/// <summary> /// Działa tylko dla widoków ortogonalnych. /// </summary> /// <param name="bezierSurface"></param> /// <param name="bezierCam"></param> /// <param name="viewportType"></param> /// <param name="pos"></param> /// <param name="size"></param> /// <param name="orthoSize"></param> /// <param name="orthoPos"></param> /// <param name="orthoLookAt"></param> public static void SelectBezierControlPoint(BezierSurface bezierSurface, Camera bezierCam, ViewportType viewportType, Point pos, Point size, Vector2 orthoSize, Vector3 orthoPos, Vector3 orthoLookAt) { Vector3 outCamPos = new Vector3(), outSurfPos = new Vector3(); switch (viewportType) { case ViewportType.Perspective: CalcPerspCoords(pos, size, bezierCam.fovAngle, bezierCam.rotateAngle, bezierCam.position, bezierCam.lookAt, out outCamPos, out outSurfPos); break; case ViewportType.Orto: CalcOrthoCoords(pos, size, orthoSize, orthoPos, orthoLookAt, out outCamPos, out outSurfPos); break; } Vector3 rayDir = Vector3.Normalize(outSurfPos - outCamPos); SlimDX.Ray ray = new SlimDX.Ray(outCamPos + 0.01f * rayDir, rayDir); float dist = float.PositiveInfinity; float tmpDist = -1; BoundingBox bb; for (int i = 0; i < bezierSurface.ControlPoints.Length; i++) { bb = new BoundingBox(new Vector3(bezierSurface.ControlPoints[i].x - 0.05f, bezierSurface.ControlPoints[i].y - 0.05f, bezierSurface.ControlPoints[i].z - 0.05f), new Vector3(bezierSurface.ControlPoints[i].x + 0.05f, bezierSurface.ControlPoints[i].y + 0.05f, bezierSurface.ControlPoints[i].z + 0.05f)); if (SlimDX.Ray.Intersects(ray, bb, out tmpDist)) { if (tmpDist < dist) { dist = tmpDist; bezierSurface.selectedPointIdx = i; } } } if (dist == float.PositiveInfinity) { bezierSurface.selectedPointIdx = -1; } }
public override bool Intersect(SlimDX.Ray ray, ref float dist, out IADTChunk hitChunk) { hitChunk = null; if (mMesh == null) { return(false); } float nDist = 0.0f; if (mMesh.Intersects(ray, out nDist)) { hitChunk = this; dist = nDist; return(true); } return(false); }
public override bool Intersect(SlimDX.Ray ray, float maxDistance, out float dist, out T obj) { T minObj = default(T); float minD = maxDistance + float.Epsilon; // we are only using less-than-checks bool hit = false; if (OptimizeGroundIntersection && ray.Direction.X == 0 && ray.Direction.Y == 0) { // set minD by doing ground intersection here float height = GroundHeight(Common.Math.ToVector2(ray.Position)); float d = ray.Position.Z - height; if (ray.Direction.Z < 0 && d < minD) { minD = d; hit = true; } // Todo: obj? } if (root != null) { hit |= root.Intersect(ray, ref minD, ref minObj); } foreach (var nb in nonfittableObjects.Keys) { RayIntersection rOut; var bounding = nonfittableObjects[nb]; if (bounding.Intersectable) { if (Intersection.Intersect <RayIntersection>(bounding.Bounding, ray, out rOut) && rOut.Distance < minD) { minD = rOut.Distance; minObj = (T)rOut.Userdata; hit = true; } } } dist = minD; obj = minObj; return(hit); }
