コード例 #1
0
        /// <summary>
        /// Rotate camera
        /// </summary>
        /// <param name="mouseEvent">Mouse event</param>
        private void RotateCamera(MouseEventArgs mouseEvent)
        {
            if (this.IsMouseOver && mouseEvent.LeftButton == MouseButtonState.Pressed)
            {
                Point lastPosition    = this.glControl.PointFromScreen(this.lastMousePosition);
                Point currentPosition = mouseEvent.GetPosition(this.glControl);
                Point delta           = (Point)((lastPosition - currentPosition) * 0.5);

                Vector3D direction = this.camera.GetLookDirection();
                Vector3D up        = this.camera.Up;
                up.Normalize();
                Vector3D side = Vector3D.CrossProduct(direction, up);
                side.Normalize();
                up = Vector3D.CrossProduct(direction, side);
                up.Normalize();

                Point3D vectorBase    = this.camera.Position + (direction * 15.0);
                Point3D rotationPoint = this.camera.Position;

                RotateTransform3D transform3D = new RotateTransform3D(new QuaternionRotation3D(new Quaternion(side, delta.Y)), rotationPoint);
                this.camera.Position = transform3D.Transform(this.camera.Position);
                vectorBase           = transform3D.Transform(vectorBase);
                transform3D          = new RotateTransform3D(new AxisAngleRotation3D(up, -delta.X), rotationPoint);
                this.camera.Position = transform3D.Transform(this.camera.Position);
                vectorBase           = transform3D.Transform(vectorBase);
                Vector3D newLook = vectorBase - this.camera.Position;
                newLook.Normalize();

                this.camera.SetLookDirection(newLook);
            }
        }
コード例 #2
0
ファイル: Simulation3D.cs プロジェクト: zwmyint/6AxisRobot
        public void SliderOverChange(double slidervalue)
        {
            //Slider_Zoom
            CamPosition = new Point3D(SliderValue_Zoom, 0, 0);

            //Slider_Over
            SliderValue_Over            = slidervalue;
            SliderCamRotationAngle_Over = 9 * SliderValue_Over;
            Vector3D CamPositionVector         = new Vector3D(CamPosition.X, CamPosition.Y, CamPosition.Z);
            Vector3D RotationaxisofSlider_Over = MathForSimulation.CrossP(CamPositionVector, y_achse);

            SliderAxisRotation_Over       = new AxisAngleRotation3D(RotationaxisofSlider_Over, SliderCamRotationAngle_Over);
            SliderAxisTransform_Over      = new RotateTransform3D(SliderAxisRotation_Over);
            CamPosition_rotated_Over      = SliderAxisTransform_Over.Transform(CamPosition);
            CamLookDirection_rotated_Over = SliderAxisTransform_Over.Transform(CamLookDirection);
            LightDirection1_rotated_Over  = SliderAxisTransform_Over.Transform(LightDirection1);

            //Slider_XZ Anwendung
            SliderAxisRotation       = new AxisAngleRotation3D(y_achse, SliderCamRotationAngle);
            SliderAxisTransform      = new RotateTransform3D(SliderAxisRotation);
            CamPosition_rotated      = SliderAxisTransform.Transform(CamPosition_rotated_Over);
            Cam.Position             = CamPosition_rotated;
            CamLookDirection_rotated = SliderAxisTransform.Transform(CamLookDirection_rotated_Over);
            Cam.LookDirection        = CamLookDirection_rotated;
            LightDirection1_rotated  = SliderAxisTransform.Transform(LightDirection1_rotated_Over);
            LightSource1.Direction   = LightDirection1_rotated;
        }
コード例 #3
0
        /// <summary>
        /// The rotate trackball.
        /// </summary>
        /// <param name="p1">
        /// The previous mouse position.
        /// </param>
        /// <param name="p2">
        /// The current mouse position.
        /// </param>
        /// <param name="rotateAround">
        /// The point to rotate around.
        /// </param>
        private void RotateTrackball(Point p1, Point p2, Point3D rotateAround)
        {
            // http://viewport3d.com/trackball.htm
            // http://www.codeplex.com/3DTools/Thread/View.aspx?ThreadId=22310
            var v1 = ProjectToTrackball(p1, this.Viewport.ActualWidth, this.Viewport.ActualHeight);
            var v2 = ProjectToTrackball(p2, this.Viewport.ActualWidth, this.Viewport.ActualHeight);

            // transform the trackball coordinates to view space
            var viewZ = this.Camera.LookDirection;
            var viewX = Vector3D.CrossProduct(this.Camera.UpDirection, viewZ);
            var viewY = Vector3D.CrossProduct(viewX, viewZ);

            viewX.Normalize();
            viewY.Normalize();
            viewZ.Normalize();
            var u1 = (viewZ * v1.Z) + (viewX * v1.X) + (viewY * v1.Y);
            var u2 = (viewZ * v2.Z) + (viewX * v2.X) + (viewY * v2.Y);

            // Could also use the Camera ViewMatrix
            // var vm = Viewport3DHelper.GetViewMatrix(this.ActualCamera);
            // vm.Invert();
            // var ct = new MatrixTransform3D(vm);
            // var u1 = ct.Transform(v1);
            // var u2 = ct.Transform(v2);

            // Find the rotation axis and angle
            var axis = Vector3D.CrossProduct(u1, u2);

            if (axis.LengthSquared < 1e-8)
            {
                return;
            }

            double angle = Vector3D.AngleBetween(u1, u2);

