コード例 #1
0
        public override void Render(object opaqueContext, ViewControl vc)
        {
            Matrix4F normWorld = GetManipulatorMatrix();

            if (normWorld == null)
            {
                return;
            }

            var context = opaqueContext as GUILayer.SimpleRenderingContext;

            if (context == null)
            {
                return;
            }

            Vec3F pos = normWorld.Translation;
            float s   = Util.CalcAxisScale(vc.Camera, pos, AxisLength, vc.Height);

            bool  highlight       = m_hitRegion == HitRegion.XYSquare;
            Color centerCubeColor = highlight ? Color.Gold : Color.White;

            Vec3F    sv = new Vec3F(s, s, s);
            Vec3F    centerCubeScale = sv * CenterCubeSize;
            Matrix4F scale           = new Matrix4F();

            scale.Scale(centerCubeScale);
            Matrix4F centerCubeXform = scale * normWorld;

            Util3D.DrawCube(context, centerCubeXform, centerCubeColor);

            Matrix4F arrowScale = new Matrix4F();

            arrowScale.Scale(0.75f);

            Util3D.DrawArrowCap(
                context,
                arrowScale * Matrix4F.CreateTranslation(new Vec3F(1.0f, 0.0f, -0.5f)) * centerCubeXform,
                highlight ? Color.Gold : Color.Red);

            Util3D.DrawArrowCap(
                context,
                arrowScale * Matrix4F.RotAxisRH(Vec3F.ZAxis, Math.PI) * Matrix4F.CreateTranslation(new Vec3F(-1.0f, 0.0f, -0.5f)) * centerCubeXform,
                highlight ? Color.Gold : Color.Red);

            Util3D.DrawArrowCap(
                context,
                arrowScale * Matrix4F.RotAxisRH(Vec3F.ZAxis, .5 * Math.PI) * Matrix4F.CreateTranslation(new Vec3F(0.0f, 1.0f, -0.5f)) * centerCubeXform,
                highlight ? Color.Gold : Color.Green);

            Util3D.DrawArrowCap(
                context,
                arrowScale * Matrix4F.RotAxisRH(Vec3F.ZAxis, 1.5f * Math.PI) * Matrix4F.CreateTranslation(new Vec3F(0.0f, -1.0f, -0.5f)) * centerCubeXform,
                highlight ? Color.Gold : Color.Green);
        }
コード例 #2
0
        public override void Render(object opaqueContext, ViewControl vc)
        {
            Matrix4F normWorld = GetManipulatorMatrix();

            if (normWorld == null)
            {
                return;
            }

            var context = opaqueContext as GUILayer.SimpleRenderingContext;

            if (context == null)
            {
                return;
            }

            int axis = (int)m_hitRegion;

            // axis colors
            Color saveColor = m_axisColor[axis];

            m_axisColor[axis] = m_highlightColor;
            Color xcolor  = m_axisColor[(int)HitRegion.XAxis];
            Color ycolor  = m_axisColor[(int)HitRegion.YAxis];
            Color zcolor  = m_axisColor[(int)HitRegion.ZAxis];
            Color nxcolor = m_axisColor[(int)HitRegion.NegXAxis];
            Color nycolor = m_axisColor[(int)HitRegion.NegYAxis];
            Color nzcolor = m_axisColor[(int)HitRegion.NegZAxis];

            m_axisColor[axis] = saveColor;


            if (m_hitRegion != HitRegion.None)
            {
                normWorld.Translation = HitMatrix.Translation;
            }

            Vec3F pos = normWorld.Translation;
            float s   = Util.CalcAxisScale(vc.Camera, pos, AxisLength, vc.Height);

            Vec3F sv           = new Vec3F(s, s, s);
            Vec3F axscale      = new Vec3F(s * AxisThickness, s, s * AxisThickness);
            bool  negativeAxis = m_hitRegion == HitRegion.NegXAxis || m_hitRegion == HitRegion.NegYAxis || m_hitRegion == HitRegion.NegZAxis;
            Vec3F dragScale    = new Vec3F(Math.Abs(m_scale.X),
                                           Math.Abs(m_scale.Y), Math.Abs(m_scale.Z));



            Matrix4F rot   = new Matrix4F();
            Matrix4F scale = new Matrix4F();

            axscale.Y = negativeAxis ? s : s * dragScale.X;
            scale.Scale(axscale);
            rot.RotZ(-MathHelper.PiOver2);
            Matrix4F xform = scale * rot * normWorld;