public static void SelectElems(Scene scene, ViewportType viewportType, Point pos, Point size, Vector2 orthoSize, Vector3 orthoPos, Vector3 orthoLookAt) { Vector3 outCamPos = new Vector3(), outSurfPos = new Vector3(); switch(viewportType) { case ViewportType.Perspective: CalcPerspCoords(pos, size, scene.cams.ElementAt(scene.activeCamera).fovAngle, scene.cams.ElementAt(scene.activeCamera).rotateAngle, scene.cams.ElementAt(scene.activeCamera).position, scene.cams.ElementAt(scene.activeCamera).lookAt, out outCamPos, out outSurfPos); break; case ViewportType.Orto: CalcOrthoCoords(pos, size, orthoSize, orthoPos, orthoLookAt, out outCamPos, out outSurfPos); break; } List<Triang> triangs = new List<Triang>(); for(int i = 0; i < scene.triangles.Count; ++i) { Triangle triangle = scene.triangles.ElementAt(i); triangs.Add(new Triang(scene.points.ElementAt((int)triangle.p1), scene.points.ElementAt((int)triangle.p2), scene.points.ElementAt((int)triangle.p3))); } const float lightDiameter = 1; const float cameraDiameter = 1; Vector3 rayDir = Vector3.Normalize(outSurfPos - outCamPos); SlimDX.Ray ray = new SlimDX.Ray(outCamPos + 0.01f * rayDir, rayDir); float[] triangleDist = new float[triangs.Count]; for(int i = 0; i < triangs.Count; ++i) { float dist; if(SlimDX.Ray.Intersects(ray, triangs[i].p1, triangs[i].p2, triangs[i].p3, out dist)) { triangleDist[i] = dist; } else { triangleDist[i] = -1; } } float minDist = float.PositiveInfinity; int minIndex = -1; for(int i = 0; i < triangleDist.Length; ++i) { if(triangleDist[i] >= 0 && triangleDist[i] < minDist) { minIndex = i; minDist = triangleDist[i]; } } int foundTriangle = minIndex; Light_ foundLight = null; // TODO wyliczyć Camera foundCamera = null; // TODO wyliczyć if(foundTriangle >= 0) { HierarchyMesh mesh = GetSelectedMesh(scene.hierarchy.objects, foundTriangle); if(scene.selTriangles.Contains(mesh) == false) { scene.selTriangles.Add(mesh); } } else if(foundLight != null) { } else if(foundCamera != null) { } else { scene.selTriangles.Clear(); scene.selLights.Clear(); scene.selCams.Clear(); } }
public static void SelectElems(Scene scene, List<Vector3> camsPoints, Pair<List<Vector3>, List<int> > lightsPoints, ViewportType viewportType, Point pos, Point size, Vector2 orthoSize, Vector3 orthoPos, Vector3 orthoLookAt, bool ctrl) { Vector3 outCamPos = new Vector3(), outSurfPos = new Vector3(); switch(viewportType) { case ViewportType.Perspective: CalcPerspCoords(pos, size, scene.cams[scene.activeCamera].fovAngle, scene.cams[scene.activeCamera].rotateAngle, scene.cams[scene.activeCamera].position, scene.cams[scene.activeCamera].lookAt, out outCamPos, out outSurfPos); break; case ViewportType.Orto: CalcOrthoCoords(pos, size, orthoSize, orthoPos, orthoLookAt, out outCamPos, out outSurfPos); break; } List<Triang> triangsCam = new List<Triang>(); for(int i = 0; i < camsPoints.Count / 8; ++i) { for(int j = RenderCamera.triangles.Length - 1; j < RenderCamera.triangles.Length; ++j) { triangsCam.Add(new Triang(camsPoints[3 * i + (int)RenderCamera.triangles[j].p1], camsPoints[3 * i + (int)RenderCamera.triangles[j].p2], camsPoints[3 * i + (int)RenderCamera.triangles[j].p3])); } } List<Triang> triangsLight = new List<Triang>(); int sumPoints = 0; for(int i = 0; i < lightsPoints.Second.Count; ++i) { for(int j = 0; j < lightsPoints.Second[i]; ++j) { triangsLight.Add(new Triang(lightsPoints.First[sumPoints + (int)RenderLight.triangles[j].p1], lightsPoints.First[sumPoints + (int)RenderLight.triangles[j].p2], lightsPoints.First[sumPoints + (int)RenderLight.triangles[j].p3])); } sumPoints += lightsPoints.Second[i] == RenderLight.trianglesSpotNum ? RenderLight.pointsSpotNum : RenderLight.pointsPointNum; } bool clipped = false; float clipMin = 0, clipMax = 0; Vector3 rayShift = new Vector3(0); if(viewportType == ViewportType.Orto && Renderer.Clipping == true) { float xmin, xplus, ymin, yplus, zmin, zplus; if(outCamPos.Z > 40000) { xmin = Renderer.GetClipPlanePosition(ClipPlaneType.XMIN); xplus = Renderer.GetClipPlanePosition(ClipPlaneType.XPLUS); ymin = Renderer.GetClipPlanePosition(ClipPlaneType.YMIN); yplus = Renderer.GetClipPlanePosition(ClipPlaneType.YPLUS); zmin = Renderer.GetClipPlanePosition(ClipPlaneType.ZMIN); zplus = Renderer.GetClipPlanePosition(ClipPlaneType.ZPLUS); if(outCamPos.X < xmin || outCamPos.X > xplus || outCamPos.Y < ymin || outCamPos.Y > yplus) { clipped = true; } else { clipMin = 50001 - zplus; clipMax = zplus - zmin; rayShift = new Vector3(0, 0, clipMin); } } else if(outCamPos.X > 40000) { xmin = Renderer.GetClipPlanePosition(ClipPlaneType.ZPLUS); xplus = Renderer.GetClipPlanePosition(ClipPlaneType.ZMIN); ymin = Renderer.GetClipPlanePosition(ClipPlaneType.YMIN); yplus = Renderer.GetClipPlanePosition(ClipPlaneType.YPLUS); zmin = Renderer.GetClipPlanePosition(ClipPlaneType.XMIN); zplus = Renderer.GetClipPlanePosition(ClipPlaneType.XPLUS); if(outCamPos.Z > xmin || outCamPos.Z < xplus || outCamPos.Y < ymin || outCamPos.Y > yplus) { clipped = true; } else { clipMin = 50001 - zplus; clipMax = zplus - zmin; rayShift = new Vector3(clipMin, 0, 0); } } else if(outCamPos.Y > 40000) { xmin = Renderer.GetClipPlanePosition(ClipPlaneType.XMIN); xplus = Renderer.GetClipPlanePosition(ClipPlaneType.XPLUS); ymin = Renderer.GetClipPlanePosition(ClipPlaneType.ZPLUS); yplus = Renderer.GetClipPlanePosition(ClipPlaneType.ZMIN); zmin = Renderer.GetClipPlanePosition(ClipPlaneType.YMIN); zplus = Renderer.GetClipPlanePosition(ClipPlaneType.YPLUS); if(outCamPos.X < xmin || outCamPos.X > xplus || outCamPos.Z > ymin || outCamPos.Z < yplus) { clipped = true; } else { clipMin = 50001 - zplus; clipMax = zplus - zmin; rayShift = new Vector3(0, clipMin, 0); } } } Vector3 rayDir = Vector3.Normalize(outSurfPos - outCamPos); SlimDX.Ray ray = new SlimDX.Ray(outCamPos + 0.01f * rayDir - rayShift, rayDir); float[] triangleDist = new float[scene.triangles.Count]; float minDist = float.PositiveInfinity; int minIndex = -1; if(clipped == false) { if(viewportType == ViewportType.Orto && Renderer.Clipping == true) { for(int i = 0; i < scene.triangles.Count; ++i) { float dist; if(SlimDX.Ray.Intersects(ray, scene.points[(int)scene.triangles[i].p1], scene.points[(int)scene.triangles[i].p2], scene.points[(int)scene.triangles[i].p3], out dist)) { if(dist >= 0 && dist < minDist && dist < clipMax) { minIndex = i; minDist = dist; } } } } else { for(int i = 0; i < scene.triangles.Count; ++i) { float dist; if(SlimDX.Ray.Intersects(ray, scene.points[(int)scene.triangles[i].p1], scene.points[(int)scene.triangles[i].p2], scene.points[(int)scene.triangles[i].p3], out dist)) { if(dist >= 0 && dist < minDist) { minIndex = i; minDist = dist; } } } } } minDist += clipMin; ray = new SlimDX.Ray(outCamPos + 0.01f * rayDir, rayDir); float[] camsTriangleDist = new float[triangsCam.Count]; float camsMinDist = float.PositiveInfinity; int camsMinIndex = -1; if(viewportType != ViewportType.Perspective) { for(int i = 0; i < triangsCam.Count; ++i) { float dist; if(SlimDX.Ray.Intersects(ray, triangsCam[i].p1, triangsCam[i].p2, triangsCam[i].p3, out dist)) { if(dist >= 0 && dist < camsMinDist) { camsMinIndex = i; camsMinDist = dist; } } } } float[] lightsTriangleDist = new float[triangsLight.Count]; float lightsMinDist = float.PositiveInfinity; int lightsMinIndex = -1; if(viewportType != ViewportType.Perspective) { for(int i = 0; i < triangsLight.Count; ++i) { float dist; if(SlimDX.Ray.Intersects(ray, triangsLight[i].p1, triangsLight[i].p2, triangsLight[i].p3, out dist)) { if(dist >= 0 && dist < lightsMinDist) { lightsMinIndex = i; lightsMinDist = lightsTriangleDist[i]; } } } } List<float> pointsDist = new List<float>(); float pointsMinDist = float.PositiveInfinity; int pointsMinIndex = -1; if(viewportType != ViewportType.Perspective) { for(int i = 0; i < scene.lights.Count; ++i) { if(scene.lights[i].type == Light_Type.Spot || scene.lights[i].type == Light_Type.Goniometric) { float dist; Vector3 lightPos = scene.lights[i].position + scene.lights[i].direction * Renderer.spotLightDist * orthoSize.X / 10; if(SlimDX.Ray.Intersects(ray, new BoundingBox(new Vector3(lightPos.X - Renderer.pointSize * orthoSize.X / 20, lightPos.Y - Renderer.pointSize * orthoSize.X / 20, lightPos.Z - Renderer.pointSize * orthoSize.X / 20), new Vector3(lightPos.X + Renderer.pointSize * orthoSize.X / 20, lightPos.Y + Renderer.pointSize * orthoSize.X / 20, lightPos.Z + Renderer.pointSize * orthoSize.X / 20)), out dist)) { pointsDist.Add(dist); } else { pointsDist.Add(-1); } } } for(int i = 0; i < scene.cams.Count; ++i) { float dist; Vector3 camPos = scene.cams[i].position; if(SlimDX.Ray.Intersects(ray, new BoundingBox(new Vector3(camPos.X - Renderer.pointSize * orthoSize.X / 20, camPos.Y - Renderer.pointSize * orthoSize.X / 20, camPos.Z - Renderer.pointSize * orthoSize.X / 20), new Vector3(camPos.X + Renderer.pointSize * orthoSize.X / 20, camPos.Y + Renderer.pointSize * orthoSize.X / 20, camPos.Z + Renderer.pointSize * orthoSize.X / 20)), out dist)) { pointsDist.Add(dist); } else { pointsDist.Add(-1); } Vector3 camLookAt = Renderer.camsLookAtPoints[i]; if(SlimDX.Ray.Intersects(ray, new BoundingBox(new Vector3(camLookAt.X - Renderer.pointSize * orthoSize.X / 20, camLookAt.Y - Renderer.pointSize * orthoSize.X / 20, camLookAt.Z - Renderer.pointSize * orthoSize.X / 20), new Vector3(camLookAt.X + Renderer.pointSize * orthoSize.X / 20, camLookAt.Y + Renderer.pointSize * orthoSize.X / 20, camLookAt.Z + Renderer.pointSize * orthoSize.X / 20)), out dist)) { pointsDist.Add(dist); } else { pointsDist.Add(-1); } } for(int i = 0; i < pointsDist.Count; ++i) { if(pointsDist[i] >= 0 && pointsDist[i] < pointsMinDist) { pointsMinIndex = i; pointsMinDist = pointsDist[i]; } } } int foundTriangle = minIndex; int foundLight = lightsMinIndex; int foundCamera = camsMinIndex; int foundPoint = pointsMinIndex; if(foundPoint >= 0 && pointsMinDist < minDist && pointsMinDist < lightsMinDist) { pointFound = pointsMinIndex; scene.selTriangles.Clear(); scene.selLights.Clear(); scene.selCams.Clear(); } else { pointFound = -1; if(foundLight >= 0 && lightsMinDist < minDist && lightsMinDist < camsMinDist && lightsMinDist < pointsMinDist) { foundTriangle = -1; foundCamera = -1; } if(foundCamera >= 0 && camsMinDist < minDist && camsMinDist < lightsMinDist && camsMinDist < pointsMinDist) { foundTriangle = -1; foundLight = -1; } if(ctrl == false) { scene.selTriangles.Clear(); scene.selLights.Clear(); scene.selCams.Clear(); } if(foundTriangle >= 0) { HierarchyMesh mesh = Hierarchy.GetSelectedMesh(scene.hierarchy.objects, foundTriangle); if(scene.selTriangles.Contains(mesh) == false) { scene.selTriangles.Add(mesh); } else { if(ctrl == true) { scene.selTriangles.Remove(mesh); } } } else if(foundLight >= 0) { int i = 0; int index = lightsPoints.Second[i]; while(foundLight > index) { index += lightsPoints.Second[++i]; } int lightIndex = i; if(scene.selLights.Contains(lightIndex) == false) { scene.selLights.Add(lightIndex); } else { if(ctrl == true) { scene.selLights.Remove(lightIndex); } } } else if(foundCamera >= 0) { int cameraIndex = foundCamera / RenderCamera.triangles.Length; if(scene.selCams.Contains(cameraIndex) == false) { scene.selCams.Add(cameraIndex); } else { if(ctrl == true) { scene.selCams.Remove(cameraIndex); } } } else { if(ctrl == false) { scene.selTriangles.Clear(); scene.selLights.Clear(); scene.selCams.Clear(); } } } }
public abstract bool Intersect(SlimDX.Ray ray, ref float dist, out IADTChunk hitChunk);
public static void SelectElems(Scene scene, ViewportType viewportType, Point pos, Point size, Vector2 orthoSize, Vector3 orthoPos, Vector3 orthoLookAt) { Vector3 outCamPos = new Vector3(), outSurfPos = new Vector3(); switch (viewportType) { case ViewportType.Perspective: CalcPerspCoords(pos, size, scene.cams.ElementAt(scene.activeCamera).fovAngle, scene.cams.ElementAt(scene.activeCamera).rotateAngle, scene.cams.ElementAt(scene.activeCamera).position, scene.cams.ElementAt(scene.activeCamera).lookAt, out outCamPos, out outSurfPos); break; case ViewportType.Orto: CalcOrthoCoords(pos, size, orthoSize, orthoPos, orthoLookAt, out outCamPos, out outSurfPos); break; } List <Triang> triangs = new List <Triang>(); for (int i = 0; i < scene.triangles.Count; ++i) { Triangle triangle = scene.triangles.ElementAt(i); triangs.Add(new Triang(scene.points.ElementAt((int)triangle.p1), scene.points.ElementAt((int)triangle.p2), scene.points.ElementAt((int)triangle.p3))); } const float lightDiameter = 1; const float cameraDiameter = 1; Vector3 rayDir = Vector3.Normalize(outSurfPos - outCamPos); SlimDX.Ray ray = new SlimDX.Ray(outCamPos + 0.01f * rayDir, rayDir); float[] triangleDist = new float[triangs.Count]; for (int i = 0; i < triangs.Count; ++i) { float dist; if (SlimDX.Ray.Intersects(ray, triangs[i].p1, triangs[i].p2, triangs[i].p3, out dist)) { triangleDist[i] = dist; } else { triangleDist[i] = -1; } } float minDist = float.PositiveInfinity; int minIndex = -1; for (int i = 0; i < triangleDist.Length; ++i) { if (triangleDist[i] >= 0 && triangleDist[i] < minDist) { minIndex = i; minDist = triangleDist[i]; } } int foundTriangle = minIndex; Light_ foundLight = null; // TODO wyliczyć Camera foundCamera = null; // TODO wyliczyć if (foundTriangle >= 0) { HierarchyMesh mesh = GetSelectedMesh(scene.hierarchy.objects, foundTriangle); if (scene.selTriangles.Contains(mesh) == false) { scene.selTriangles.Add(mesh); } } else if (foundLight != null) { } else if (foundCamera != null) { } else { scene.selTriangles.Clear(); scene.selLights.Clear(); scene.selCams.Clear(); } }
