public void UpdateEndPos(Vector3 a_v3Pos) { GLLine temp = m_oPrimaryPrimitive as GLLine; if (temp != null) { temp.PosEnd = a_v3Pos; } }
public void SetMeasurementEndPos(Vector3 a_v3Pos, string a_szMeasure) { GLLine temp = m_oMeasurementElement.PrimaryPrimitive as GLLine; if (temp != null) { temp.PosEnd = a_v3Pos; } m_oMeasurementElement.Lable.Text = a_szMeasure; }
private void SetMeasurementStartPos(Vector3 a_v3Pos) { GLLine temp = this.PrimaryPrimitive as GLLine; a_v3Pos.X = a_v3Pos.X / 2; a_v3Pos.Y = a_v3Pos.Y / 2; if (temp != null) { temp.Position = a_v3Pos; temp.Verticies[0].m_v4Position = new Vector4(a_v3Pos.X, a_v3Pos.Y, a_v3Pos.Z, 1.0f); temp.UpdateVBOs(); } }
private void SetMeasurementEndPos(Vector3 a_v3Pos) { GLLine temp = this.PrimaryPrimitive as GLLine; a_v3Pos.X = a_v3Pos.X / 2; a_v3Pos.Y = a_v3Pos.Y / 2; // atart pos (vert 0) is 0, 0 in the lines coord space, so we need to setup our end accordingly. float XAdjust = a_v3Pos.X - temp.Verticies[0].m_v4Position.X; float YAdjust = a_v3Pos.Y - temp.Verticies[0].m_v4Position.Y; a_v3Pos.X = a_v3Pos.X + XAdjust; a_v3Pos.Y = a_v3Pos.Y + YAdjust; if (temp != null) { temp.PosEnd = a_v3Pos; } }
public TravelLine(GLEffect a_oDefaultEffect, System.Drawing.Color a_oColor) : base() { m_oPrimaryPrimitive = new GLLine(a_oDefaultEffect, Vector3.Zero, new Vector2(1f, 1f), a_oColor, UIConstants.Textures.DEFAULT_TEXTURE); m_lPrimitives.Add(m_oPrimaryPrimitive); }
public void addLine(GLLine line) { glLines_.addLine(line); }
public void addLine(GLLine line) { lines_.AddLast(line); }