public void DrawDefaultWidget(DeviceContext context, Camera cam, Vector3 camrel, Quaternion ori, float size) { SetShader(context); SetInputLayout(context, VertexType.Default); SceneVars.Vars.Mode = 0; //vertices mode SceneVars.Vars.CamRel = camrel; SetSceneVars(context, cam, null, null); Vector3 xdir = ori.Multiply(Vector3.UnitX); Vector3 ydir = ori.Multiply(Vector3.UnitY); Vector3 zdir = ori.Multiply(Vector3.UnitZ); Color4 xcolour = new Color4(0.8f, 0.0f, 0.0f, 1.0f); Color4 ycolour = new Color4(0.8f, 0.0f, 0.0f, 1.0f); Color4 zcolour = new Color4(0.5f, 0.5f, 0.5f, 1.0f); Vector3[] axes = { xdir, ydir, zdir }; Vector3[] sides = { ydir, xdir, xdir }; Color4[] colours = { xcolour, ycolour, zcolour }; float linestart = 0.0f * size; float lineend = 1.0f * size; float arrowstart = 0.9f * size; float arrowend = 1.0f * size; float arrowrad = 0.05f * size; //draw lines... Vertices.Clear(); for (int i = 0; i < 3; i++) { WidgetAxis sa = (WidgetAxis)(1 << i); Color4 axcol = colours[i]; //main axis lines Vertices.Add(new WidgetShaderVertex(axes[i] * linestart, axcol)); Vertices.Add(new WidgetShaderVertex(axes[i] * lineend, axcol)); //arrow heads Vector3 astart = axes[i] * arrowstart; Vector3 aend = axes[i] * arrowend; Vector3 aside = sides[i] * arrowrad; Vertices.Add(new WidgetShaderVertex(aend, axcol)); Vertices.Add(new WidgetShaderVertex(astart + aside, axcol)); Vertices.Add(new WidgetShaderVertex(aend, axcol)); Vertices.Add(new WidgetShaderVertex(astart - aside, axcol)); } Vertices.Update(context); Vertices.SetVSResource(context, 0); context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineList; context.Draw(Vertices.CurrentCount, 0); UnbindResources(context); }
protected int GetAxisIndex(WidgetAxis axis) { switch (axis) { default: case WidgetAxis.X: return(0); case WidgetAxis.Y: return(1); case WidgetAxis.Z: return(2); } }
public override void Render(DeviceContext context, Camera cam, WidgetShader shader) { if (!Visible) { return; } Vector3 camrel = Position - cam.Position; float dist = camrel.Length(); float size = GetWorldSize(Size, dist, cam); WidgetAxis ax = IsDragging ? DraggedAxis : MousedAxis; var ori = Rotation; //scale is always in object space. shader.DrawScaleWidget(context, cam, camrel, ori, size, ax); }
public override void Render(DeviceContext context, Camera cam, WidgetShader shader) { if (!Visible) { return; } Vector3 camrel = Position - cam.Position; float dist = camrel.Length(); float size = GetWorldSize(Size, dist, cam); WidgetAxis ax = IsDragging ? DraggedAxis : MousedAxis; var ori = ObjectSpace ? Rotation : Quaternion.Identity; shader.DrawRotationWidget(context, cam, camrel, ori, size, ax, EnableAxes); }
public override void Update(Camera cam) { if (!Visible) { return; } var ori = Rotation;// : Quaternion.Identity; Vector3 xdir = Vector3.UnitX; Vector3 ydir = Vector3.UnitY; Vector3 zdir = Vector3.UnitZ; Vector3[] axes = { xdir, ydir, zdir }; Vector3[] sides1 = { ydir, zdir, xdir }; Vector3[] sides2 = { zdir, xdir, ydir }; WidgetAxis[] sideax1 = { WidgetAxis.Y, WidgetAxis.Z, WidgetAxis.X }; WidgetAxis[] sideax2 = { WidgetAxis.Z, WidgetAxis.X, WidgetAxis.Y }; Quaternion iori = Quaternion.Invert(ori); Vector3 camrel = iori.Multiply(Position - cam.Position); Vector3 cdir = Vector3.Normalize(camrel); Ray ray = cam.MouseRay; ray.Position = iori.Multiply(ray.Position); ray.Direction = iori.Multiply(ray.Direction); float dist = camrel.Length(); float size = GetWorldSize(Size, dist, cam); float axhitrad = 0.09f * size; float axhitstart = 0.4f * size; float axhitend = 1.33f * size; float innertri = 0.7f * size; float outertri = 1.0f * size; //test for single and double axes hits BoundingBox bb = new BoundingBox(); float hitd = float.MaxValue; float d; Vector3 hitp; WidgetAxis hitax = WidgetAxis.None; for (int i = 