            // Create the transform
            var delta  = new Quaternion(axis, -angle * this.RotationSensitivity * 5);
            var rotate = new RotateTransform3D(new QuaternionRotation3D(delta));

            // Find vectors relative to the rotate-around point
            var relativeTarget   = rotateAround - this.Camera.Target;
            var relativePosition = rotateAround - this.Camera.Position;

            // Rotate the relative vectors
            var newRelativeTarget   = rotate.Transform(relativeTarget);
            var newRelativePosition = rotate.Transform(relativePosition);
            var newUpDirection      = rotate.Transform(this.Camera.UpDirection);

            // Find new camera position
            var newTarget   = rotateAround - newRelativeTarget;
            var newPosition = rotateAround - newRelativePosition;

            this.Camera.LookDirection = newTarget - newPosition;
            if (this.CameraMode == CameraMode.Inspect)
            {
                this.Camera.Position = newPosition;
            }

            this.Camera.UpDirection = newUpDirection;
        }
コード例 #4
0
        /// <summary>
        /// Rotates around the camera up and right axes.
        /// </summary>
        /// <param name="p1">
        /// The previous mouse position.
        /// </param>
        /// <param name="p2">
        /// The current mouse position.
        /// </param>
        /// <param name="rotateAround">
        /// The point to rotate around.
        /// </param>
        private void RotateAroundUpAndRight(Point p1, Point p2, Point3D rotateAround)
        {
            var dp = p2 - p1;

            // Rotate around the camera up direction
            var delta1 = new Quaternion(this.CameraUpDirection, -dp.X * this.RotationSensitivity);

            // Rotate around the camera right direction
            var delta2 = new Quaternion(
                Vector3D.CrossProduct(this.CameraUpDirection, this.CameraLookDirection), dp.Y * this.RotationSensitivity);

            var delta            = delta1 * delta2;
            var rotate           = new RotateTransform3D(new QuaternionRotation3D(delta));
            var relativeTarget   = rotateAround - this.CameraTarget;
            var relativePosition = rotateAround - this.CameraPosition;

            var newRelativeTarget   = rotate.Transform(relativeTarget);
            var newRelativePosition = rotate.Transform(relativePosition);
            var newUpDirection      = rotate.Transform(this.CameraUpDirection);

            var newTarget   = rotateAround - newRelativeTarget;
            var newPosition = rotateAround - newRelativePosition;

            this.CameraLookDirection = newTarget - newPosition;
            if (CameraMode == CameraMode.Inspect)
            {
                this.CameraPosition = newPosition;
            }
            this.CameraUpDirection = newUpDirection;
        }
コード例 #5
0
 private void UpdateModelFromMouse(Vector mousePositionDelta)
 {
     if (this.cameraElement == null || !(this.cameraElement is ProjectionCameraElement))
     {
         return;
     }
     if (this.mouseMovementMode == CameraOrbitToolBehavior.MovementMode.Rotate)
     {
         this.totalAzimuthDelta   += -mousePositionDelta.X / 2.0;
         this.totalElevationDelta += -mousePositionDelta.Y / 2.0;
         double angle1 = this.totalAzimuthDelta;
         if (this.IsShiftDown)
         {
             angle1 = CameraOrbitToolBehavior.shiftSnapAngle * Math.Round(angle1 / CameraOrbitToolBehavior.shiftSnapAngle);
         }
         RotateTransform3D rotateTransform3D1 = new RotateTransform3D(Vector3D.DotProduct((Vector3D)this.cameraElement.GetComputedValue(ProjectionCameraElement.UpDirectionProperty), this.cameraInitialUp) >= 0.0 ? (Rotation3D) new AxisAngleRotation3D(this.cameraInitialUp, angle1) : (Rotation3D) new AxisAngleRotation3D(-this.cameraInitialUp, angle1), this.cameraInitialLookAt);
         Point3D           point     = rotateTransform3D1.Transform(this.cameraInitialPosition);
         Vector3D          vector3D1 = rotateTransform3D1.Transform(this.cameraInitialUp);
         Vector3D          axis      = Vector3D.CrossProduct(this.cameraInitialLookAt - point, vector3D1);
         double            angle2    = this.totalElevationDelta;
         if (this.IsShiftDown)
         {
             angle2 = CameraOrbitToolBehavior.shiftSnapAngle * Math.Round(angle2 / CameraOrbitToolBehavior.shiftSnapAngle);
         }
         if (axis.LengthSquared == 0.0)
         {
             return;
         }
         RotateTransform3D rotateTransform3D2 = new RotateTransform3D((Rotation3D) new AxisAngleRotation3D(axis, angle2), this.cameraInitialLookAt);
         Point3D           point3D1           = rotateTransform3D2.Transform(point);
         Vector3D          vector3D2          = rotateTransform3D2.Transform(vector3D1);
         Point3D           point3D2           = RoundingHelper.RoundPosition(point3D1);
         Vector3D          vector3D3          = RoundingHelper.RoundDirection(vector3D2);
         Vector3D          vector3D4          = RoundingHelper.RoundDirection(this.cameraInitialLookAt - point3D2);
         this.cameraElement.SetValue(ProjectionCameraElement.PositionProperty, (object)point3D2);
         this.cameraElement.SetValue(ProjectionCameraElement.UpDirectionProperty, (object)vector3D3);
         this.cameraElement.SetValue(ProjectionCameraElement.LookDirectionProperty, (object)vector3D4);
     }
     else
     {
         Matrix3D matrix3D = Helper3D.CameraRotationMatrix((Camera)this.cameraElement.ViewObject.PlatformSpecificObject);
         if (this.mouseMovementMode == CameraOrbitToolBehavior.MovementMode.TranslateXY)
         {
             Vector3D vector3D1 = new Vector3D(matrix3D.M11, matrix3D.M21, matrix3D.M31);
             Vector3D vector3D2 = new Vector3D(matrix3D.M12, matrix3D.M22, matrix3D.M32);
             this.cameraInitialPosition += this.scale * (-mousePositionDelta.X * vector3D1 + mousePositionDelta.Y * vector3D2);
         }
         else
         {
             Vector3D vector3D1 = new Vector3D(matrix3D.M13, matrix3D.M23, matrix3D.M33);
             this.cameraInitialPosition += this.scale * mousePositionDelta.Y * vector3D1;
             Vector3D vector3D2 = RoundingHelper.RoundDirection(this.cameraInitialLookAt - this.cameraInitialPosition);
             this.cameraElement.SetValue(ProjectionCameraElement.LookDirectionProperty, (object)vector3D2);
         }
         this.cameraInitialPosition = RoundingHelper.RoundPosition(this.cameraInitialPosition);
         this.cameraElement.SetValue(ProjectionCameraElement.PositionProperty, (object)this.cameraInitialPosition);
     }
 }
コード例 #6
0
        private void Rotate(Rotation rot)
        {
            var trans = new RotateTransform3D(rot);

