Exemplo n.º 1
0
		public ActorPane() : base()
		{
			Origin = new Vector();
			XAxis = new Vector(1, 0, 0);
			Normal = new Vector(0, 0, 1);
			_scaling = 1;
		}
Exemplo n.º 2
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		/// <summary>
		/// Default constructor.
		/// </summary>
		public Camera(Scene scene)
		{
			_scene = scene;
			
			// set default positioning
			_position = new Vector(0.0, 0.0, 9.0);
			_upVec = new Vector(0.0, 1.0, 0.0);
			_center = new Vector();
			
			// set default field of view
			fov = new Angle();
			fov["deg"] = 28.0;
			
			// set default interaction factors
			dollyFactor = 0.15;
			panFactor = 0.05;
			
			lastDirection = ViewDirection.Front;

			Frustum = new FrustumDef();

			DefaultAnimationOptions.Duration = 4.0;
			DefaultAnimationOptions.EaseType = EaseType.Quadratic;

			UseInertia = true;
			InertiaAnimationOptions = new AnimationOptions() {
				Duration = 6.0,
				EaseType = EaseType.Linear
			};
			InertiaType = InteractionType.None;
		}
Exemplo n.º 3
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		/// <summary>
		/// Projects point onto the plane.
		/// </summary>
		public static Coord Project(this IPlane plane, Vector point)
		{
			var diff = point - plane.Origin; // point relative to the plane's origin
			var x = diff.Dot(plane.XAxis); // x projection
			var y = diff.Dot(plane.YAxis()); // y projection
			return new Coord(x, y);
		}
Exemplo n.º 4
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		/// <summary>
		/// Computes the ellipse geometry.
		/// </summary>
		/// <remarks>
		/// This is based on the psuedocode in http://en.wikipedia.org/wiki/Ellipse.
		/// </remarks>
		public override void ComputeGeometry()
		{
			base.ComputeGeometry();
			
			if (Anchor2 == null)
				return;

			// allocate the points
			int N = ModelingOptions.Global.CircleDivs;
			if (solidPoints.Length != N)
			{
				solidPoints = new Vector[N];
				directions = new Vector[N];
			}

			// get the major and minor axes
			Vector x = Sketch.Plane.LocalX;
			Vector y = Sketch.Plane.LocalY;
			Vector center = Center.ToVector();
			double a = x.Dot(Anchor2.ToVector() - center);
			double b = y.Dot(Anchor2.ToVector() - center);
			
			// compute the locations of the points
			var sinbeta = Tilt.Sin();
			var cosbeta = Tilt.Cos();
			Angle theta = new Angle();
			Angle dTheta = Angle.TwoPi / (N-1);
			_bounds.Reset();
			for (int i = 0; i < N; i ++)
			{
				double dx = a * theta.Cos() * cosbeta - b * theta.Sin() * sinbeta;
				double dy = a * theta.Cos() * sinbeta + b * theta.Sin() * cosbeta;
				solidPoints[i] = center + x * dx + y * dy;
				_bounds.Resize(solidPoints[i]);
				theta += dTheta;
			}

			// generate the directions
			for (int i = 0; i < N; i++)
			{
				if (i == 0)
					directions[i] = (solidPoints[i+1] - solidPoints[N - 1]).Normalize();
				else if (i == N - 1)
					directions[i] = (solidPoints[0] - solidPoints[i - 1]).Normalize();
				else
					directions[i] = (solidPoints[i + 1] - solidPoints[i - 1]).Normalize();
			}

			// generate the wireframe points
			wireframePoints[0] = center + x * a;
			wireframePoints[1] = center + y * b;
			wireframePoints[2] = center - x * a;
			wireframePoints[3] = center - y * b;
		}
Exemplo n.º 5
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		/// <summary>
		/// Default constructor.
		/// </summary>
		/// <param name="parent"></param>
		public Axis(AxesBox parent)
			: base(parent)
		{
			_tickLength = 8;

			_labelPane = new LabelPane() {
				OriginLocation = AnchorLocation.Center
			};
			_labelPane.Label.Body = "label";