0; i < 3; i++) { WidgetAxis ax = (WidgetAxis)(1 << i); Vector3 s = sides1[i] * axhitrad + sides2[i] * axhitrad; bb.Minimum = camrel - s + axes[i] * axhitstart; bb.Maximum = camrel + s + axes[i] * axhitend; if (ray.Intersects(ref bb, out d)) //single axis { if (d < hitd) { hitd = d; hitax = ax; } } Vector3 s1 = axes[i]; Vector3 s2 = sides1[i]; if (GetAxisRayHit(s1, s2, camrel, ray, out hitp)) { //test if hitp is within the inner triangle - uniform scale //test if hitp is within the outer triangle - 2 axes scale float hitpl = hitp.Length(); if (hitpl > hitd) { continue; } Vector3 hitrel = hitp - camrel; float d1 = Vector3.Dot(hitrel, s1); float d2 = Vector3.Dot(hitrel, s2); if ((d1 > 0) && (d2 > 0)) { if ((d1 < innertri) && (d2 < innertri) && ((d1 + d2) < innertri)) { hitd = hitpl; hitax = WidgetAxis.XYZ; } else if ((d1 < outertri) && (d2 < outertri) && ((d1 + d2) < outertri)) { hitd = hitpl; hitax = ax | sideax1[i]; } } } } if (LockXY) { switch (hitax) { case WidgetAxis.X: case WidgetAxis.Y: hitax = WidgetAxis.XY; break; case WidgetAxis.XZ: case WidgetAxis.YZ: hitax = WidgetAxis.XYZ; break; } } MousedAxis = hitax; if (IsDragging && !WasDragging) { //drag start. mark the start vector and axes DraggedAxis = MousedAxis; DragStartScale = Scale; DraggedAxisDir = axes[0]; DraggedAxisSideDir = axes[1]; switch (DraggedAxis) { case WidgetAxis.XZ: DraggedAxisSideDir = axes[2]; break; case WidgetAxis.YZ: DraggedAxisDir = axes[1]; DraggedAxisSideDir = axes[2]; break; case WidgetAxis.Y: DraggedAxisDir = axes[1]; break; case WidgetAxis.Z: DraggedAxisDir = axes[2]; break; } switch (DraggedAxis) //find the best second axis to use, for single axis motion only. { case WidgetAxis.X: case WidgetAxis.Y: case WidgetAxis.Z: int curax = GetAxisIndex(DraggedAxis); int minax = 0; float mindp = float.MaxValue; for (int i = 0; i < 3; i++) { if (i != curax) { float dp = Math.Abs(Vector3.Dot(cdir, axes[i])); if (dp < mindp) { mindp = dp; minax = i; } } } DraggedAxisSideDir = axes[minax]; break; } if (DraggedAxis == WidgetAxis.XYZ) { //all axes, move in the screen plane float ad1 = Math.Abs(Vector3.Dot(cdir, Vector3.UnitY)); float ad2 = Math.Abs(Vector3.Dot(cdir, Vector3.UnitZ)); DraggedAxisDir = Vector3.Normalize(Vector3.Cross(cdir, (ad1 > ad2) ? Vector3.UnitY : Vector3.UnitZ)); DraggedAxisSideDir = Vector3.Normalize(Vector3.Cross(cdir, DraggedAxisDir)); } bool hit = GetAxisRayHit(DraggedAxisDir, DraggedAxisSideDir, camrel, ray, out DragStartVec); if ((MousedAxis == WidgetAxis.None) || !hit) { IsDragging = false; } } else if (IsDragging) { //continue drag. Vector3 newvec; bool hit = GetAxisRayHit(DraggedAxisDir, DraggedAxisSideDir, camrel, ray, out newvec); if (hit) { Vector3 diff = newvec - DragStartVec; switch (DraggedAxis) { case WidgetAxis.X: diff.Y = 0; diff.Z = 0; break; case WidgetAxis.Y: diff.X = 0; diff.Z = 0; break; case WidgetAxis.Z: diff.X = 0; diff.Y = 0; break; } //diff = ori.Multiply(diff); Vector3 ods = DragStartVec - camrel; // ori.Multiply(DragStartVec); float odl = Math.Max(ods.Length(), 0.0001f); //don't divide by 0 float ndl = Math.Max((ods + diff).Length(), 0.001f); //don't scale to 0 size float dl = ndl / odl; if (diff.Length() < 10000.0f) //limit movement in one go, to avoid crazy values... { Vector3 oldscale = Scale; Vector3 sv = Vector3.One; switch (DraggedAxis) { case WidgetAxis.X: sv = new Vector3(dl, 1, 1); break; case WidgetAxis.Y: sv = new Vector3(1, dl, 1); break; case WidgetAxis.Z: sv = new Vector3(1, 1, dl); break; case WidgetAxis.XY: sv = new Vector3(dl, dl, 1); break; case WidgetAxis.YZ: sv = new Vector3(1, dl, dl); break; case WidgetAxis.XZ: sv = new Vector3(dl, 1, dl); break; case WidgetAxis.XYZ: sv = new Vector3(dl); break; } Scale = DragStartScale * sv; if (Scale != oldscale) { OnScaleChange?.Invoke(Scale, oldscale); } } } } WasDragging = IsDragging; }