            Up = trans.Transform(Up);
            Up.Normalize();

            Forward = trans.Transform(Forward);
            Forward.Normalize();
        }
コード例 #7
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        public DraggableModifierRing(Quaternion orientation, double radius, EditorColors editorColors)
            : base(editorColors)
        {
            _initialOrientation = orientation;
            _radius             = radius;

            _initialRotateTransform = new RotateTransform3D(new QuaternionRotation3D(_initialOrientation));
            _intialAxisX            = _initialRotateTransform.Transform(new Vector3D(1, 0, 0));
            _intialAxisY            = _initialRotateTransform.Transform(new Vector3D(0, 1, 0));
            _intialAxisZ            = _initialRotateTransform.Transform(new Vector3D(0, 0, 1));

            this.Model         = new ModelVisual3D();
            this.Model.Content = GetRing();
        }
コード例 #8
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        private void Look(Vector3D vec, double amount)
        {
            vec = GetWorldVector(ref vec);
            var rotation  = new AxisAngleRotation3D(vec, amount * LOOK_SPEED);
            var transform = new RotateTransform3D {
                Rotation = rotation
            };

            lookDirection = transform.Transform(lookDirection);
            upDirection   = transform.Transform(upDirection);

            RaisePropertyChanged(() => LookDirection);
            RaisePropertyChanged(() => UpDirection);
            RaisePropertyChanged(() => RightDirection);
        }
コード例 #9
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        /// <summary>
        /// Animates the position of the camera around the origin.
        /// (When orbit kind is Vertical, the view may change in the viewport
        /// because of the Camera.UpDirection value)
        /// </summary>
        /// <param name="angleOffset">Rotation angle</param>
        /// <param name="ok">Orbit kind (horizontal or vertical)</param>
        private void CameraOrbitOrigin(double angleOffset, OrbitKind ok)
        {
            PerspectiveCamera camera = (PerspectiveCamera)_viewport.Camera;

            _cameraPositionRotation.Angle = angleOffset;
            if (ok != _lastOk)
            {
                if (ok == OrbitKind.Horizontal)
                {
                    _cameraPositionRotation.Axis = _yAxis;
                }
                else
                {
                    _cameraPositionRotation.Axis = Vector3D.CrossProduct(camera.LookDirection, _yAxis);
                }
                _cameraLookDirectionRotation.Axis = _cameraPositionRotation.Axis;
                _lastOk = ok;
            }
            Point3D newPosition = _cameraPositionRotateTransform.Transform(camera.Position);

            camera.Position = newPosition;

            _cameraLookDirectionRotateTransform.CenterX = newPosition.X;
            _cameraLookDirectionRotateTransform.CenterY = newPosition.Y;
            _cameraLookDirectionRotateTransform.CenterZ = newPosition.Z;
            _cameraLookDirectionRotation.Angle          = angleOffset;
            camera.LookDirection = _cameraLookDirectionRotateTransform.Transform(camera.LookDirection);
        }
コード例 #10
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        private Point3DCollection CreateSnakePositions(Point3D startPosition, double segmentsLength, double startAngle, double maxAngle)
        {
            var point3DCollection = new Point3DCollection();

            point3DCollection.Add(startPosition);

            double angle       = startAngle;
            bool   negateAngle = false;

            var currentPosition = startPosition;

            var initialDirectionVector = new Vector3D(segmentsLength, 0, 0);

            var axisAngleRotation3D = new AxisAngleRotation3D(new Vector3D(0, 1, 0), 0);
            var rotateTransform3D   = new RotateTransform3D(axisAngleRotation3D);

            while (angle <= maxAngle)
            {
                axisAngleRotation3D.Angle = negateAngle ? -angle : angle;
                var currentDirectionVector = rotateTransform3D.Transform(initialDirectionVector);

