/// <summary> /// Creates a DataManipulation object. /// </summary> public DataManipulation(DXViewport.Viewport viewport) { _buffers = new BufferObjects(); _buffers.VertexSize = 0.25f; _buffers.ColorByHeight = false; _buffers.MainViewport = viewport; _viewport = viewport; _moveVertex = false; _pauseMoveVertex = false; _isMoving = false; _softSelection = false; _falloff = true; _enableLighting = true; _softDistanceSquared = 0.2f * 0.2f; // Squared for quicker calculations _history = new DataHistory(); _redoHistory = new DataHistory(); _pageCopy = null; _renderTextures = true; _ray = Vector3.Empty; _copyPosition = 0f; _plugins = new PlugIns(); // Set shader versions _vertexShaderVersion = _viewport.SupportedVertexShaderVersion; _pixelShaderVersion = _viewport.SupportedPixelShaderVersion; }
/// <summary> /// Creates a DataManipulation object. /// </summary> public DataManipulation( DXViewport.Viewport viewport ) { _buffers = new BufferObjects(); _buffers.VertexSize = 0.25f; _buffers.ColorByHeight = false; _buffers.MainViewport = viewport; _viewport = viewport; _moveVertex = false; _pauseMoveVertex = false; _isMoving = false; _softSelection = false; _falloff = true; _enableLighting = true; _softDistanceSquared = 0.2f * 0.2f; // Squared for quicker calculations _history = new DataHistory(); _redoHistory = new DataHistory(); _pageCopy = null; _renderTextures = true; _ray = Vector3.Empty; _copyPosition = 0f; _plugins = new PlugIns(); // Set shader versions _vertexShaderVersion = _viewport.SupportedVertexShaderVersion; _pixelShaderVersion = _viewport.SupportedPixelShaderVersion; }
/// <summary> /// Initializes the DXViewport and the DataManipulation classes. /// Call InitializeDXDefaults() and InitializeCamera() afterwards, /// or implement their equivalent. /// </summary> public virtual void InitializeViewport() { _viewport = new DXViewport.Viewport(); _viewport.InitializeDXWindow(pnlMainViewport, _owner); _terrainData = new DataManipulation(_viewport); _viewport.Device.DeviceReset += new EventHandler(this.OnDeviceReset); OnDeviceReset(_owner, new System.EventArgs()); }
public void BuildPickingRay(int x, int y, DXViewport.Viewport viewport) { _ray = viewport.Camera.PickingRay(x, y, viewport.Window.Width, viewport.Window.Height); }
/// <summary> /// Selects a vertex in the terrain from the given origin. /// </summary> /// <param name="viewport">The viewport to build the picking ray from.</param> /// <param name="endSelection">Whether to use multiple selection.</param> public void SelectVertex(DXViewport.Viewport viewport, bool endSelection) { _page.SelectVertex(_ray, viewport.Camera.Position - viewport.Camera.Offset, endSelection, _enableMultiSelect); }
/// <summary> /// Initializes the DXViewport and the DataManipulation classes. /// Call InitializeDXDefaults() and InitializeCamera() afterwards, /// or implement their equivalent. /// </summary> public virtual void InitializeViewport() { _viewport = new DXViewport.Viewport(); _viewport.InitializeDXWindow( pnlMainViewport, _owner ); _terrainData = new DataManipulation( _viewport ); _viewport.Device.DeviceReset += new EventHandler( this.OnDeviceReset ); OnDeviceReset( _owner, new System.EventArgs() ); }