public override void Update(Camera cam) { if (!Visible) { return; } var ori = ObjectSpace ? Rotation : Quaternion.Identity; Vector3 xdir = ori.Multiply(Vector3.UnitX); Vector3 ydir = ori.Multiply(Vector3.UnitY); Vector3 zdir = ori.Multiply(Vector3.UnitZ); Vector3[] axes = { xdir, ydir, zdir }; Vector3[] sides1 = { ydir, zdir, xdir }; Vector3[] sides2 = { zdir, xdir, ydir }; Ray ray = cam.MouseRay; Vector3 camrel = Position - cam.Position; float dist = camrel.Length(); float size = GetWorldSize(Size, dist, cam); float ocircsize = 1.0f * size; //outer ring radius float icircsize = 0.75f * size; //inner ring radius float icircthick = 0.2f * size; //inner ring hit width float ocircthick = 0.13f * size; //outer ring hit width float icirchiti = icircsize - icircthick; float icirchito = icircsize + icircthick; float ocirchiti = ocircsize - ocircthick; float ocirchito = ocircsize + ocircthick; //test for the main axes hits float cullvalue = -0.18f; float hitd = float.MaxValue; Vector3 hitp = camrel; Vector3 hitrel = Vector3.Zero; WidgetAxis hitax = WidgetAxis.None; Vector3 hitaxd = Vector3.UnitX; Vector3 hitax1 = Vector3.UnitY; Vector3 hitax2 = Vector3.UnitZ; for (int i = 0; i < 3; i++) { WidgetAxis ax = (WidgetAxis)(1 << i); if ((ax & EnableAxes) == 0) { continue; } Vector3 s1 = sides1[i]; Vector3 s2 = sides2[i]; if (GetAxisRayHit(s1, s2, camrel, ray, out hitp)) { float hitdist = hitp.Length(); float hitreld = (camrel.Length() - hitdist) / size; if (hitreld < cullvalue) { continue; //this hit was at the backside of the widget; ignore } Vector3 thitrel = hitp - camrel; float hitrad = thitrel.Length(); if ((hitrad > icirchiti) && (hitrad < icirchito) && (hitdist < hitd)) { hitd = hitdist; hitax = ax; hitax1 = s1; hitax2 = s2; hitrel = thitrel; hitaxd = axes[i]; } } } //test for the outer ring hit if ((hitax == WidgetAxis.None) && (EnableAxes == WidgetAxis.XYZ)) { Vector3 sdir = Vector3.Normalize(camrel); //if (cam.IsMapView || cam.IsOrthographic) //{ // sdir = cam.ViewDirection; //} float ad1 = Math.Abs(Vector3.Dot(sdir, Vector3.UnitY)); float ad2 = Math.Abs(Vector3.Dot(sdir, Vector3.UnitZ)); Vector3 ax1 = Vector3.Normalize(Vector3.Cross(sdir, (ad1 > ad2) ? Vector3.UnitY : Vector3.UnitZ)); Vector3 ax2 = Vector3.Normalize(Vector3.Cross(sdir, ax1)); if (GetAxisRayHit(ax1, ax2, camrel, ray, out hitp)) { Vector3 thitrel = hitp - camrel; float hitrad = thitrel.Length(); if ((hitrad > ocirchiti) && (hitrad < ocirchito)) { hitax = WidgetAxis.XYZ; hitax1 = ax1; hitax2 = ax2; hitrel = thitrel; hitaxd = sdir; } } } MousedAxis = hitax; if (IsDragging && !WasDragging) { //drag start. mark the start vector and axes DraggedAxis = MousedAxis; DragStartRotation = Rotation; DraggedAxisDir = hitaxd; DraggedAxisSideDir1 = hitax1; DraggedAxisSideDir2 = hitax2; bool hit = GetAxisRayHit(DraggedAxisSideDir1, DraggedAxisSideDir2, camrel, ray, out DragStartVec); if ((MousedAxis == WidgetAxis.None) || !hit) { IsDragging = false; } } else if (IsDragging) { //continue drag. Vector3 newvec; bool hit = GetAxisRayHit(DraggedAxisSideDir1, DraggedAxisSideDir2, camrel, ray, out newvec); if (hit) { Vector3 diff = newvec - DragStartVec; if (diff.Length() < 10000.0f) //put some limit to the plane intersection... { Vector3 nv = Vector3.Normalize(newvec - camrel); Vector3 ov = Vector3.Normalize(DragStartVec - camrel); float na = AngleOnAxes(nv, DraggedAxisSideDir1, DraggedAxisSideDir2); float oa = AngleOnAxes(ov, DraggedAxisSideDir1, DraggedAxisSideDir2); float a = na - oa; Quaternion rot = Quaternion.RotationAxis(DraggedAxisDir, a); Quaternion oldrot = Rotation; Rotation = Quaternion.Normalize(Quaternion.Multiply(rot, DragStartRotation)); if (Rotation != oldrot) { OnRotationChange?.Invoke(Rotation, oldrot); } } } } WasDragging = IsDragging; }