                currentPosition += currentDirectionVector;

                point3DCollection.Add(currentPosition);

                angle      += 5;
                negateAngle = !negateAngle;
            }

            return(point3DCollection);
        }
コード例 #11
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        public static GeometryModel3D Make3DGeometry_Over3Points(Point3D p1_, Point3D p2_, double thickness)
        {
            Point3D[]           PointsToMesch = new Point3D[8];
            MeshGeometry3D      m             = new MeshGeometry3D();
            Vector3D            v12           = new Vector3D(p2_.X - p1_.X, p2_.Y - p1_.Y, p2_.Z - p1_.Z);//vektro senkrecht auf die ebene in der der punkt Q liegen wird. es ist die Achse der Rotation
            Point3D             Q1            = GetQ(v12, p1_, thickness);
            AxisAngleRotation3D rotation_90_1 = new AxisAngleRotation3D(v12, -90);
            RotateTransform3D   rot3D_90_1    = new RotateTransform3D(rotation_90_1, p1_);
            Point3D             resultatQ1_90 = new Point3D();

            resultatQ1_90 = rot3D_90_1.Transform(Q1);
            AxisAngleRotation3D rotation_180_1 = new AxisAngleRotation3D(v12, -180);
            RotateTransform3D   rot3D_180_1    = new RotateTransform3D(rotation_180_1, p1_);
            Point3D             resultatQ1_180 = new Point3D();

            resultatQ1_180 = rot3D_180_1.Transform(Q1);
            AxisAngleRotation3D rotation_270_1 = new AxisAngleRotation3D(v12, -270);
            RotateTransform3D   rot3D_270_1    = new RotateTransform3D(rotation_270_1, p1_);
            Point3D             resultatQ1_270 = new Point3D();

            resultatQ1_270 = rot3D_270_1.Transform(Q1);

            Point3D             Q2            = GetQ(v12, p2_, thickness);
            AxisAngleRotation3D rotation_90_2 = new AxisAngleRotation3D(v12, -90);
            RotateTransform3D   rot3D_90_2    = new RotateTransform3D(rotation_90_2, p2_);
            Point3D             resultatQ2_90 = new Point3D();

            resultatQ2_90 = rot3D_90_2.Transform(Q2);
            AxisAngleRotation3D rotation_180_2 = new AxisAngleRotation3D(v12, -180);
            RotateTransform3D   rot3D_180_2    = new RotateTransform3D(rotation_180_2, p2_);
            Point3D             resultatQ2_180 = new Point3D();

            resultatQ2_180 = rot3D_180_2.Transform(Q2);
            AxisAngleRotation3D rotation_270_2 = new AxisAngleRotation3D(v12, -270);
            RotateTransform3D   rot3D_270_2    = new RotateTransform3D(rotation_270_2, p2_);
            Point3D             resultatQ2_270 = new Point3D();

            resultatQ2_270   = rot3D_270_2.Transform(Q2);
            PointsToMesch[0] = Q1;
            PointsToMesch[1] = resultatQ1_90;
            PointsToMesch[2] = resultatQ1_270;
            PointsToMesch[3] = resultatQ1_180;
            PointsToMesch[4] = Q2;
            PointsToMesch[5] = resultatQ2_90;
            PointsToMesch[6] = resultatQ2_270;
            PointsToMesch[7] = resultatQ2_180;
            DiffuseMaterial DiffuseMaterial = new DiffuseMaterial(System.Windows.Media.Brushes.White);
            MaterialGroup   MaterialGroup   = new MaterialGroup();

            MaterialGroup.Children.Add(DiffuseMaterial);
            System.Windows.Media.Color c = new System.Windows.Media.Color();
            c.ScA = 255;
            c.ScB = 255;
            c.ScR = 255;
            c.ScG = 255;
            EmissiveMaterial EmissiveMaterial = new EmissiveMaterial(new SolidColorBrush(c));

            MaterialGroup.Children.Add(EmissiveMaterial);
            return(DrawCubus(PointsToMesch, MaterialGroup));
        }
コード例 #12
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        public static Vector3D RotateVector(Vector3D vector, Vector3D rotateAxis, double degrees)
        {
            var transform = new RotateTransform3D(new AxisAngleRotation3D(rotateAxis, degrees));
            var result    = transform.Transform(vector);

            return(result);
        }
コード例 #13
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        private void RotateUpDirection(Vector3D axis)
        {
            var rotation  = new AxisAngleRotation3D(axis, rotationSpeed);
            var transform = new RotateTransform3D(rotation);

            Camera.UpDirection = transform.Transform(Camera.UpDirection);
        }
コード例 #14
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        private void ShowNearbySketches(SketchSample[] nearby, Point3D center3D, RayHitTestParameters cameraRay, Point center2D)
        {
            // Get a plane that is perpendicular to the look ray
            ITriangle plane = Math3D.GetPlane(center3D, cameraRay.Direction);

            // Project the points onto that plane
            var nearbyOnPlane = nearby.
                                Select(o => new { Sketch = o, PlanePoint = Math3D.GetClosestPoint_Plane_Point(plane, o.Position) }).
                                ToArray();

            RotateTransform3D rotate = new RotateTransform3D(new QuaternionRotation3D(Math3D.GetRotation(new DoubleVector(cameraRay.Direction, _camera.UpDirection), new DoubleVector(new Vector3D(0, 0, -1), new Vector3D(0, 1, 0)))));