            Util3D.DrawCylinder(context, xform, xcolor);

            axscale.Y = negativeAxis ? s : s * dragScale.Y;
            scale.Scale(axscale);
            xform = scale * normWorld;
            Util3D.DrawCylinder(context, xform, ycolor);

            axscale.Y = negativeAxis ? s : s * dragScale.Z;
            scale.Scale(axscale);
            rot.RotX(MathHelper.PiOver2);
            xform = scale * rot * normWorld;
            Util3D.DrawCylinder(context, xform, zcolor);


            rot.RotZ(MathHelper.PiOver2);
            axscale.Y = negativeAxis ? s * dragScale.X : s;
            scale.Scale(axscale);
            xform = scale * rot * normWorld;
            Util3D.DrawCylinder(context, xform, nxcolor);

            rot.RotZ(MathHelper.Pi);
            axscale.Y = negativeAxis ? s * dragScale.Y : s;
            scale.Scale(axscale);
            xform = scale * rot * normWorld;
            Util3D.DrawCylinder(context, xform, nycolor);

            rot.RotX(-MathHelper.PiOver2);
            axscale.Y = negativeAxis ? s * dragScale.Z : s;
            scale.Scale(axscale);
            xform = scale * rot * normWorld;
            Util3D.DrawCylinder(context, xform, nzcolor);


            // draw center cube
            scale.Scale(s * (1.0f / 16.0f));
            xform = scale * normWorld;
            Util3D.DrawCube(context, xform, Color.White);

            Vec3F handle      = sv * AxisHandle;
            float handleWidth = handle.X / 2;

            scale.Scale(handle);
            Matrix4F trans = new Matrix4F();


            // X handle
            float drag = m_hitRegion == HitRegion.XAxis ? dragScale.X : 1.0f;

            trans.Translation = new Vec3F(drag * sv.X - handleWidth, 0, 0);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(context, xform, xcolor);

            // y handle
            drag = m_hitRegion == HitRegion.YAxis ? dragScale.Y : 1.0f;
            trans.Translation = new Vec3F(0, drag * sv.Y - handleWidth, 0);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(context, xform, ycolor);

            // z handle
            drag = m_hitRegion == HitRegion.ZAxis ? dragScale.Z : 1.0f;
            trans.Translation = new Vec3F(0, 0, drag * sv.Z - handleWidth);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(context, xform, zcolor);


            // -x handle
            drag = m_hitRegion == HitRegion.NegXAxis ? dragScale.X : 1.0f;
            trans.Translation = new Vec3F(-sv.X * drag + handleWidth, 0, 0);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(context, xform, nxcolor);

            // -y handle
            drag = m_hitRegion == HitRegion.NegYAxis ? dragScale.Y : 1.0f;
            trans.Translation = new Vec3F(0, -sv.Y * drag + handleWidth, 0);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(context, xform, nycolor);

            // -z handle
            drag = m_hitRegion == HitRegion.NegZAxis ? dragScale.Z : 1.0f;
            trans.Translation = new Vec3F(0, 0, -sv.Z * drag + handleWidth);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(context, xform, nzcolor);
        }
コード例 #3
0
        public override void Render(ViewControl vc)
        {
            BasicRendererFlags solid = BasicRendererFlags.Solid
                                       | BasicRendererFlags.DisableDepthTest;
            BasicRendererFlags wire = BasicRendererFlags.WireFrame
                                      | BasicRendererFlags.DisableDepthTest;

            Matrix4F normWorld = GetManipulatorMatrix();

            if (normWorld == null)
            {
                return;
            }
            Camera camera = vc.Camera;

            int axis = (int)m_hitRegion;

            // axis colors
            Color saveColor = m_axisColor[axis];

            m_axisColor[axis] = m_highlightColor;
            Color xcolor  = m_axisColor[(int)HitRegion.XAxis];
            Color ycolor  = m_axisColor[(int)HitRegion.YAxis];
            Color zcolor  = m_axisColor[(int)HitRegion.ZAxis];
            Color nxcolor = m_axisColor[(int)HitRegion.NegXAxis];
            Color nycolor = m_axisColor[(int)HitRegion.NegYAxis];
            Color nzcolor = m_axisColor[(int)HitRegion.NegZAxis];

            m_axisColor[axis] = saveColor;

            Vec3F deltaTrans = Vec3F.ZeroVector;

            if (m_hitRegion != HitRegion.None)
            {
                normWorld.Translation = HitMatrix.Translation;
            }