public override void Update(Camera cam) { if (!Visible) { return; } var ori = ObjectSpace ? Rotation : Quaternion.Identity; Vector3 xdir = Vector3.UnitX; Vector3 ydir = Vector3.UnitY; Vector3 zdir = Vector3.UnitZ; Vector3[] axes = { xdir, ydir, zdir }; Vector3[] sides1 = { ydir, zdir, xdir }; Vector3[] sides2 = { zdir, xdir, ydir }; WidgetAxis[] sideax1 = { WidgetAxis.Y, WidgetAxis.Z, WidgetAxis.X }; WidgetAxis[] sideax2 = { WidgetAxis.Z, WidgetAxis.X, WidgetAxis.Y }; Quaternion iori = Quaternion.Invert(ori); Vector3 camrel = iori.Multiply(Position - cam.Position); Vector3 cdir = Vector3.Normalize(camrel); Ray ray = cam.MouseRay; ray.Position = iori.Multiply(ray.Position); ray.Direction = iori.Multiply(ray.Direction); float dist = camrel.Length(); float size = GetWorldSize(Size, dist, cam); float linestart = 0.2f * size; float lineend = 1.0f * size; float sideval = 0.4f * size; float arrowstart = 1.0f * size; float arrowend = 1.33f * size; float arrowrad = 0.06f * size; float axhitrad = 0.07f * size; float axhitstart = 0.2f * size; float axhitend = 1.33f * size; float sidehitend = 0.5f * size; float sidehitstart = 0.25f * size; float allhitrad = 0.07f * size; //test for single and double axes hits BoundingBox bb = new BoundingBox(); BoundingBox bb2 = new BoundingBox(); float hitd = float.MaxValue; float d, d2; WidgetAxis hitax = WidgetAxis.None; for (int i = 0; i < 3; i++) { WidgetAxis ax = (WidgetAxis)(1 << i); Vector3 s = sides1[i] * axhitrad + sides2[i] * axhitrad; bb.Minimum = camrel - s + axes[i] * axhitstart; bb.Maximum = camrel + s + axes[i] * axhitend; if (ray.Intersects(ref bb, out d)) //single axis { if (d < hitd) { hitd = d; hitax = ax; } } for (int n = i + 1; n < 3; n++) { //double axis hit test - don't hit if in the central area (L shape hit area) WidgetAxis ax2 = (WidgetAxis)(1 << n); bb.Minimum = camrel; bb.Maximum = camrel + axes[i] * sidehitend + axes[n] * sidehitend; bb2.Minimum = camrel; bb2.Maximum = camrel + axes[i] * sidehitstart + axes[n] * sidehitstart; if (ray.Intersects(ref bb, out d) && !ray.Intersects(ref bb2, out d2)) { if (d < hitd) { hitd = d; hitax = ax | ax2; } } } } //small box at the center for all axes hit. Vector3 ss = (axes[0] + axes[1] + axes[2]) * allhitrad; bb.Minimum = camrel - ss; bb.Maximum = camrel + ss; if (ray.Intersects(ref bb, out d)) { if (d < hitd) { hitd = d; hitax = WidgetAxis.XYZ; } } MousedAxis = hitax; if (IsDragging && !WasDragging) { //drag start. mark the start vector and axes DraggedAxis = MousedAxis; DragStartPosition = Position; DraggedAxisDir = axes[0]; DraggedAxisSideDir = axes[1]; switch (DraggedAxis) { case WidgetAxis.XZ: DraggedAxisSideDir = axes[2]; break; case WidgetAxis.YZ: DraggedAxisDir = axes[1]; DraggedAxisSideDir = axes[2]; break; case WidgetAxis.Y: DraggedAxisDir = axes[1]; break; case WidgetAxis.Z: DraggedAxisDir = axes[2]; break; } switch (DraggedAxis) //find the best second axis to use, for single axis motion only. { case WidgetAxis.X: case WidgetAxis.Y: case WidgetAxis.Z: int curax = GetAxisIndex(DraggedAxis); int minax = 0; float mindp = float.MaxValue; for (int i = 0; i < 3; i++) { if (i != curax) { float dp = Math.Abs(Vector3.Dot(cdir, axes[i])); if (dp < mindp) { mindp = dp; minax = i; } } } DraggedAxisSideDir = axes[minax]; break; } if (DraggedAxis == WidgetAxis.XYZ) { //all axes, move in the screen plane float ad1 = Math.Abs(Vector3.Dot(cdir, Vector3.UnitY)); float ad2 = Math.Abs(Vector3.Dot(cdir, Vector3.UnitZ)); DraggedAxisDir = Vector3.Normalize(Vector3.Cross(cdir, (ad1 > ad2) ? Vector3.UnitY : Vector3.UnitZ)); DraggedAxisSideDir = Vector3.Normalize(Vector3.Cross(cdir, DraggedAxisDir)); } bool hit = GetAxisRayHit(DraggedAxisDir, DraggedAxisSideDir, camrel, ray, out DragStartVec); if ((MousedAxis == WidgetAxis.None) || !hit) { IsDragging = false; } } else if (IsDragging) { //continue drag. Vector3 newvec; bool hit = GetAxisRayHit(DraggedAxisDir, DraggedAxisSideDir, camrel, ray, out newvec); if (hit) { Vector3 diff = newvec - DragStartVec; switch (DraggedAxis) { case WidgetAxis.X: diff.Y = 0; diff.Z = 0; break; case WidgetAxis.Y: diff.X = 0; diff.Z = 0; break; case WidgetAxis.Z: diff.X = 0; diff.Y = 0; break; } if (ObjectSpace) { diff = ori.Multiply(diff); } if (diff.Length() < 10000.0f) //limit movement in one go, to avoid losing the widget... { Vector3 oldpos = Position; Position = DragStartPosition + diff; if (Position != oldpos) { OnPositionChange?.Invoke(Position, oldpos); } } } } WasDragging = IsDragging; }
public void DrawScaleWidget(DeviceContext context, Camera cam, Vector3 camrel, Quaternion ori, float size, WidgetAxis selax) { SetShader(context); SetInputLayout(context, VertexType.Default); SceneVars.Vars.Mode = 0; //vertices mode SceneVars.Vars.CamRel = camrel; SetSceneVars(context, cam, null, null); Vector3 xdir = ori.Multiply(Vector3.UnitX); Vector3 ydir = ori.Multiply(Vector3.UnitY); Vector3 zdir = ori.Multiply(Vector3.UnitZ); Color4 xcolour = new Color4(1.0f, 0.0f, 0.0f, 1.0f); Color4 ycolour = new Color4(0.0f, 1.0f, 0.0f, 1.0f); Color4 zcolour = new Color4(0.0f, 0.0f, 1.0f, 1.0f); Color4 selaxcol = new Color4(1.0f, 1.0f, 0.0f, 1.0f); Color4 selplcol = new Color4(1.0f, 1.0f, 0.0f, 0.5f); Vector3[] axes = { xdir, ydir, zdir }; Vector3[] sides1 = { ydir, zdir, xdir }; Vector3[] sides2 = { zdir, xdir, ydir }; WidgetAxis[] sideax1 = { WidgetAxis.Y, WidgetAxis.Z, WidgetAxis.X }; WidgetAxis[] sideax2 = { WidgetAxis.Z, WidgetAxis.X, WidgetAxis.Y }; Color4[] colours = { xcolour, ycolour, zcolour }; Color4[] coloursn = { ycolour, zcolour, xcolour }; Color4[] coloursdark = { xcolour * 0.5f, ycolour * 0.5f, zcolour * 0.5f }; for (int i = 0; i < 3; i++) { coloursdark[i].Alpha = 1.0f; } float linestart = 0.0f * size; float lineend = 1.33f * size; float innertri = 0.7f * size; float outertri = 1.0f * size; float cubestart = 1.28f * size; float cubeend = 1.33f * size; float cubesize = 0.025f * size; //draw lines... Vertices.Clear(); for (int i = 0; i < 3; i++) { WidgetAxis sa = (WidgetAxis)(1 << i); bool axsel = ((selax & sa) > 0); Color4 axcol = axsel ? selaxcol : colours[i]; WidgetAxis triaxn = sideax1[i]; bool trisel = axsel && ((selax & triaxn) > 0); Color4 tricol = trisel ? selaxcol : colours[i]; Color4 trincol = trisel ? selaxcol : coloursn[i]; Vector3 inner1 = axes[i] * innertri; Vector3 inner2 = sides1[i] * innertri; Vector3 innera = (inner1 + inner2) * 0.5f; Vector3 outer1 = axes[i] * outertri; Vector3 outer2 = sides1[i] * outertri; Vector3 outera = (outer1 + outer2) * 0.5f; //triangle axis lines Vertices.Add(new WidgetShaderVertex(inner1, tricol)); Vertices.Add(new WidgetShaderVertex(innera, tricol)); Vertices.Add(new WidgetShaderVertex(innera, trincol)); Vertices.Add(new WidgetShaderVertex(inner2, trincol)); Vertices.Add(new WidgetShaderVertex(outer1, tricol)); Vertices.Add(new WidgetShaderVertex(outera, tricol)); Vertices.Add(new WidgetShaderVertex(outera, trincol)); Vertices.Add(new WidgetShaderVertex(outer2, trincol)); //main axis lines - draw after side lines to be on top Vertices.Add(new WidgetShaderVertex(axes[i] * linestart, axcol)); Vertices.Add(new WidgetShaderVertex(axes[i] * lineend, axcol)); } Vertices.Update(context); Vertices.SetVSResource(context, 0); context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineList; context.Draw(Vertices.CurrentCount, 0); //draw triangles... Vertices.Clear(); for (int i = 0; i < 3; i++) { //axis end cubes - kind of inefficient, but meh Vector3 cend = axes[i] * cubeend; Vector3 cstart = axes[i] * cubestart; Vector3 cside1 = sides1[i] * cubesize; Vector3 cside2 = sides2[i] * cubesize; Vector3 