public static void SelectElems(Scene scene, List <Vector3> camsPoints, Pair <List <Vector3>, List <int> > lightsPoints, ViewportType viewportType, Point pos, Point size, Vector2 orthoSize, Vector3 orthoPos, Vector3 orthoLookAt, bool ctrl) { Vector3 outCamPos = new Vector3(), outSurfPos = new Vector3(); switch (viewportType) { case ViewportType.Perspective: CalcPerspCoords(pos, size, scene.cams[scene.activeCamera].fovAngle, scene.cams[scene.activeCamera].rotateAngle, scene.cams[scene.activeCamera].position, scene.cams[scene.activeCamera].lookAt, out outCamPos, out outSurfPos); break; case ViewportType.Orto: CalcOrthoCoords(pos, size, orthoSize, orthoPos, orthoLookAt, out outCamPos, out outSurfPos); break; } List <Triang> triangsCam = new List <Triang>(); for (int i = 0; i < camsPoints.Count / 8; ++i) { for (int j = RenderCamera.triangles.Length - 1; j < RenderCamera.triangles.Length; ++j) { triangsCam.Add(new Triang(camsPoints[3 * i + (int)RenderCamera.triangles[j].p1], camsPoints[3 * i + (int)RenderCamera.triangles[j].p2], camsPoints[3 * i + (int)RenderCamera.triangles[j].p3])); } } List <Triang> triangsLight = new List <Triang>(); int sumPoints = 0; for (int i = 0; i < lightsPoints.Second.Count; ++i) { for (int j = 0; j < lightsPoints.Second[i]; ++j) { triangsLight.Add(new Triang(lightsPoints.First[sumPoints + (int)RenderLight.triangles[j].p1], lightsPoints.First[sumPoints + (int)RenderLight.triangles[j].p2], lightsPoints.First[sumPoints + (int)RenderLight.triangles[j].p3])); } sumPoints += lightsPoints.Second[i] == RenderLight.trianglesSpotNum ? RenderLight.pointsSpotNum : RenderLight.pointsPointNum; } bool clipped = false; float clipMin = 0, clipMax = 0; Vector3 rayShift = new Vector3(0); if (viewportType == ViewportType.Orto && Renderer.Clipping == true) { float xmin, xplus, ymin, yplus, zmin, zplus; if (outCamPos.Z > 40000) { xmin = Renderer.GetClipPlanePosition(ClipPlaneType.XMIN); xplus = Renderer.GetClipPlanePosition(ClipPlaneType.XPLUS); ymin = Renderer.GetClipPlanePosition(ClipPlaneType.YMIN); yplus = Renderer.GetClipPlanePosition(ClipPlaneType.YPLUS); zmin = Renderer.GetClipPlanePosition(ClipPlaneType.ZMIN); zplus = Renderer.GetClipPlanePosition(ClipPlaneType.ZPLUS); if (outCamPos.X < xmin || outCamPos.X > xplus || outCamPos.Y < ymin || outCamPos.Y > yplus) { clipped = true; } else { clipMin = 50001 - zplus; clipMax = zplus - zmin; rayShift = new Vector3(0, 0, clipMin); } } else if (outCamPos.X > 40000) { xmin = Renderer.GetClipPlanePosition(ClipPlaneType.ZPLUS); xplus = Renderer.GetClipPlanePosition(ClipPlaneType.ZMIN); ymin = Renderer.GetClipPlanePosition(ClipPlaneType.YMIN); yplus = Renderer.GetClipPlanePosition(ClipPlaneType.YPLUS); zmin = Renderer.GetClipPlanePosition(ClipPlaneType.XMIN); zplus = Renderer.GetClipPlanePosition(ClipPlaneType.XPLUS); if (outCamPos.Z > xmin || outCamPos.Z < xplus || outCamPos.Y < ymin || outCamPos.Y > yplus) { clipped = true; } else { clipMin = 50001 - zplus; clipMax = zplus - zmin; rayShift = new Vector3(clipMin, 0, 0); } } else if (outCamPos.Y > 40000) { xmin = Renderer.GetClipPlanePosition(ClipPlaneType.XMIN); xplus = Renderer.GetClipPlanePosition(ClipPlaneType.XPLUS); ymin = Renderer.GetClipPlanePosition(ClipPlaneType.ZPLUS); yplus = Renderer.GetClipPlanePosition(ClipPlaneType.ZMIN); zmin = Renderer.GetClipPlanePosition(ClipPlaneType.YMIN); zplus = Renderer.GetClipPlanePosition(ClipPlaneType.YPLUS); if (outCamPos.X < xmin || outCamPos.X > xplus || outCamPos.Z > ymin || outCamPos.Z < yplus) { clipped = true; } else { clipMin = 50001 - zplus; clipMax = zplus - zmin; rayShift = new Vector3(0, clipMin, 0); } } } Vector3 rayDir = Vector3.Normalize(outSurfPos - outCamPos); SlimDX.Ray ray = new SlimDX.Ray(outCamPos + 0.01f * rayDir - rayShift, rayDir); float[] triangleDist = new float[scene.triangles.Count]; float minDist = float.PositiveInfinity; int minIndex = -1; if (clipped == false) { if (viewportType == ViewportType.Orto && Renderer.Clipping == true) { for (int i = 0; i < scene.triangles.Count; ++i) { float dist; if (SlimDX.Ray.Intersects(ray, scene.points[(int)scene.triangles[i].p1], scene.points[(int)scene.triangles[i].p2], scene.points[(int)scene.triangles[i].p3], out dist)) { if (dist >= 0 && dist < minDist && dist < clipMax) { minIndex = i; minDist = dist; } } } } else { for (int i = 0; i < scene.triangles.Count; ++i) { float dist; if (SlimDX.Ray.Intersects(ray, scene.points[(int)scene.triangles[i].p1], scene.points[(int)scene.triangles[i].p2], scene.points[(int)scene.triangles[i].p3], out dist)) { if (dist >= 0 && dist < minDist) { minIndex = i; minDist = dist; } } } } } minDist += clipMin; ray = new SlimDX.Ray(outCamPos + 0.01f * rayDir, rayDir); float[] camsTriangleDist = new float[triangsCam.Count]; float camsMinDist = float.PositiveInfinity; int camsMinIndex = -1; if (viewportType != ViewportType.Perspective) { for (int i = 0; i < triangsCam.Count; ++i) { float dist; if (SlimDX.Ray.Intersects(ray, triangsCam[i].p1, triangsCam[i].p2, triangsCam[i].p3, out dist)) { if (dist >= 0 && dist < camsMinDist) { camsMinIndex = i; camsMinDist = dist; } } } } float[] lightsTriangleDist = new float[triangsLight.Count]; float lightsMinDist = float.PositiveInfinity; int lightsMinIndex = -1; if (viewportType != ViewportType.Perspective) { for (int i = 0; i < triangsLight.Count; ++i) { float dist; if (SlimDX.Ray.Intersects(ray, triangsLight[i].p1, triangsLight[i].p2, triangsLight[i].p3, out dist)) { if (dist >= 0 && dist < lightsMinDist) { lightsMinIndex = i; lightsMinDist = lightsTriangleDist[i]; } } } } List <float> pointsDist = new List <float>(); float pointsMinDist = float.PositiveInfinity; int pointsMinIndex = -1; if (viewportType != ViewportType.Perspective) { for (int i = 0; i < scene.lights.Count; ++i) { if (scene.lights[i].type == Light_Type.Spot || scene.lights[i].type == Light_Type.Goniometric) { float dist; Vector3 lightPos = scene.lights[i].position + scene.lights[i].direction * Renderer.spotLightDist * orthoSize.X / 10; if (SlimDX.Ray.Intersects(ray, new BoundingBox(new Vector3(lightPos.X - Renderer.pointSize * orthoSize.X / 20, lightPos.Y - Renderer.pointSize * orthoSize.X / 20, lightPos.Z - Renderer.pointSize * orthoSize.X / 20), new Vector3(lightPos.X + Renderer.pointSize * orthoSize.X / 20, lightPos.Y + Renderer.pointSize * orthoSize.X / 20, lightPos.Z + Renderer.pointSize * orthoSize.X / 20)), out dist)) { pointsDist.Add(dist); } else { pointsDist.Add(-1); } } } for (int i = 0; i < scene.cams.Count; ++i) { float dist; Vector3 camPos = scene.cams[i].position; if (SlimDX.Ray.Intersects(ray, new BoundingBox(new Vector3(camPos.X - Renderer.pointSize * orthoSize.X / 20, camPos.Y - Renderer.pointSize * orthoSize.X / 20, camPos.Z - Renderer.pointSize * orthoSize.X / 20), new Vector3(camPos.X + Renderer.pointSize * orthoSize.X / 20, camPos.Y + Renderer.pointSize * orthoSize.X / 20, camPos.Z + Renderer.pointSize * orthoSize.X / 20)), out dist)) { pointsDist.Add(dist); } else { pointsDist.Add(-1); } Vector3 camLookAt = Renderer.camsLookAtPoints[i]; if (SlimDX.Ray.Intersects(ray, new BoundingBox(new Vector3(camLookAt.X - Renderer.pointSize * orthoSize.X / 20, camLookAt.Y - Renderer.pointSize * orthoSize.X / 20, camLookAt.Z - Renderer.pointSize * orthoSize.X / 20), new Vector3(camLookAt.X + Renderer.pointSize * orthoSize.X / 20, camLookAt.Y + Renderer.pointSize * orthoSize.X / 20, camLookAt.Z + Renderer.pointSize * orthoSize.X / 20)), out dist)) { pointsDist.Add(dist); } else { pointsDist.Add(-1); } } for (int i = 0; i < pointsDist.Count; ++i) { if (pointsDist[i] >= 0 && pointsDist[i] < pointsMinDist) { pointsMinIndex = i; pointsMinDist = pointsDist[i]; } } } int foundTriangle = minIndex; int foundLight = lightsMinIndex; int foundCamera = camsMinIndex; int foundPoint = pointsMinIndex; if (foundPoint >= 0 && pointsMinDist < minDist && pointsMinDist < lightsMinDist) { pointFound = pointsMinIndex; scene.selTriangles.Clear(); scene.selLights.Clear(); scene.selCams.Clear(); } else { pointFound = -1; if (foundLight >= 0 && lightsMinDist < minDist && lightsMinDist < camsMinDist && lightsMinDist < pointsMinDist) { foundTriangle = -1; foundCamera = -1; } if (foundCamera >= 0 && camsMinDist < minDist && camsMinDist < lightsMinDist && camsMinDist < pointsMinDist) { foundTriangle = -1; foundLight = -1; } if (ctrl == false) { scene.selTriangles.Clear(); scene.selLights.Clear(); scene.selCams.Clear(); } if (foundTriangle >= 0) { HierarchyMesh mesh = Hierarchy.GetSelectedMesh(scene.hierarchy.objects, foundTriangle); if (scene.selTriangles.Contains(mesh) == false) { scene.selTriangles.Add(mesh); } else { if (ctrl == true) { scene.selTriangles.Remove(mesh); } } } else if (foundLight >= 0) { int i = 0; int index = lightsPoints.Second[i]; while (foundLight > index) { index += lightsPoints.Second[++i]; } int lightIndex = i; if (scene.selLights.Contains(lightIndex) == false) { scene.selLights.Add(lightIndex); } else { if (ctrl == true) { scene.selLights.Remove(lightIndex); } } } else if (foundCamera >= 0) { int cameraIndex = foundCamera / RenderCamera.triangles.Length; if (scene.selCams.Contains(cameraIndex) == false) { scene.selCams.Add(cameraIndex); } else { if (ctrl == true) { scene.selCams.Remove(cameraIndex); } } } else { if (ctrl == false) { scene.selTriangles.Clear(); scene.selLights.Clear(); scene.selCams.Clear(); } } } }