            // Lay these images down along the directions of the projected points
            // nearby is sorted by distance from the center image

            #region Attempt1

            double halfLarge = SKETCHSIZE_LARGE / 2;
            double halfSmall = SKETCHSIZE_SMALL / 2;

            double stepDist = SKETCHSIZE_SMALL * .05;

            int startIncrement = Convert.ToInt32(Math.Floor((halfSmall + halfLarge) / stepDist));

            List <Rect> existing = new List <Rect>();
            existing.Add(new Rect(center2D.X - halfLarge, center2D.Y - halfLarge, SKETCHSIZE_LARGE, SKETCHSIZE_LARGE));

            foreach (var nextSketch in nearbyOnPlane)
            {
                Vector direction = rotate.Transform(nextSketch.PlanePoint - center3D).ToVector2D();

                Vector dirUnit = direction.ToUnit();
                if (Math2D.IsInvalid(dirUnit))
                {
                    dirUnit = Math3D.GetRandomVector_Circular_Shell(1).ToVector2D();
                }
                dirUnit = new Vector(dirUnit.X, -dirUnit.Y);

                Point point = new Point();
                Rect  rect  = new Rect();

                for (int cntr = startIncrement; cntr < 1000; cntr++)
                {
                    point = center2D + (dirUnit * (stepDist * cntr));
                    rect  = new Rect(point.X - halfSmall, point.Y - halfSmall, SKETCHSIZE_SMALL, SKETCHSIZE_SMALL);

                    if (!existing.Any(o => o.IntersectsWith(rect)))
                    {
                        break;
                    }
                }

                existing.Add(rect);

                //ShowImage(nextSketch.Sketch, center2D + (dirUnit * 100), false);
                ShowImage(nextSketch.Sketch, point, false);
            }

            #endregion
        }
コード例 #15
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        private void ShowNearbySketches(Dot[] nearby, Point3D center3D, RayHitTestParameters cameraRay, Point center2D)
        {
            // Get a plane that is perpendicular to the look ray
            ITriangle plane = Math3D.GetPlane(center3D, cameraRay.Direction);

            // Project the points onto that plane
            var nearbyOnPlane = nearby.
                                Select(o => new { Sketch = o, PlanePoint = Math3D.GetClosestPoint_Plane_Point(plane, o.Position) }).
                                ToArray();

            RotateTransform3D rotate = new RotateTransform3D(new QuaternionRotation3D(Math3D.GetRotation(new DoubleVector(cameraRay.Direction, _camera.UpDirection), new DoubleVector(new Vector3D(0, 0, -1), new Vector3D(0, 1, 0)))));

            // Lay these images down along the directions of the projected points
            // nearby is sorted by distance from the center image

            double halfLarge = SKETCHSIZE_LARGE / 2;
            double halfSmall = SKETCHSIZE_SMALL / 2;

            double stepDist = SKETCHSIZE_SMALL * .05;

            // Don't start counter at a distance of zero, that's just wasted steps.  Figure out what cntr to use that is the distance of the two images touching
            int startIncrement = Convert.ToInt32(Math.Floor((halfSmall + halfLarge) / stepDist));

            // Remember the locations of each image rect
            List <Rect> existing = new List <Rect>();

            existing.Add(new Rect(center2D.X - halfLarge, center2D.Y - halfLarge, SKETCHSIZE_LARGE, SKETCHSIZE_LARGE));

            foreach (var nextSketch in nearbyOnPlane)
            {
                // Get the 2D direction this sketch is from the main
                Vector direction = rotate.Transform(nextSketch.PlanePoint - center3D).ToVector2D();

                Vector dirUnit = direction.ToUnit(true);
                if (Math2D.IsInvalid(dirUnit))
                {
                    dirUnit = Math3D.GetRandomVector_Circular_Shell(1).ToVector2D();        // sitting on top of each other, just push it in a random direction
                }
                dirUnit = new Vector(dirUnit.X, -dirUnit.Y);

                Point point = new Point();
                Rect  rect  = new Rect();

                // Keep walking along that direction until the rectangle doesn't intersect any existing sketches
                for (int cntr = startIncrement; cntr < 1000; cntr++)
                {
                    point = center2D + (dirUnit * (stepDist * cntr));
                    rect  = new Rect(point.X - halfSmall, point.Y - halfSmall, SKETCHSIZE_SMALL, SKETCHSIZE_SMALL);

                    if (!existing.Any(o => o.IntersectsWith(rect)))
                    {
                        break;
                    }
                }

                existing.Add(rect);

                ShowImage(nextSketch.Sketch, point, false);
            }
        }
コード例 #16
0
        /// <summary>
        /// Do the tessellation and return the <see cref="MeshGeometry3D" />.
        /// </summary>
        /// <returns>
        /// A triangular mesh geometry.
        /// </returns>
        protected override MeshGeometry3D Tessellate()
        {
            this.lengthDirection = this.LengthDirection;
            this.lengthDirection.Normalize();

            // #136, chrkon, 2015-03-26
            // if NormalVector and LenghtDirection are not perpendicular then overwrite LengthDirection
            if (Vector3D.DotProduct(this.Normal, this.LengthDirection) != 0.0)
            {
                this.lengthDirection = this.Normal.FindAnyPerpendicular();
                this.lengthDirection.Normalize();
            }