            Vec3F pos = normWorld.Translation;
            float s;

            Util.CalcAxisLengths(vc.Camera, pos, out s);

            Vec3F sv           = new Vec3F(s, s, s);
            Vec3F axscale      = new Vec3F(s, s, s);
            Vec3F negAxscale   = new Vec3F(-s, -s, -s);
            bool  negativeAxis = m_hitRegion == HitRegion.NegXAxis || m_hitRegion == HitRegion.NegYAxis || m_hitRegion == HitRegion.NegZAxis;

            if (negativeAxis)
            {
                negAxscale.X *= Math.Abs(m_scale.X);
                negAxscale.Y *= Math.Abs(m_scale.Y);
                negAxscale.Z *= Math.Abs(m_scale.Z);
            }
            else
            {
                axscale.X *= Math.Abs(m_scale.X);
                axscale.Y *= Math.Abs(m_scale.Y);
                axscale.Z *= Math.Abs(m_scale.Z);
            }

            Matrix4F scale = new Matrix4F();

            scale.Scale(axscale);
            Matrix4F xform = scale * normWorld;

            Util3D.RenderFlag = wire;

            Util3D.DrawX(xform, xcolor);
            Util3D.DrawY(xform, ycolor);
            Util3D.DrawZ(xform, zcolor);

            scale.Scale(negAxscale);
            xform = scale * normWorld;

            Util3D.DrawX(xform, nxcolor);
            Util3D.DrawY(xform, nycolor);
            Util3D.DrawZ(xform, nzcolor);

            Vec3F handle      = sv * HandleRatio;
            float handleWidth = handle.X / 2;

            scale.Scale(handle);
            Matrix4F trans = new Matrix4F();



            Util3D.RenderFlag = solid;

            // X handle
            trans.Translation = new Vec3F(axscale.X - handleWidth, 0, 0);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(xform, xcolor);

            // y handle
            trans.Translation = new Vec3F(0, axscale.Y - handleWidth, 0);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(xform, ycolor);

            // z handle
            trans.Translation = new Vec3F(0, 0, axscale.Z - handleWidth);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(xform, zcolor);


            // -x handle
            trans.Translation = new Vec3F(negAxscale.X + handleWidth, 0, 0);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(xform, nxcolor);

            // -y handle
            trans.Translation = new Vec3F(0, negAxscale.Y + handleWidth, 0);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(xform, nycolor);

            // -z handle
            trans.Translation = new Vec3F(0, 0, negAxscale.Z + handleWidth);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(xform, nzcolor);
        }
コード例 #4
0
        public override void Render(ViewControl vc)
        {
            BasicRendererFlags solid = BasicRendererFlags.Solid
                                       | BasicRendererFlags.DisableDepthTest;
            BasicRendererFlags wire = BasicRendererFlags.WireFrame
                                      | BasicRendererFlags.DisableDepthTest;


            Matrix4F normWorld = GetManipulatorMatrix();

            if (normWorld == null)
            {
                return;
            }

            Camera camera = vc.Camera;
            Vec3F  pos    = normWorld.Translation;
            float  s;

            Util.CalcAxisLengths(vc.Camera, pos, out s);

            Vec3F sv      = new Vec3F(s, s, s);
            Vec3F axscale = new Vec3F(Math.Abs(s * m_scale.X), Math.Abs(s * m_scale.Y), Math.Abs(s * m_scale.Z));

            Color xcolor   = (m_hitRegion == HitRegion.XAxis || m_hitRegion == HitRegion.FreeRect) ? Color.Gold : Color.Red;
            Color ycolor   = (m_hitRegion == HitRegion.YAxis || m_hitRegion == HitRegion.FreeRect) ? Color.Gold : Color.Green;
            Color Zcolor   = (m_hitRegion == HitRegion.ZAxis || m_hitRegion == HitRegion.FreeRect) ? Color.Gold : Color.Blue;
            Color freeRect = (m_hitRegion == HitRegion.FreeRect) ? Color.Gold : Color.White;


            Matrix4F scale = new Matrix4F();

            scale.Scale(axscale);
            Matrix4F xform = scale * normWorld;

            Util3D.RenderFlag = wire;
            Util3D.DrawX(xform, xcolor);
            Util3D.DrawY(xform, ycolor);
            Util3D.DrawZ(xform, Zcolor);