			Start = new Vector();
			Stop = new Vector();
		}
Exemplo n.º 6
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		/// <summary>
		/// Performs matrix multiplication on a vector.
		/// </summary>
		/// <param name="m"> The <see cref="Matrix"/>. </param>
		/// <param name="v"> The <see cref="Vector"/>. </param>
		/// <returns> The resulting <see cref="Vector"/>. </returns>
		public static Vector operator*(Matrix m, Vector v)
		{
			Vector ret = new Vector();
			for (int i=0; i<3; i++)
			{
				double row = 0;
				for (int j=0; j<3; j++)
				{
					row += (m[i,j] * v[j]);					
				}
				ret[i] = row;
			}
			return ret;
		}
Exemplo n.º 7
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		/// <summary>
		/// Initialization constructor.
		/// </summary>
		/// <param name="center"> The "center" of the line. </param>
		/// <param name="direction"> The direction. </param>
		public RefLine(Point center, Vector direction) : this()
		{
			Center = center;
			Direction = direction;
		}
Exemplo n.º 8
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		/// <summary>
		/// Performs a hit test with two vectors lying on a 3D line.
		/// </summary>
		/// <param name="hitLine"> A <see cref="HitLine"/> defining the hit. </param>
		/// <param name="hit">The point of the hit, if any.</param>
		/// <returns> True if the entity was hit. </returns>
		public virtual bool HitTest(HitLine hitLine, out Vector hit)
		{
			hit = null;

			if (!isSet)
				return false;
			
			// check if the line lies entirely outside the box
			if (hitLine.Back[0] < minima[0] && hitLine.Front[0] < minima[0])
				return false;
			if (hitLine.Back[0] > maxima[0] && hitLine.Front[0] > maxima[0])
				return false;
			if (hitLine.Back[1] < minima[1] && hitLine.Front[1] < minima[1])
				return false;
			if (hitLine.Back[1] > maxima[1] && hitLine.Front[1] > maxima[1])
				return false;
			if (hitLine.Back[2] < minima[2] && hitLine.Front[2] < minima[2])
				return false;
			if (hitLine.Back[2] > maxima[2] && hitLine.Front[2] > maxima[2])
				return false;
			
			// check if the line lies entirely inside the box
			if (hitLine.Front[0] > minima[0] && hitLine.Front[0] < maxima[0] &&
			    hitLine.Front[1] > minima[1] && hitLine.Front[1] < maxima[1] &&
			    hitLine.Front[2] > minima[2] && hitLine.Front[2] < maxima[2]) 
			{
				hit = hitLine.Front; 
			    return true;
			}
			
			// check if the line intersects any of the individual sides
			if ((GetIntersection(hitLine.Front[0] - minima[0], hitLine.Back[0] - minima[0], hitLine.Front, hitLine.Back, out hit) && InBox(hit, minima, maxima, 1))
			  || (GetIntersection(hitLine.Front[1] - minima[1], hitLine.Back[1] - minima[1], hitLine.Front, hitLine.Back, out hit) && InBox(hit, minima, maxima, 2))
			  || (GetIntersection(hitLine.Front[2] - minima[2], hitLine.Back[2] - minima[2], hitLine.Front, hitLine.Back, out hit) && InBox(hit, minima, maxima, 3))
			  || (GetIntersection(hitLine.Front[0] - maxima[0], hitLine.Back[0] - maxima[0], hitLine.Front, hitLine.Back, out hit) && InBox(hit, minima, maxima, 1))
			  || (GetIntersection(hitLine.Front[1] - maxima[1], hitLine.Back[1] - maxima[1], hitLine.Front, hitLine.Back, out hit) && InBox(hit, minima, maxima, 2))
			  || (GetIntersection(hitLine.Front[2] - maxima[2], hitLine.Back[2] - maxima[2], hitLine.Front, hitLine.Back, out hit) && InBox(hit, minima, maxima, 3)))
			{
				return true;
			}

			return false;