            // create WidthDirection by rotating lengthDirection vector 90° around normal vector
            var rotate = new RotateTransform3D(new AxisAngleRotation3D(this.Normal, 90.0));

            this.widthDirection = rotate.Transform(this.lengthDirection);
            this.widthDirection.Normalize();
            // #136

            var    mesh = new MeshBuilder(true, false);
            double minX = -this.Width / 2;
            double minY = -this.Length / 2;
            double maxX = this.Width / 2;
            double maxY = this.Length / 2;

            double x   = minX;
            double eps = this.MinorDistance / 10;

            while (x <= maxX + eps)
            {
                double t = this.Thickness;
                if (IsMultipleOf(x, this.MajorDistance))
                {
                    t *= 2;
                }

                this.AddLineX(mesh, x, minY, maxY, t);
                x += this.MinorDistance;
            }

            double y = minY;

            while (y <= maxY + eps)
            {
                double t = this.Thickness;
                if (IsMultipleOf(y, this.MajorDistance))
                {
                    t *= 2;
                }

                this.AddLineY(mesh, y, minX, maxX, t);
                y += this.MinorDistance;
            }

            var m = mesh.ToMesh();

            m.Freeze();
            return(m);
        }
コード例 #17
0
        private void UpdateLightDirection()
        {
            RotateTransform3D rotate = new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), DirectionSlider.Value));

            Vector3D direction = rotate.Transform(new Vector3D(0, -0.5, -1));

            DirectionalLight1.Direction = direction;
        }
コード例 #18
0
        /// <summary>
        /// Reads a triangulated mesh from a byte array
        /// </summary>
        /// <param name="mesh">the binary data of the mesh</param>
        /// <param name="transform">transforms the mesh if the matrix is not null</param>
        public void Read(byte[] mesh, XbimMatrix3D?transform = null)
        {
            int      indexBase = _unfrozenPositions.Count;
            var      qrd       = new RotateTransform3D();
            Matrix3D?matrix3D  = null;

            if (transform.HasValue)
            {
                var xq         = transform.Value.GetRotationQuaternion();
                var quaternion = new Quaternion(xq.X, xq.Y, xq.Z, xq.W);
                if (!quaternion.IsIdentity)
                {
                    qrd.Rotation = new QuaternionRotation3D(quaternion);
                }
                else
                {
                    qrd = null;
                }
                matrix3D = transform.Value.ToMatrix3D();
            }
            using (var ms = new MemoryStream(mesh))
            {
                using (var br = new BinaryReader(ms))
                {
                    var            t = br.ReadShapeTriangulation();
                    List <float[]> pts;
                    List <int>     idx;
                    t.ToPointsWithNormalsAndIndices(out pts, out idx);


                    // add to unfrozen list
                    //
                    _unfrozenPositions.Capacity += pts.Count;
                    _unfrozenNormals.Capacity   += pts.Count;
                    _unfrozenIndices.Capacity   += idx.Count;
                    foreach (var floatsArray in pts)
                    {
                        var wpfPosition = new Point3D(floatsArray[0], floatsArray[1], floatsArray[2]);
                        if (matrix3D.HasValue)
                        {
                            wpfPosition = matrix3D.Value.Transform(wpfPosition);
                        }
                        _unfrozenPositions.Add(wpfPosition);

                        var wpfNormal = new Vector3D(floatsArray[3], floatsArray[4], floatsArray[5]);
                        if (qrd != null) //transform the normal if we have to
                        {
                            wpfNormal = qrd.Transform(wpfNormal);
                        }
                        _unfrozenNormals.Add(wpfNormal);
                    }
                    foreach (var index in idx)
                    {
                        _unfrozenIndices.Add(index + indexBase);
                    }
                }
            }
        }
コード例 #19
0
        /// <summary>
        /// Rotation of a vector around an axis according to a given angle.
        /// </summary>
        /// <param name="source">Source vector.</param>
        /// <param name="angle">Rotation angle (in degree).</param>
        /// <param name="axis">Axis vector.</param>
        /// <returns>A new Vector3D object corresponding to the rotation</returns>
        public static Vector3D RotateVector(Vector3D source, double angle, Vector3D axis)
        {
            AxisAngleRotation3D rotation = new AxisAngleRotation3D();

            rotation.Angle = angle;
            rotation.Axis  = axis;
            RotateTransform3D transform = new RotateTransform3D(rotation);

            return(transform.Transform(source));
        }
コード例 #20
0
        private void UpdateGeometries(Quaternion orientation)
        {
            Matrix3D     matrix3D  = new RotateTransform3D((Rotation3D) new AxisAngleRotation3D(orientation.Axis, orientation.Angle), new Point3D()).Value;
            Vector3D     vector3D1 = matrix3D.Transform(new Vector3D(1.0, 0.0, 0.0));
            Vector3D     vector3D2 = matrix3D.Transform(new Vector3D(0.0, 1.0, 0.0));
            Vector3D     vector3D3 = matrix3D.Transform(new Vector3D(0.0, 0.0, 1.0));
            PathGeometry frontGeometry;
            PathGeometry backGeometry;

            this.GetArcGeometry(vector3D1, vector3D2, vector3D3, out frontGeometry, out backGeometry);
            this.XYFrontGeometry = (Geometry)frontGeometry;
            this.XYBackGeometry  = (Geometry)backGeometry;
            this.GetArcGeometry(vector3D1, vector3D3, -vector3D2, out frontGeometry, out backGeometry);
            this.XZFrontGeometry = (Geometry)frontGeometry;
            this.XZBackGeometry  = (Geometry)backGeometry;
            this.GetArcGeometry(vector3D2, vector3D3, vector3D1, out frontGeometry, out backGeometry);
            this.YZFrontGeometry = (Geometry)frontGeometry;
            this.YZBackGeometry  = (Geometry)backGeometry;
        }
コード例 #21
0
        private Quaternion GetAngle(Point3D pointOnCircle)
        {
            RotateTransform3D transform = new RotateTransform3D(new QuaternionRotation3D(_circleOrientation.Value));
            Vector3D          axisX     = transform.Transform(_intialAxisX);