            Vec3F rectScale = sv * FreeRectRatio;

            scale.Scale(rectScale);
            Matrix4F b        = Util.CreateBillboard(pos, camera.WorldEye, camera.Up, camera.LookAt);
            Matrix4F recXform = Matrix4F.Multiply(scale, b);

            Util3D.DrawRect(recXform, freeRect);

            Vec3F handle      = sv * HandleRatio;
            float handleWidth = handle.X / 2;

            scale.Scale(handle);
            Matrix4F trans = new Matrix4F();

            trans.Translation = new Vec3F(axscale.X - handleWidth, 0, 0);
            xform             = scale * trans * normWorld;

            Util3D.RenderFlag = solid;

            Util3D.DrawCube(xform, xcolor);

            trans.Translation = new Vec3F(0, axscale.Y - handleWidth, 0);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(xform, ycolor);

            trans.Translation = new Vec3F(0, 0, axscale.Z - handleWidth);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(xform, Zcolor);
        }
コード例 #5
0
ファイル: ScaleManipulator.cs プロジェクト: coreafive/XLE
        public override void Render(object opaqueContext, ViewControl vc)
        {
            Matrix4F normWorld = GetManipulatorMatrix();

            if (normWorld == null)
            {
                return;
            }

            var context = opaqueContext as GUILayer.SimpleRenderingContext;

            if (context == null)
            {
                return;
            }

            Vec3F pos = normWorld.Translation;
            float s   = Util.CalcAxisScale(vc.Camera, pos, AxisLength, vc.Height);

            Color xcolor          = (m_hitRegion == HitRegion.XAxis || m_hitRegion == HitRegion.CenterCube) ? Color.Gold : XAxisColor;
            Color ycolor          = (m_hitRegion == HitRegion.YAxis || m_hitRegion == HitRegion.CenterCube) ? Color.Gold : YAxisColor;
            Color zcolor          = (m_hitRegion == HitRegion.ZAxis || m_hitRegion == HitRegion.CenterCube) ? Color.Gold : ZAxisColor;
            Color centerCubeColor = (m_hitRegion == HitRegion.CenterCube) ? Color.Gold : Color.White;


            Vec3F sv      = new Vec3F(s, s, s);
            Vec3F axscale = new Vec3F(s * AxisThickness, s, s * AxisThickness);

            Matrix4F scale = new Matrix4F();

            axscale.Y = Math.Abs(s * m_scale.X);
            scale.Scale(axscale);
            Matrix4F rot = new Matrix4F();

            rot.RotZ(-MathHelper.PiOver2);
            Matrix4F xform = scale * rot * normWorld;

            Util3D.DrawCylinder(context, xform, xcolor);

            axscale.Y = Math.Abs(s * m_scale.Y);
            scale.Scale(axscale);
            xform = scale * normWorld;
            Util3D.DrawCylinder(context, xform, ycolor);
            rot.RotX(MathHelper.PiOver2);
            axscale.Y = Math.Abs(s * m_scale.Z);
            scale.Scale(axscale);
            xform = scale * rot * normWorld;
            Util3D.DrawCylinder(context, xform, zcolor);

            Vec3F centerCubeScale = sv * CenterCubeSize;

            scale.Scale(centerCubeScale);
            Matrix4F centerCubeXform = scale * normWorld;

            Util3D.DrawCube(context, centerCubeXform, centerCubeColor);


            Vec3F handleScale = new Vec3F(Math.Abs(s * m_scale.X), Math.Abs(s * m_scale.Y), Math.Abs(s * m_scale.Z));
            Vec3F handle      = sv * AxisHandle;
            float handleWidth = handle.X / 2;

            scale.Scale(handle);
            Matrix4F trans = new Matrix4F();

            trans.Translation = new Vec3F(handleScale.X - handleWidth, 0, 0);
            xform             = scale * trans * normWorld;

            Util3D.DrawCube(context, xform, xcolor);

            trans.Translation = new Vec3F(0, handleScale.Y - handleWidth, 0);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(context, xform, ycolor);

            trans.Translation = new Vec3F(0, 0, handleScale.Z - handleWidth);
            xform             = scale * trans * normWorld;
            Util3D.DrawCube(context, xform, zcolor);
        }
コード例 #6
0
        public void Render(ViewControl vc, Matrix4F normWorld)
        {
            float s      = Util.CalcAxisScale(vc.Camera, normWorld.Translation, Manipulator.AxisLength, vc.Height);
            Color xcolor = (m_hitRegion == HitRegion.XAxis || m_hitRegion == HitRegion.XYSquare || m_hitRegion == HitRegion.XZSquare) ? Color.Gold : Manipulator.XAxisColor;
            Color ycolor = (m_hitRegion == HitRegion.YAxis || m_hitRegion == HitRegion.XYSquare || m_hitRegion == HitRegion.YZSquare) ? Color.Gold : Manipulator.YAxisColor;
            Color Zcolor = (m_hitRegion == HitRegion.ZAxis || m_hitRegion == HitRegion.XZSquare || m_hitRegion == HitRegion.YZSquare) ? Color.Gold : Manipulator.ZAxisColor;