cv1 = cstart + cside1 - cside2; Vector3 cv2 = cstart - cside1 - cside2; Vector3 cv3 = cend + cside1 - cside2; Vector3 cv4 = cend - cside1 - cside2; Vector3 cv5 = cstart + cside1 + cside2; Vector3 cv6 = cstart - cside1 + cside2; Vector3 cv7 = cend + cside1 + cside2; Vector3 cv8 = cend - cside1 + cside2; Color4 col = colours[i]; Color4 cold = coloursdark[i]; Vertices.Add(new WidgetShaderVertex(cv1, cold)); Vertices.Add(new WidgetShaderVertex(cv2, cold)); Vertices.Add(new WidgetShaderVertex(cv5, cold)); Vertices.Add(new WidgetShaderVertex(cv5, cold)); Vertices.Add(new WidgetShaderVertex(cv2, cold)); Vertices.Add(new WidgetShaderVertex(cv6, cold)); Vertices.Add(new WidgetShaderVertex(cv3, col)); Vertices.Add(new WidgetShaderVertex(cv4, col)); Vertices.Add(new WidgetShaderVertex(cv7, col)); Vertices.Add(new WidgetShaderVertex(cv7, col)); Vertices.Add(new WidgetShaderVertex(cv4, col)); Vertices.Add(new WidgetShaderVertex(cv8, col)); Vertices.Add(new WidgetShaderVertex(cv1, col)); Vertices.Add(new WidgetShaderVertex(cv2, col)); Vertices.Add(new WidgetShaderVertex(cv3, col)); Vertices.Add(new WidgetShaderVertex(cv3, col)); Vertices.Add(new WidgetShaderVertex(cv2, col)); Vertices.Add(new WidgetShaderVertex(cv4, col)); Vertices.Add(new WidgetShaderVertex(cv5, col)); Vertices.Add(new WidgetShaderVertex(cv6, col)); Vertices.Add(new WidgetShaderVertex(cv7, col)); Vertices.Add(new WidgetShaderVertex(cv7, col)); Vertices.Add(new WidgetShaderVertex(cv6, col)); Vertices.Add(new WidgetShaderVertex(cv8, col)); Vertices.Add(new WidgetShaderVertex(cv1, col)); Vertices.Add(new WidgetShaderVertex(cv5, col)); Vertices.Add(new WidgetShaderVertex(cv3, col)); Vertices.Add(new WidgetShaderVertex(cv3, col)); Vertices.Add(new WidgetShaderVertex(cv5, col)); Vertices.Add(new WidgetShaderVertex(cv7, col)); Vertices.Add(new WidgetShaderVertex(cv2, col)); Vertices.Add(new WidgetShaderVertex(cv6, col)); Vertices.Add(new WidgetShaderVertex(cv4, col)); Vertices.Add(new WidgetShaderVertex(cv4, col)); Vertices.Add(new WidgetShaderVertex(cv6, col)); Vertices.Add(new WidgetShaderVertex(cv8, col)); //selection triangles if (selax == WidgetAxis.XYZ) { //all axes - just draw inner triangle Vertices.Add(new WidgetShaderVertex(Vector3.Zero, selplcol)); Vertices.Add(new WidgetShaderVertex(axes[i] * innertri, selplcol)); Vertices.Add(new WidgetShaderVertex(sides1[i] * innertri, selplcol)); } else { WidgetAxis sa = (WidgetAxis)(1 << i); WidgetAxis na = sideax1[i]; if (((selax & sa) > 0) && ((selax & na) > 0)) { Vertices.Add(new WidgetShaderVertex(axes[i] * innertri, selplcol)); Vertices.Add(new WidgetShaderVertex(sides1[i] * innertri, selplcol)); Vertices.Add(new WidgetShaderVertex(axes[i] * outertri, selplcol)); Vertices.Add(new WidgetShaderVertex(axes[i] * outertri, selplcol)); Vertices.Add(new WidgetShaderVertex(sides1[i] * innertri, selplcol)); Vertices.Add(new WidgetShaderVertex(sides1[i] * outertri, selplcol)); } } } Vertices.Update(context); Vertices.SetVSResource(context, 0); context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList; context.Draw(Vertices.CurrentCount, 0); UnbindResources(context); }
public void DrawRotationWidget(DeviceContext context, Camera cam, Vector3 camrel, Quaternion ori, float size, WidgetAxis selax, WidgetAxis drawax) { SetShader(context); SetInputLayout(context, VertexType.Default); SceneVars.Vars.Mode = 0; //vertices mode SceneVars.Vars.CamRel = camrel; SetSceneVars(context, cam, null, null); Vector3 xdir = ori.Multiply(Vector3.UnitX); Vector3 ydir = ori.Multiply(Vector3.UnitY); Vector3 zdir = ori.Multiply(Vector3.UnitZ); Color4 xcolour = new Color4(1.0f, 0.0f, 0.0f, 1.0f); Color4 ycolour = new Color4(0.0f, 1.0f, 0.0f, 1.0f); Color4 zcolour = new Color4(0.0f, 0.0f, 1.0f, 1.0f); Color4 icolour = new Color4(0.5f, 0.5f, 0.5f, 