            Vector3D requestAxis = pointOnCircle - _circleCenter.Value;
            double   angle       = Vector3D.AngleBetween(axisX, requestAxis);

            Vector3D axis = Vector3D.CrossProduct(axisX, requestAxis);

            return(new Quaternion(axis, angle));
        }
コード例 #22
0
        public void ReadTransform()
        {
            if (!this.IsEnabled)
            {
                return;
            }

            this.Position = this.ViewModel.Position;
            this.Rotation = this.ViewModel.Rotation;
            this.Scale    = this.ViewModel.Scale;

            // Convert the character-relative transform into a parent-relative transform
            Point3D    position = this.Position.ToMedia3DPoint();
            Quaternion rotation = this.Rotation.ToMedia3DQuaternion();

            if (this.Parent != null)
            {
                TransformViewModel parentTransform = this.Parent.ViewModel;
                Point3D            parentPosition  = parentTransform.Position.ToMedia3DPoint();
                Quaternion         parentRot       = parentTransform.Rotation.ToMedia3DQuaternion();
                parentRot.Invert();

                // relative position
                position = (Point3D)(position - parentPosition);

                // relative rotation
                rotation = parentRot * rotation;

                // unrotate bones, since we will transform them ourselves.
                RotateTransform3D rotTrans = new RotateTransform3D(new QuaternionRotation3D(parentRot));
                position = rotTrans.Transform(position);
            }

            // Store the new parent-relative transform info
            this.Position = position.ToCmVector();
            this.Rotation = rotation.ToCmQuaternion();

            // Set the Media3D hierarchy transforms
            this.rotation.Rotation = new QuaternionRotation3D(rotation);
            this.position.OffsetX  = position.X;
            this.position.OffsetY  = position.Y;
            this.position.OffsetZ  = position.Z;

            // Draw a line for visualization
            if (this.Parent != null && this.lineToParent != null)
            {
                Point3D p = this.lineToParent.Points[1];
                p.X = position.X;
                p.Y = position.Y;
                p.Z = position.Z;
                this.lineToParent.Points[1] = p;
            }
        }
コード例 #23
0
 /// <summary>
 ///     Rotate the rectangle by a quaternion
 /// </summary>
 /// <param name="rot">The quaternion to rotate by</param>
 /// <returns>The current rectangle instance</returns>
 public Rectangle3D Rotate(Quaternion rot)
 {
     foreach (var k in new List <string>(Corners.Keys))
     {
         var q = new QuaternionRotation3D(new System.Windows.Media.Media3D.Quaternion(rot.X, rot.Y, rot.Z, rot.W));
         var r = new RotateTransform3D(q, ToPoint3D(Center));
         Corners[k] = ToVector3(r.Transform(ToPoint3D(Corners[k])));
     }
     Position = Corners["000"];
     GenerateEdges();
     GenerateFaces();
     return(this);
 }
コード例 #24
0
        private Vector3D GetDirectionModelCoords()
        {
            var worldCoords = base.GetWorldLocation();

            // Calculate the difference between the world orientation and model orientation
            Quaternion toModelQuat = worldCoords.Item2.ToUnit() * this.Orientation.ToUnit();

            RotateTransform3D toModelTransform = new RotateTransform3D(new QuaternionRotation3D(toModelQuat));

            Vector3D directionWorld = _homePoint - worldCoords.Item1;

            // Rotate into model coords
            return(toModelTransform.Transform(directionWorld));
        }
コード例 #25
0
        /// <summary>
        /// Find the line perpendicular to the function at a point
        /// </summary>
        /// <param name="centerPoint">The center of the circle at this point</param>
        /// <param name="slope">The normal line at this point</param>
        /// <param name="phi">The angle to create the perpendicular line</param>
        /// <returns></returns>
        private Vector3D GetPerpendicular(Vector3D centerPoint, Vector3D slope, double phi)
        {
            var phi0Normal = Vector3D.CrossProduct(slope, new Vector3D(1, 0, 0));

            if (phi0Normal.LengthSquared == 0)
            {
                phi0Normal = Vector3D.CrossProduct(slope, new Vector3D(0, 1, 0));
            }

            var rotation  = new AxisAngleRotation3D(slope, DongUtility.UtilityFunctions.RadiansToDegrees(phi));
            var transform = new RotateTransform3D(rotation);

            return((Vector3D)transform.Transform((Point3D)phi0Normal));
        }
コード例 #26
0
        private void AnimateTranslateTransform3D(TranslateTransform3D translateTransform3D, double time, double speed)
        {
            Point3D boxPosition = new Point3D(translateTransform3D.OffsetX, translateTransform3D.OffsetY, translateTransform3D.OffsetZ);

