransform(_transformation); transformation.AppendTransform(hitTest.Transformation); double t1 = 0.55 * _linePen.Thickness1; double t2 = 0.55 * _linePen.Thickness2; var rect = new RectangleD3D(-t1, -t2, 0, 2 * t1, 2 * t2, bounds.Size.Length); var objectOutline = new RectangularObjectOutline(rect, transformation); list.Add(new MovementGripHandle(hitTest, objectOutline, null)); } return(list.ToArray()); }