1.0f); Color4 ocolour = new Color4(0.7f, 0.7f, 0.7f, 1.0f); Color4 scolour = new Color4(1.0f, 1.0f, 0.0f, 1.0f); Vector3[] axes = { xdir, ydir, zdir }; Vector3[] sides = { ydir, xdir, xdir }; Color4[] colours = { xcolour, ycolour, zcolour }; float linestart = 0.0f * size; float lineend = 0.3f * size; float ocircsize = 1.0f * size; float icircsize = 0.75f * size; //draw lines... Vertices.Clear(); for (int i = 0; i < 3; i++) { WidgetAxis sa = (WidgetAxis)(1 << i); bool axsel = ((selax & sa) > 0); Color4 axcol = axsel ? colours[i] : icolour; //main axis lines Vertices.Add(new WidgetShaderVertex(axes[i] * linestart, axcol)); Vertices.Add(new WidgetShaderVertex(axes[i] * lineend, axcol)); } Vertices.Update(context); Vertices.SetVSResource(context, 0); context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineList; context.Draw(Vertices.CurrentCount, 0); //linestrip for arcs and circles context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineStrip; Vector3 sdir = Vector3.Normalize(camrel); //if (cam.IsMapView || cam.IsOrthographic) //{ // sdir = cam.ViewDirection; //} float ad1 = Math.Abs(Vector3.Dot(sdir, Vector3.UnitY)); float ad2 = Math.Abs(Vector3.Dot(sdir, Vector3.UnitZ)); Vector3 ax1 = Vector3.Normalize(Vector3.Cross(sdir, (ad1 > ad2) ? Vector3.UnitY : Vector3.UnitZ)); Vector3 ax2 = Vector3.Normalize(Vector3.Cross(sdir, ax1)); //drawing circles int segcount = 40; int vertcount = segcount + 1; SceneVars.Vars.Mode = 1; //arc mode SceneVars.Vars.SegScale = ((float)Math.PI) * 2.0f / segcount; //arc angle / number of segments SceneVars.Vars.SegOffset = 0.0f; //angle offset of arc SceneVars.Vars.Axis1 = ax1; //axis 1 of arc SceneVars.Vars.Axis2 = ax2; //axis 2 of arc SceneVars.Vars.CullBack = 0; //culls pixels behind 0,0,0 //outer circle if (drawax == WidgetAxis.XYZ) { SceneVars.Vars.Size = ocircsize; //world units SceneVars.Vars.Colour = (selax == WidgetAxis.XYZ) ? scolour : ocolour; //colour for arc SetSceneVars(context, cam, null, null); context.Draw(vertcount, 0); } //inner circle SceneVars.Vars.Size = icircsize; //world units SceneVars.Vars.Colour = icolour; //colour for arc SetSceneVars(context, cam, null, null); context.Draw(vertcount, 0); //drawing arcs - culling done in PS SceneVars.Vars.Size = icircsize; //world units SceneVars.Vars.CullBack = 1; //culls pixels behind 0,0,0 if ((drawax & WidgetAxis.X) != 0) { SceneVars.Vars.SegOffset = 0.0f; //angle offset of arc SceneVars.Vars.Axis1 = ydir; //axis 1 of arc SceneVars.Vars.Axis2 = zdir; //axis 2 of arc SceneVars.Vars.Colour = (selax == WidgetAxis.X) ? scolour : xcolour; //colour for arc SetSceneVars(context, cam, null, null); context.Draw(vertcount, 0); } if ((drawax & WidgetAxis.Y) != 0) { SceneVars.Vars.SegOffset = 0.0f; //angle offset of arc SceneVars.Vars.Axis1 = xdir; //axis 1 of arc SceneVars.Vars.Axis2 = zdir; //axis 2 of arc SceneVars.Vars.Colour = (selax == WidgetAxis.Y) ? scolour : ycolour; //colour for arc SetSceneVars(context, cam, null, null); context.Draw(vertcount, 0); } if ((drawax & WidgetAxis.Z) != 0) { SceneVars.Vars.SegOffset = 0.0f; //angle offset of arc SceneVars.Vars.Axis1 = xdir; //axis 1 of arc SceneVars.Vars.Axis2 = ydir; //axis 2 of arc SceneVars.Vars.Colour = (selax == WidgetAxis.Z) ? scolour : zcolour; //colour for arc SetSceneVars(context, cam, null, null); context.Draw(vertcount, 0); } UnbindResources(context); }
