コード例 #1
0
ファイル: Game.cs プロジェクト: IanusInferus/cmdt
        //准备退出,销毁包括device在内的一切资源:D3D/Win32/Device
        public void CleanupGraphics()
        {
            //D3D资源
            ToDispose(ms.mesh); ms.mesh = null;
            ToDispose(ws.mesh); ws.mesh = null;

            ToDispose(pl.vertexbuf); pl.vertexbuf   = null;
            ToDispose(wpl.vertexbuf); wpl.vertexbuf = null;

            //一体Dispose sl及其VertexBuffer
            ToDispose(sl); sl = null;

            //销毁所有D3D字体
            ToDispose(d3dfont_selected); d3dfont_selected = null;
            ToDispose(d3dfont_hud); d3dfont_hud           = null;

            ToDispose(sprite); sprite             = null; //销毁精灵
            ToDispose(bkground_hud); bkground_hud = null; //销毁信息框背景相关的一切资源

            //Win32资源
            ToDispose(font_selected); font_selected = null;
            ToDispose(font_hud); font_hud           = null;
            ToDispose(bmp_hud); bmp_hud             = null;

            //Device
            ToDispose(device); device = null;
        }
コード例 #2
0
ファイル: Game.cs プロジェクト: IanusInferus/cmdt
        ////////////////////////////////////////////////////////////////////////////////////
        //重建除device之外的一切D3D资源
        public void SetupDevice()
        {
            //重建所有的Mesh
            if (ms.mesh == null)
            {
                ms.CreateExtrusionMesh(device);
            }
            if (ws.mesh == null)
            {
                ws.CreateWallMesh(device);
            }

            //重建所有的VertexBuffer
            if (pl.vertexbuf == null)
            {
                pl.CreatePartitionLinesVertexBuffer(device);
            }
            if (wpl.vertexbuf == null)
            {
                wpl.CreateWallPartitionLinesVertexBuffer(device);
            }

            //一体创建sl及其VertexBuffer
            if (sl == null)
            {
                sl = new SelectionLines(ms.polys[curr_district]);
                sl.CreateSelectionLines(device);
            }

            ////创建显示所需的字体
            if (d3dfont_selected == null)
            {
                d3dfont_selected = new Microsoft.DirectX.Direct3D.Font(device, font_selected);
            }
            if (d3dfont_hud == null)
            {
                d3dfont_hud = new Microsoft.DirectX.Direct3D.Font(device, font_hud);
            }

            //设置信息框背景贴图
            if (bkground_hud == null)
            {
                bkground_hud = new Texture(device, bmp_hud, Usage.Dynamic, Pool.Default);
            }

            //创建显示信息框的精灵
            if (sprite == null)
            {
                sprite = new Sprite(device);
            }
        }
コード例 #3
0
ファイル: Game.cs プロジェクト: IanusInferus/cmdt
        ////////////////////////////////////////////////////////////////////////////////////
        protected void OnDeviceLost(object sender, EventArgs e)
        {
            //释放除device外所有D3D资源
            ToDispose(ms.mesh); ms.mesh = null;
            ToDispose(ws.mesh); ws.mesh = null;

            ToDispose(pl.vertexbuf); pl.vertexbuf   = null;
            ToDispose(wpl.vertexbuf); wpl.vertexbuf = null;

            //一体Dispose sl及其VertexBuffer
            ToDispose(sl); sl = null;

            //销毁所有D3D字体
            ToDispose(d3dfont_selected); d3dfont_selected = null;
            ToDispose(d3dfont_hud); d3dfont_hud           = null;

            ToDispose(sprite); sprite             = null; //销毁精灵
            ToDispose(bkground_hud); bkground_hud = null; //销毁信息框背景相关的一切资源
        }
コード例 #4
0
ファイル: Game.cs プロジェクト: IanusInferus/cmdt
        ////////////////////////////////////////////////////////////////////////////////////
        #region Picking System相关
        bool Picking(int sx, int sy)
        {
            float P11 = device.Transform.Projection.M11;
            float P22 = device.Transform.Projection.M22;

            //screen到projection平面,相当于首先抵消projection变换
            float px = ((2F * sx) / client_size.Width - 1F) / P11;
            float py = ((-2F * sy) / client_size.Height + 1F) / P22;
            float pz = 1F;

            Vector3 ray_pos = new Vector3(0F, 0F, 0F);
            Vector3 ray_dir = new Vector3(px, py, pz);

            //抵消world和view变换
            Matrix invert = Matrix.Invert(device.Transform.World * device.Transform.View);

            //最后计算在world中的射线
            ray_pos.TransformCoordinate(invert);
            ray_dir.TransformNormal(invert);
            ray_dir.Normalize();

            //计算ray与ms的相交多边形
            int polyid = ms.MatchPicking(device, ray_pos, ray_dir);

            if (polyid == -1)
            {
                return(false);
            }
            else
            {
                curr_district = polyid;
                sl.Dispose();
                sl = new SelectionLines(ms.polys[curr_district]);
                sl.CreateSelectionLines(device);
            }
            return(true);
        }
コード例 #5
0
ファイル: Game.cs プロジェクト: IanusInferus/cmdt
        ////////////////////////////////////////////////////////////////////////////////////
        void Game_KeyDown(object sender, KeyEventArgs e)
        {
            switch (e.KeyCode)
            {
            case Keys.C:
                EnableColoring = !EnableColoring;
                EnableLights   = false;

                ms.mesh.Dispose();
                ms = new ExtrusionMesh(sec, Color.White, EnableColoring);
                ms.CreateExtrusionMesh(device);
                break;