		}
Exemplo n.º 9
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		/// <summary>
		/// Performs a dot product on two vectors.
		/// </summary>
		/// <param name="rhs"> The second <see cref="Vector"/>. </param>
		/// <returns> The resulting value. </returns>
		public double Dot(Vector rhs)
		{
			return _val[0]*rhs[0] + _val[1]*rhs[1] + _val[2]*rhs[2];
		}
Exemplo n.º 10
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		public void Points()
		{
			Vector p = new Vector(1.0, 2.0, 3.0);
			Assert.AreEqual(p[1], 2.0);
		}
Exemplo n.º 11
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		/// <summary>
		/// Initialization constructor.
		/// </summary>
		/// <param name="x"> The i component. </param>
		/// <param name="y"> The j component. </param>
		/// <param name="z"> The k component. </param>
		/// <param name="t"> The scalar component. </param>
		public Quaternion(double t, double x, double y, double z)
		{
			scalar = t;
			vector = new Vector( x, y, z);
		}
Exemplo n.º 12
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		/// <summary>
		/// Default constructor.
		/// </summary>
		public Sketchable()
		{
			solidPoints = new Vector[0];
			wireframePoints = new Vector[0];
			directions = new Vector[0];
		}
Exemplo n.º 13
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		/// <summary>
		/// Translates the bounds by the given difference vector.
		/// </summary>
		/// <param name="diff"> A <see cref="Vector"/> to translate by. </param>
		public void Translate(Vector diff)
		{
			minima += diff;
			maxima += diff;
		}
Exemplo n.º 14
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		/// <summary>
		/// Expands the bounds in all dimensions by the given factor around the center.
		/// </summary>
		/// <param name="factor"> </param>
		/// <remarks> factors less than one make it contract.</remarks>
		public void Expand(double factor)
		{
			Vector center = Center;
			minima = center + (minima - center) * factor;
			maxima = center + (maxima - center) * factor;
		}
Exemplo n.º 15
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		/// <summary>
		/// Resizes the bounds to fit another bounds.
		/// </summary>
		/// <param name="other"> Another <see cref="Bounds"/> that needs to fit in this one. </param>
		public void Resize(Bounds other)
		{
			if (other.Minima != null)
			{
				if (isSet) // the bounds have already been set
				{
					minima.KeepMinima(other.Minima);
					maxima.KeepMaxima(other.Maxima);
				}
				else // the bounds haven't been set
				{
					isSet = true;
					minima = other.Minima.Copy();
					maxima = other.Maxima.Copy();
				}	
			}
		}
Exemplo n.º 16
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		/// <summary>
		/// Resizes the bounds to fit x, y, and z.
		/// </summary>
		/// <param name="x"></param>
		/// <param name="y"></param>
		/// <param name="z"></param>
		public void Resize(double x, double y, double z)
		{
			if (isSet) // the bounds have already been set
			{
				minima.KeepMinima(x, y, z);
				maxima.KeepMaxima(x, y, z);
			}
			else // the bounds haven't been set
			{
				isSet = true;
				minima = new Vector(x, y, z);
				maxima = new Vector(x, y, z);
			}	
		}
Exemplo n.º 17
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		/// <summary>
		/// Resizes the bounds to fit vector.
		/// </summary>
		/// <param name="vector"> A <see cref="Vector"/> that needs to fit in the bounds. </param>
		public void Resize(Vector vector)
		{
			if (isSet) // the bounds have already been set
			{
				minima.KeepMinima(vector);
				maxima.KeepMaxima(vector);
			}
			else // the bounds haven't been set
			{
				isSet = true;
				minima = vector.Copy();
				maxima = vector.Copy();
			}		
		}
Exemplo n.º 18
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		/// <summary>
		/// Keeps the largest value in each dimension.
		/// </summary>
		/// <param name="other"> Another <see cref="Vector"/>. </param>
		public void KeepMaxima(Vector other)
		{
			for (int i=0; i<3; i++)
				_val[i] = Math.Max( _val[i], other[i]);
		}
Exemplo n.º 19
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		/// <summary>
		/// Rotates the vector about the given axis with the given angle.
		/// </summary>
		/// <param name="axis"> Axis of rotation. </param>
		/// <param name="angle"> Angle of rotation. </param>
		public Vector Rotate(Vector axis, Angle angle)
		{
			// quaternion method
			Quaternion R = new Quaternion();
			R.Scalar = (angle/2.0).Cos();
			R.Vector = axis.Normalize() * (angle/2.0).Sin();
			Quaternion v = new Quaternion(0.0, this);
			Quaternion res = R * v * R.T();
			return res.Vector;
		}
Exemplo n.º 20
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		/// <summary>
		/// Computes the line's geometry.
		/// </summary>
		public override void ComputeGeometry()
		{
			base.ComputeGeometry();
			