public void DrawPositionWidget(DeviceContext context, Camera cam, Vector3 camrel, Quaternion ori, float size, WidgetAxis selax) { SetShader(context); SetInputLayout(context, VertexType.Default); SceneVars.Vars.Mode = 0; //vertices mode SceneVars.Vars.CamRel = camrel; SetSceneVars(context, cam, null, null); Vector3 xdir = ori.Multiply(Vector3.UnitX); Vector3 ydir = ori.Multiply(Vector3.UnitY); Vector3 zdir = ori.Multiply(Vector3.UnitZ); Color4 xcolour = new Color4(1.0f, 0.0f, 0.0f, 1.0f); Color4 ycolour = new Color4(0.0f, 1.0f, 0.0f, 1.0f); Color4 zcolour = new Color4(0.0f, 0.0f, 1.0f, 1.0f); Color4 selaxcol = new Color4(1.0f, 1.0f, 0.0f, 1.0f); Color4 selplcol = new Color4(1.0f, 1.0f, 0.0f, 0.5f); Vector3[] axes = { xdir, ydir, zdir }; Vector3[] sides1 = { ydir, zdir, xdir }; Vector3[] sides2 = { zdir, xdir, ydir }; WidgetAxis[] sideax1 = { WidgetAxis.Y, WidgetAxis.Z, WidgetAxis.X }; WidgetAxis[] sideax2 = { WidgetAxis.Z, WidgetAxis.X, WidgetAxis.Y }; Color4[] colours = { xcolour, ycolour, zcolour }; Color4[] coloursdark = { xcolour * 0.5f, ycolour * 0.5f, zcolour * 0.5f }; for (int i = 0; i < 3; i++) { coloursdark[i].Alpha = 1.0f; } float linestart = 0.2f * size; float lineend = 1.0f * size; float sideval = 0.4f * size; float arrowstart = 1.0f * size; float arrowend = 1.33f * size; float arrowrad = 0.06f * size; float hexx = 0.5f; float hexy = 0.86602540378443864676372317075294f; //sqrt(0.75) Vector2[] arrowv = { new Vector2(-1, 0) * arrowrad, new Vector2(-hexx, hexy) * arrowrad, new Vector2(hexx, hexy) * arrowrad, new Vector2(1, 0) * arrowrad, new Vector2(hexx, -hexy) * arrowrad, new Vector2(-hexx, -hexy) * arrowrad, new Vector2(-1, 0) * arrowrad }; //draw lines... Vertices.Clear(); for (int i = 0; i < 3; i++) { WidgetAxis sa = (WidgetAxis)(1 << i); bool axsel = ((selax & sa) > 0); Color4 axcol = axsel ? selaxcol : colours[i]; //axis side square lines Vector3 ax = axes[i] * sideval; Vector3 s1 = sides1[i] * sideval; Vector3 s2 = sides2[i] * sideval; Color4 sc1 = (axsel && ((selax & sideax1[i]) > 0)) ? selaxcol : colours[i]; Color4 sc2 = (axsel && ((selax & sideax2[i]) > 0)) ? selaxcol : colours[i]; Vertices.Add(new WidgetShaderVertex(ax, sc1)); Vertices.Add(new WidgetShaderVertex(ax + s1, sc1)); Vertices.Add(new WidgetShaderVertex(ax, sc2)); Vertices.Add(new WidgetShaderVertex(ax + s2, sc2)); //main axis lines - draw after side lines to be on top Vertices.Add(new WidgetShaderVertex(axes[i] * linestart, axcol)); Vertices.Add(new WidgetShaderVertex(axes[i] * lineend, axcol)); } Vertices.Update(context); Vertices.SetVSResource(context, 0); context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.LineList; context.Draw(Vertices.CurrentCount, 0); //draw triangles... Vertices.Clear(); for (int i = 0; i < 3; i++) { //axis arrows - kind of inefficient, but meh Vector3 aend = axes[i] * arrowend; Vector3 astart = axes[i] * arrowstart; for (int n = 0; n < 6; n++) { Vector2 a1 = arrowv[n]; Vector2 a2 = arrowv[n + 1]; Vector3 ap1 = astart + sides1[i] * a1.Y + sides2[i] * a1.X; Vector3 ap2 = astart + sides1[i] * a2.Y + sides2[i] * a2.X; Vertices.Add(new WidgetShaderVertex(aend, colours[i])); Vertices.Add(new WidgetShaderVertex(ap1, colours[i])); Vertices.Add(new WidgetShaderVertex(ap2, colours[i])); Vertices.Add(new WidgetShaderVertex(astart, coloursdark[i])); Vertices.Add(new WidgetShaderVertex(ap2, coloursdark[i])); Vertices.Add(new WidgetShaderVertex(ap1, coloursdark[i])); } //selection planes WidgetAxis sa = (WidgetAxis)(1 << i); if (((selax & sa) > 0)) { Vector3 ax = axes[i] * sideval; for (int n = i + 1; n < 3; n++) { WidgetAxis tsa = (WidgetAxis)(1 << n); if (((selax & tsa) > 0)) { Vector3 tax = axes[n] * sideval; Vertices.Add(new WidgetShaderVertex(Vector3.Zero, selplcol)); Vertices.Add(new WidgetShaderVertex(ax, selplcol)); Vertices.Add(new WidgetShaderVertex(tax, selplcol)); Vertices.Add(new WidgetShaderVertex(tax + ax, selplcol)); Vertices.Add(new WidgetShaderVertex(tax, selplcol)); Vertices.Add(new WidgetShaderVertex(ax, selplcol)); } } } } Vertices.Update(context); Vertices.SetVSResource(context, 0); context.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList; context.Draw(Vertices.CurrentCount, 0); UnbindResources(context); }