/// <summary> /// Called when the 3D Engine wishes to render this element. This is where geometry must be drawn to the 3D scene /// </summary> /// <param name="e">The <see cref="IRenderPassInfo3D" /> containing parameters for the current render pass.</param> public override void RenderScene(IRenderPassInfo3D e) { if (_font == null) { return; } var currentCamera = RootSceneEntity != null ? RootSceneEntity.Viewport3D.CameraController : null; switch (_textDisplayMode) { case TextDisplayMode.Default: { // Just display text _font.Begin(); _font.AddText(Text, _textColor, Location.X, Location.Y, Location.Z); _font.End(); break; } case TextDisplayMode.FacingCameraAlways: { if (currentCamera == null) { goto case TextDisplayMode.Default; } // Display billboarded text using camera vectors Vector3 cameraFwd = currentCamera.Forward; Vector3 cameraUp = currentCamera.Up; // Compute a side vector Vector3 cameraSide = cameraFwd ^ cameraUp; cameraSide.Normalize(); // Compute orthogonal up vector cameraUp = cameraSide ^ cameraFwd; cameraUp.Normalize(); // Display text billboarded using camera side, up vectors (text will always face camera) _font.BeginBillboard(cameraSide, cameraUp); _font.AddText(Text, _textColor, Location.X, Location.Y, Location.Z); _font.End(); break; } case TextDisplayMode.SacreenSpace: { // Screen space text 2D _font.BeginScreenSpace((float)RotationAngle, Location.X, Location.Y); _font.AddText(Text, _textColor, Location.X, Location.Y, Location.Z); _font.EndScreenSpace(); break; } default: throw new ArgumentOutOfRangeException(); } }
/// <summary> /// Called when the 3D Engine wishes to render this element. This is where geometry must be drawn to the 3D scene /// </summary> /// <param name="e">The <see cref="IRenderPassInfo3D" /> containing parameters for the current render pass.</param> public override void RenderScene(IRenderPassInfo3D e) { if (_font == null) { return; } var currentCamera = RootSceneEntity != null ? RootSceneEntity.Viewport3D.CameraController : null; if (_textDisplayMode == TextDisplayMode.Default || currentCamera == null) { // Just display text _font.Begin(); _font.AddText(_text, _textColor, _location.X, _location.Y, _location.Z); _font.End(); return; } else if (_textDisplayMode == TextDisplayMode.FacingCameraAlways) { // Display billboarded text using camera vectors Vector3 cameraFwd = currentCamera.Forward; Vector3 cameraUp = currentCamera.Up; // Compute a side vector Vector3 cameraSide = cameraFwd ^ cameraUp; cameraSide.Normalize(); // Compute orthogonal up vector cameraUp = cameraSide ^ cameraFwd; cameraUp.Normalize(); // Display text billboarded using camera side, up vectors (text will always face camera) _font.BeginBillboard(cameraSide, cameraUp); _font.AddText(_text, _textColor, _location.X, _location.Y, _location.Z); _font.End(); } }
/// <summary> /// Called when the 3D Engine wishes to render this element. This is where geometry must be drawn to the 3D scene /// </summary> /// <param name="rpi">The <see cref="IRenderPassInfo3D" /> containing parameters for the current render pass.</param> public override void RenderScene(IRenderPassInfo3D rpi) { var currentCamera = RootSceneEntity != null ? RootSceneEntity.Viewport3D.CameraController : null; var locX = Location.X; var locY = Location.Y; var locZ = Location.Z; // Commented code belove is the example of treating the Location value // as 3D point in Data Coordinates Space but not in World Coordinates Space //locX = (float)e.XCalc.GetCoordinate(Location.X) - e.WorldDimensions.X / 2.0f; //locY = (float)e.YCalc.GetCoordinate(Location.Y); //locZ = (float)e.ZCalc.GetCoordinate(Location.Z) - e.WorldDimensions.Z / 2.0f; switch (_textDisplayMode) { case TextDisplayMode.Default: { // Just display text _font.Begin(); _font.AddText(Text, _textColor, locX, locY, locZ); _font.End(); break; } case TextDisplayMode.FacingCameraAlways: { if (currentCamera == null) { goto case TextDisplayMode.Default; } // Display billboarded text using camera vectors Vector3 cameraFwd = currentCamera.Forward; Vector3 cameraUp = currentCamera.Up; // Compute a side vector Vector3 cameraSide = cameraFwd ^ cameraUp; cameraSide.Normalize(); // Compute orthogonal up vector cameraUp = cameraSide ^ cameraFwd; cameraUp.Normalize(); // Display text billboarded using camera side, up vectors (text will always face camera) _font.BeginBillboard(cameraSide, cameraUp); _font.AddText(Text, _textColor, locX, locY, locZ); _font.End(); break; } case TextDisplayMode.SacreenSpace: { // Screen space text 2D _font.BeginScreenSpace((float)RotationAngle, Location.X, Location.Y); _font.AddText(Text, _textColor, locX, locY, locZ); _font.EndScreenSpace(); break; } default: throw new ArgumentOutOfRangeException(); } }