            Color XYx = m_hitRegion == HitRegion.XYSquare ? Color.Gold : Manipulator.XAxisColor;
            Color XYy = m_hitRegion == HitRegion.XYSquare ? Color.Gold : Manipulator.YAxisColor;


            Color XZx = m_hitRegion == HitRegion.XZSquare ? Color.Gold : Manipulator.XAxisColor;
            Color XZz = m_hitRegion == HitRegion.XZSquare ? Color.Gold : Manipulator.ZAxisColor;


            Color YZy = m_hitRegion == HitRegion.YZSquare ? Color.Gold : Manipulator.YAxisColor;
            Color YZz = m_hitRegion == HitRegion.YZSquare ? Color.Gold : Manipulator.ZAxisColor;


            var axisScale = new Matrix4F();

            axisScale.Scale(new Vec3F(s * Manipulator.AxisThickness, s * (1 - ConeHeight), s * Manipulator.AxisThickness));
            var axisrot = new Matrix4F();


            // Draw X axis
            axisrot.RotZ(-MathHelper.PiOver2);
            Matrix4F scaleRot  = axisScale * axisrot;
            Matrix4F axisXform = scaleRot * normWorld;

            Util3D.DrawCylinder(axisXform, xcolor);

            // draw y
            axisXform = axisScale * normWorld;
            Util3D.DrawCylinder(axisXform, ycolor);

            // draw z
            axisrot.RotX(MathHelper.PiOver2);
            scaleRot  = axisScale * axisrot;
            axisXform = scaleRot * normWorld;
            Util3D.DrawCylinder(axisXform, Zcolor);

            // draw center cube.
            Matrix4F cubeScale = new Matrix4F();

            cubeScale.Scale(CenterCube * s);
            var cubexform = cubeScale * normWorld;

            Util3D.DrawCube(cubexform, Color.White);


            Matrix4F arrowHead = ComputeXhead(normWorld, s);

            Util3D.DrawCone(arrowHead, xcolor);

            arrowHead = ComputeYhead(normWorld, s);
            Util3D.DrawCone(arrowHead, ycolor);

            arrowHead = ComputeZhead(normWorld, s);
            Util3D.DrawCone(arrowHead, Zcolor);

            // draw xy rect.
            Matrix4F scale = new Matrix4F();

            scale.Scale(s * Manipulator.AxisThickness, s * SquareLength, s * Manipulator.AxisThickness);
            Matrix4F trans = new Matrix4F();

            trans.Translation = new Vec3F(0, s * SquareLength, 0);
            Matrix4F rot = new Matrix4F();

            rot.RotZ(-MathHelper.PiOver2);
            Matrix4F squareXform = scale * rot * trans * normWorld;


            Util3D.DrawCylinder(squareXform, XYy);

            trans.Translation = new Vec3F(s * SquareLength, 0, 0);
            squareXform       = scale * trans * normWorld;
            Util3D.DrawCylinder(squareXform, XYx);


            // draw xz rect.
            trans.Translation = new Vec3F(0, 0, s * SquareLength);
            rot.RotZ(-MathHelper.PiOver2);
            squareXform = scale * rot * trans * normWorld;
            Util3D.DrawCylinder(squareXform, XZz);

            trans.Translation = new Vec3F(s * SquareLength, 0, 0);
            rot.RotX(MathHelper.PiOver2);
            squareXform = scale * rot * trans * normWorld;
            Util3D.DrawCylinder(squareXform, XZx);

            // draw yz
            trans.Translation = new Vec3F(0, s * SquareLength, 0);
            rot.RotX(MathHelper.PiOver2);
            squareXform = scale * rot * trans * normWorld;
            Util3D.DrawCylinder(squareXform, YZy);

            trans.Translation = new Vec3F(0, 0, s * SquareLength);
            squareXform       = scale * trans * normWorld;
            Util3D.DrawCylinder(squareXform, YZz);
        }