            // Rotate the box position for the secondsDiff * SpeedSlider.Value degrees
            AxisAngleRotation3D axisAngleRotation3D = new AxisAngleRotation3D(new Vector3D(0, 1, 0), time * speed);
            RotateTransform3D   rotateTransform3D   = new RotateTransform3D(axisAngleRotation3D);

            Point3D rotatedPosition = rotateTransform3D.Transform(boxPosition);

            translateTransform3D.OffsetX = rotatedPosition.X;
            translateTransform3D.OffsetY = rotatedPosition.Y;
            translateTransform3D.OffsetZ = rotatedPosition.Z;
        }
コード例 #27
0
ファイル: SunLight.cs プロジェクト: ondrej11/o106
        /// <summary>
        /// Adds the lights to the element.
        /// </summary>
        /// <param name="lightGroup">
        /// The light group.
        /// </param>
        protected override void AddLights(Model3DGroup lightGroup)
        {
            var t1  = new RotateTransform3D(new AxisAngleRotation3D(this.azimuthAxis, this.Azimuth));
            var t2  = new RotateTransform3D(new AxisAngleRotation3D(this.altitudeAxis, this.Altitude));
            var dir = t1.Transform(t2.Transform(new Vector3D(1, 0, 0)));

            var i = (byte)(255 * this.Brightness);

            lightGroup.Children.Add(new DirectionalLight(Color.FromRgb(i, i, i), dir));

            var ai = (byte)(255 * this.Ambient);

            lightGroup.Children.Add(new AmbientLight(Color.FromRgb(ai, ai, ai)));
        }
コード例 #28
0
        private void OnChanged()
        {
            // movement in the Y dimension is interpretted as rotation about the horizontal axis
            RotateTransform3D startTransform = new RotateTransform3D(new QuaternionRotation3D(m_StartRotation));
            Quaternion        yRotation      = new Quaternion(startTransform.Inverse.Transform(new Point3D(1, 0, 0)).ToVector3D(), this.m_YRotation);
            RotateTransform3D yTransform     = new RotateTransform3D(new QuaternionRotation3D(yRotation));
            // movement in the X dimension is interpretted as rotation about the vertical axis.
            var        xAxis     = yTransform.Transform(new Point3D(0, 0, 1)).ToVector3D();
            Quaternion xRotation = new Quaternion(xAxis, this.m_XRotation);

            this.Rotation = m_StartRotation * (xRotation * yRotation);

            if (Changed != null)
            {
                Changed(this, EventArgs.Empty);
            }
        }
コード例 #29
0
ファイル: BoneRotator.cs プロジェクト: haolink/VVVPMX
        private static PMXVector3 Rotate(PMXVector3 centre, PMXVector3 point, double angle, float weight)
        {
            PMXVector3 offset = point - centre;

            if (offset.Value == 0)
            {
                return(point);
            }

            RotateTransform3D xrotation = new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 0, 1), angle)); //WPF for whatever reasons uses degrees and not Radian

            PMXVector3 rotated = xrotation.Transform(offset.ToPoint3D()).ToPMXVector3();

            PMXVector3 actualRotation = (rotated - offset) * weight + offset;

            return(centre + actualRotation);
        }
コード例 #30
0
ファイル: Plant.cs プロジェクト: msruzy/hydronumerics
        private void AddBranch(MeshBuilder mesh, Point3D p0, Vector3D direction, int p)
        {
            double angle  = GetAngleBetween(direction, UpVector);
            bool   isStem = angle < 10;


            double h = isStem ? 2.5 : 2;
            double r = (Level + 1 - p) * 0.1;

            mesh.AddCone(p0, direction, r, r * 0.8, h, false, false, 12);
            var p1 = p0 + direction * h;

            if (p == Level)
            {
                return;
            }

            if (isStem)
            {
                var rightVector = direction.FindAnyPerpendicular();
                var t0          = new RotateTransform3D(new AxisAngleRotation3D(rightVector, GetRandom(3)));
                AddBranch(mesh, p1, t0.Transform(direction), p + 1);

                var t1        = new RotateTransform3D(new AxisAngleRotation3D(rightVector, 95 + GetRandom(5)));
                var d1        = t1.Transform(direction);
                int nBranches = 5 + GetRandom(2);
                for (int i = 0; i < nBranches; i++)
                {
                    double a  = 360.0 * i / nBranches + GetRandom(25);
                    var    t2 = new RotateTransform3D(new AxisAngleRotation3D(UpVector, a));
                    AddBranch(mesh, p1, t2.Transform(d1), p + 1);
                }
            }
            else
            {
                var rightVector = Vector3D.CrossProduct(direction, UpVector);
                var t1          = new RotateTransform3D(new AxisAngleRotation3D(rightVector, -5 + GetRandom(5)));
                var t2          = new RotateTransform3D(new AxisAngleRotation3D(UpVector, 45 + GetRandom(10)));
                var t3          = new RotateTransform3D(new AxisAngleRotation3D(UpVector, -45 + GetRandom(10)));
                var d1          = t1.Transform(direction);
                AddBranch(mesh, p1, d1, p + 1);
                AddBranch(mesh, p1, t2.Transform(d1), p + 1);
                AddBranch(mesh, p1, t3.Transform(d1), p + 1);
            }
        }