			double t=6;
			start = Center.ToVector() - Direction * t;
			_bounds.Resize(start);
			stop = Center.ToVector() + Direction * t;
			_bounds.Resize(stop);
		}
Exemplo n.º 21
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		/// <summary>
		/// Computes the raw points needed to draw the sketch.
		/// </summary>
		public override void ComputeGeometry()
		{
			base.ComputeGeometry();

			if (IsClosed)
			{
				solidPoints = new Vector[Points.Count+1];
				directions = new Vector[Points.Count+1];
			}
			else // open
			{
				solidPoints = new Vector[Points.Count];
				directions = new Vector[Points.Count];
			}
			for (int i=0; i<Points.Count; i++)
			{
				solidPoints[i] = Points[i].ToVector();
				
				// compute the direction
				if (i < Points.Count - 1)
					directions[i] = (solidPoints[i] - Points[i + 1].ToVector()).Normalize();
				else if (Points.Count > 1) // only compute direction if there's more than one point
					directions[i] = (solidPoints[i] - solidPoints[i - 1]).Normalize();
				else
					directions[i] = new Vector();
				
				_bounds.Resize(solidPoints[i]);
			}
			
			// if closed, the first point needs to be copied to the end
			if (IsClosed)
			{
				solidPoints[Points.Count] = solidPoints[0];
				directions[Points.Count] = directions[0];
			}

			// for lines, the solid and wireframe points are the same
			wireframePoints = solidPoints;
		}
Exemplo n.º 22
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		/// <summary>
		/// Gets the most outside edges from the scene of a camera.
		/// </summary>
		/// <returns> The low and high end of each edge (6 elements).</returns>
		public Vector[] GetOutsideEdges(Scene scene)
		{
			Vector[] edges = new Vector[6];
			Vector camPos = scene.Camera.Position;
			Vector camCenter = scene.Camera.Center;

			double zVal = minima[2]; // z value of the x and y axes
			if (camPos[2] + 0.01 < camCenter[2]) // z position of the camera is negative
				zVal = maxima[2]; // draw the z axis on top

			// big, fugly if statement
			if (camPos[0] >= camCenter[0] && camPos[1] >= camCenter[1])
			{
				edges[0] = new Vector(minima[0], maxima[1], zVal); // x axis
				edges[1] = new Vector(maxima[0], maxima[1], zVal);
				edges[2] = new Vector(maxima[0], minima[1], zVal); // y axis
				edges[3] = new Vector(maxima[0], maxima[1], zVal);
				edges[4] = new Vector(maxima[0], minima[1], minima[2]); // z axis
				edges[5] = new Vector(maxima[0], minima[1], maxima[2]);
			}
			else if (camPos[0] < camCenter[0] && camPos[1] >= camCenter[1])
			{
				edges[0] = new Vector(minima[0], maxima[1], zVal); // x axis
				edges[1] = new Vector(maxima[0], maxima[1], zVal);
				edges[2] = new Vector(minima[0], minima[1], zVal); // y axis
				edges[3] = new Vector(minima[0], maxima[1], zVal);
				edges[4] = new Vector(maxima[0], maxima[1], minima[2]); // z axis
				edges[5] = new Vector(maxima[0], maxima[1], maxima[2]);
			}
			else if (camPos[0] < camCenter[0] && camPos[1] < camCenter[1])
			{
				edges[0] = new Vector(minima[0], minima[1], zVal); // x axis
				edges[1] = new Vector(maxima[0], minima[1], zVal);
				edges[2] = new Vector(minima[0], minima[1], zVal); // y axis
				edges[3] = new Vector(minima[0], maxima[1], zVal);
				edges[4] = new Vector(minima[0], maxima[1], minima[2]); // z axis
				edges[5] = new Vector(minima[0], maxima[1], maxima[2]);
			}
			else if (camPos[0] >= camCenter[0] && camPos[1] < camCenter[1])
			{
				edges[0] = new Vector(minima[0], minima[1], minima[2]); // x axis
				edges[1] = new Vector(maxima[0], minima[1], minima[2]);
				edges[2] = new Vector(maxima[0], minima[1], minima[2]); // y axis
				edges[3] = new Vector(maxima[0], maxima[1], minima[2]);
				edges[4] = new Vector(minima[0], minima[1], minima[2]); // z axis
				edges[5] = new Vector(minima[0], minima[1], maxima[2]);
			}