            case Keys.Escape:
            case Keys.Q:
                Close(); break;

            case Keys.K:                     //距离
                //地图越大,将距离调最远时,越容易出现被culling的现象,估计跟projection有关
                camera.IncreaseRadius(100F);
                //if (scaling + 0.1F <= 5) scaling += 0.1f;
                break;

            case Keys.J:                     //距离
                camera.DecreaseRadius(100F);
                //if (scaling - 0.1F >= 0.1) scaling -= 0.1f;
                break;

            case Keys.Left:                     //视角
                camera.DecreaseLongitude((float)(0.02 * Math.PI));
                break;

            case Keys.Right:                     //视角
                camera.IncreaseLongitude((float)(0.02 * Math.PI));
                break;

            case Keys.Up:                     //视角
                camera.IncreaseLatitude((float)(0.02F * Math.PI));
                break;

            case Keys.Down:                     //视角
                camera.DecreaseLatitude((float)(0.02F * Math.PI));
                break;

            case Keys.Z:                     //光线方向
                dir_light.AdjustLongitude((float)(-0.02 * Math.PI));
                break;

            case Keys.X:                     //光线方向
                dir_light.AdjustLongitude((float)(0.02 * Math.PI));
                break;

            case Keys.A:                     //光线方向
                dir_light.AdjustLatitude((float)(0.02 * Math.PI));
                break;

            case Keys.S:                     //光线方向
                dir_light.AdjustLatitude((float)(-0.02 * Math.PI));
                break;

            case Keys.F:                     //区域线框
                DisplayWireFrame = !DisplayWireFrame;
                break;

            case Keys.L:                     //光照开关
                EnableLights = !EnableLights;
                break;

            case Keys.H:                     //水平面开关
                DisplayHorizonalMesh = !DisplayHorizonalMesh;
                break;

            case Keys.V:                     //垂直面开关
                DisplayVerticalMesh = !DisplayVerticalMesh;
                break;

            case Keys.I:
                DisplayInfoHUD = !DisplayInfoHUD;
                break;

            case Keys.R:                     //复位world平移矢量和camera半径
                world_translation = center;
                camera.ResetRadius();
                break;

#if (!FULL_SCREEN)
            case Keys.O:
                string fn = Program.SelectSecFile();
                if (fn != null)
                {
                    //从头创建所有的一切!
                    CleanupGraphics();
                    GC.Collect();
                    ResetAll(fn);
                    InitializeGraphics();
                }
                break;
#endif
            case Keys.OemPeriod:
                curr_district = (curr_district + 1) % ms.polys.Length;
                sl.Dispose();
                sl = new SelectionLines(ms.polys[curr_district]);
                sl.CreateSelectionLines(device);

                curr_centroid = ms.polys[curr_district].GetCentroid();
                GenerateMessageString();
                break;

            case Keys.Oemcomma:
                curr_district = (curr_district + ms.polys.Length - 1) % ms.polys.Length;
                sl.Dispose();
                sl = new SelectionLines(ms.polys[curr_district]);
                sl.CreateSelectionLines(device);

                curr_centroid = ms.polys[curr_district].GetCentroid();
                GenerateMessageString();
                break;

            default:
                Debug.WriteLine(e.KeyCode);
                break;
            }
        }
コード例 #6
0
ファイル: Game.cs プロジェクト: IanusInferus/cmdt
        ////////////////////////////////////////////////////////////////////////////////////
        void ResetAll(string fn)
        {
            ////////////////////////////////////////////////////////////////////////////////////
            //所有关键变量的清空和初始化
            EnableColoring       = true;
            EnableLights         = false;
            DisplayWireFrame     = true;
            DisplayHorizonalMesh = true;
            DisplayVerticalMesh  = true;
            DisplayInfoHUD       = true;

            //挤压Mesh的球面中心点
            center = new Vector3();

            //当前选中的多边形编号及其质心
            curr_district = 0;
            curr_centroid = new Vector3();

            //world中的平移矢量
            world_translation = new Vector3();                  //其值要么等于center,要么等于当前选择的面质心坐标

            //World等比放大系数,暂时不用
            scaling = 1F;

            //Direct3D相关
            device         = null;
            device_lost    = false;
            present_params = null;
            batch          = 0;

            //Direct3D资源相关
            font_selected    = font_hud = null;
            d3dfont_selected = d3dfont_hud = null;
            bmp_hud          = null;
            bkground_hud     = null;
            sprite           = null;

            //显示信息相关
            filename = message = null;

            //窗口状态相关
            onpaint_enabled = true;

            ////////////////////////////////////////////////////////////////////////////////////
            //生成原始数据和所有点、面和线框
            sec = new Sec(fn);
            ms  = new ExtrusionMesh(sec, Color.White, EnableColoring);
            ws  = new WallMesh(sec, Color.Gainsboro);
            pl  = new PartitionLines(ms.polys, Color.Red);
            wpl = new WallPartitionLines(sec, Color.Blue);

            //对sl采取的管理策略是不同的,其VertexBuffer和其自身将被同时创建或删除
            //这里无需初始化,InitializeGraphics中自然会初始化
            sl = null;

            //初始化当前选中的多边形的质心
            curr_centroid = ms.polys[curr_district].GetCentroid();

            //设置标题栏
            FileInfo fi = new FileInfo(fn);

            filename = fn; // fi.Name.ToLower();
            Text     = "3D .Sec Viewer - " + filename;

            //初始化信息字符串
            GenerateMessageString();
        }