			return edges;
		}
Exemplo n.º 23
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		/// <summary>
		/// Default constructor.
		/// </summary>
		public Quaternion()
		{
			vector = new Vector();
			scalar = 0.0;
		}
Exemplo n.º 24
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		/// <summary>
		/// Finds the furthest corner from the given point.
		/// </summary>
		/// <param name="point"> A <see cref="Vector"/> to compute the distance from. </param>
		/// <returns> A <see cref="Vector"/> representing the furthest corner. </returns>
		public Vector FurthestCorner(Vector point)
		{
			double dist = 0;
			Vector furthest = null;
			foreach (Vector corner in Corners)
			{
				double dist_ = (point - corner).Magnitude;
				if (dist_ > dist)
				{
					dist = dist_;
					furthest = corner;
				}
			}
			return furthest;
		}
Exemplo n.º 25
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		/// <summary>
		/// Initialization constructor.
		/// </summary>
		/// <param name="t">The scalar component. </param>
		/// <param name="v"> The vector component.  </param>
		public Quaternion(double t, Vector v)
		{
			scalar = t;
			vector = v;
		}
Exemplo n.º 26
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		/// <summary>
		/// Returns true if the hit is inside a specific axis.
		/// </summary>
		/// <param name="Hit"> </param>
		/// <param name="minima"> </param>
		/// <param name="maxima"> </param>
		/// <param name="Axis"> </param>
		/// <returns> True if there's a hit. </returns>
		protected bool InBox( Vector Hit, Vector minima, Vector maxima, int Axis)
		{
			if ( Axis==1 && Hit[2] > minima[2] && Hit[2] < maxima[2] && Hit[1] > minima[1] && Hit[1] < maxima[1])
				return true;
			if ( Axis==2 && Hit[2] > minima[2] && Hit[2] < maxima[2] && Hit[0] > minima[0] && Hit[0] < maxima[0])
				return true;
			if ( Axis==3 && Hit[0] > minima[0] && Hit[0] < maxima[0] && Hit[1] > minima[1] && Hit[1] < maxima[1])
				return true;
			return false;
		}
Exemplo n.º 27
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		public Rectangle(Sketch sketch) : base(sketch)
		{
			solidPoints = new Vector[5]; // needs to come back on itself
			directions = new Vector[5];
			wireframePoints = new Vector[4]; // just the corners
		}
Exemplo n.º 28
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		/// <summary>
		/// Initialization constructor.
		/// </summary>
		/// <param name="minima"> The minima. </param>
		/// <param name="maxima"> The maxima. </param>
		public Bounds(Vector minima, Vector maxima)
		{
			isSet = true;
			this.minima = minima;
			this.maxima = maxima;
		}
Exemplo n.º 29
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		protected bool GetIntersection( double fDst1, double fDst2, Vector P1, Vector P2, out Vector Hit)
		{
			Hit = null;
			if ( (fDst1 * fDst2) >= 0.0f)
				return false;
			if ( fDst1 == fDst2)
				return false; 
			Hit = P1 + (P2-P1) * ( -fDst1/(fDst2-fDst1) );
			return true;
		}
Exemplo n.º 30
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		/// <summary>
		/// Performs a cross product on two vectors.
		/// </summary>
		/// <param name="rhs"> The second <see cref="Vector"/>. </param>
		/// <returns> The resulting <see cref="Vector"/>. </returns>
		public Vector Cross(Vector rhs)
		{
			Vector res = new Vector();
			res[0] = _val[1]*rhs[2] - _val[2]*rhs[1];
			res[1] = _val[2]*rhs[0] - _val[0]*rhs[2];
			res[2] = _val[0]*rhs[1] - _val[1]*rhs[0];
			return res;
		}