/// <summary> /// Dispatches untyped items. Replaces DispatchNotTyped(). To get the same behavior as /// the old DispatchNotTyped(), set the TypeFilter property to null prior to calling.</summary> /// <param name="traverseList">The traverse list</param> /// <param name="camera">The camera</param> protected void DispatchTraverseList(ICollection<TraverseNode> traverseList, Camera camera) { // Prepare for geometric picking -- create the ray in world space and reset geometric hit-list. // First create the ray in viewing coordinates and transform to world coordinates. float nx = (m_x / (float)m_width) - 0.5f;//normalized x float ny = 0.5f - (m_y / (float)m_height);//normalized y Ray3F rayWorld = camera.CreateRay(nx, ny); Matrix4F worldToView = camera.ViewMatrix; Matrix4F viewToWorld = new Matrix4F(); viewToWorld.Invert(worldToView); rayWorld.Transform(viewToWorld); ClearHitList(); // for geometric picking. will be cleared for each HitRecord. List<uint> userData = new List<uint>(1); // Dispatch traverse list int index = 0; foreach (TraverseNode node in traverseList) { // First test for filtering. IRenderObject renderObject = node.RenderObject; if (FilterByType(renderObject)) { IIntersectable intersectable = renderObject.GetIntersectable(); IGeometricPick geometricPick = intersectable as IGeometricPick; if (geometricPick != null) { // Picking by geometry. Matrix4F objToWorld = new Matrix4F(node.Transform); Matrix4F worldToObj = new Matrix4F(); worldToObj.Invert(objToWorld); Matrix4F viewToObj = Matrix4F.Multiply(viewToWorld, worldToObj); if (m_frustumPick) { //The pick frustum is in view space. Transform to world space then object space. Frustum frustumObj = new Frustum(m_viewFrust0); frustumObj.Transform(viewToObj); //Multi-pick. Get everything in the pick frustum (m_viewFrust0). Vec3F eyeObj; worldToObj.Transform(camera.Eye, out eyeObj); userData.Clear(); if (geometricPick.IntersectFrustum(frustumObj, eyeObj, node.RenderState, userData)) { // Prepare a multi-pick HitRecord, as if OpenGL had calculated this. HitRecord hit = new HitRecord( node.GraphPath, renderObject, objToWorld, userData.ToArray()); m_geoHitList.Add(hit); } } else { //Single pick. We care about distance from camera eye. //Make a copy of the ray in world-space and tranform it to object space. Ray3F rayObj = rayWorld; //remember, Ray3F is a value type, not a reference type. rayObj.Transform(worldToObj); // Do the intersection test in object space. userData.Clear(); Vec3F intersectionPt, surfaceNormal; Vec3F nearestVert; bool intersected; intersected = geometricPick.IntersectRay( rayObj, camera, node.RenderState, objToWorld, this, out intersectionPt, out nearestVert, out surfaceNormal, userData); if (intersected) { // Transform to world space and then to screen space. objToWorld.Transform(intersectionPt, out intersectionPt); objToWorld.Transform(nearestVert, out nearestVert); // Prepare a single-pick HitRecord, as if OpenGL had calculated this. HitRecord hit = new HitRecord( node.GraphPath, renderObject, objToWorld, userData.ToArray()); // This is the one difference from OpenGL pick. We have the world pt already. hit.WorldIntersection = intersectionPt; hit.NearestVert = nearestVert; // Another difference is that it's possible to get the surface normal. if (surfaceNormal != Vec3F.ZeroVector) { objToWorld.TransformNormal(surfaceNormal, out surfaceNormal); surfaceNormal.Normalize(); hit.Normal = surfaceNormal; } m_geoHitList.Add(hit); } } } else { // Picking by "rendering", using OpenGL pick. PushMatrix(node.Transform, false); Gl.glPushName(index); IRenderPick pickInterface = renderObject as IRenderPick; if (pickInterface != null) { pickInterface.PickDispatch(node.GraphPath, node.RenderState, this, camera); } else { renderObject.Dispatch(node.GraphPath, node.RenderState, this, camera); } Gl.glPopName(); PopMatrix(); } } index++; } }
public override void OnDragging(ViewControl vc, Point scrPt) { if (m_cancelDrag || m_hitRegion == HitRegion.None || NodeList.Count == 0) return; bool hitAxis = m_hitRegion == HitRegion.XAxis || m_hitRegion == HitRegion.YAxis || m_hitRegion == HitRegion.ZAxis; Matrix4F view = vc.Camera.ViewMatrix; Matrix4F proj = vc.Camera.ProjectionMatrix; Matrix4F vp = view * proj; // create ray in world space. Ray3F rayW = vc.GetRay(scrPt, vp); // create ray in view space. Ray3F rayV = vc.GetRay(scrPt, proj); Vec3F translate = m_translatorControl.OnDragging(rayV); ISnapSettings snapSettings = (ISnapSettings)DesignView; bool snapToGeom = Control.ModifierKeys == m_snapGeometryKey; if (snapToGeom) { Vec3F manipPos = HitMatrix.Translation; Vec3F manipMove; if (hitAxis) { //Make rayw to point toward moving axis and starting // from manipulator’s world position. rayW.Direction = Vec3F.Normalize(translate); rayW.Origin = manipPos; manipMove = Vec3F.ZeroVector; m_cancelDrag = true; //stop further snap-to's } else { manipMove = rayW.ProjectPoint(manipPos) - manipPos; } for (int i = 0; i < NodeList.Count; i++) { ITransformable node = NodeList[i]; Vec3F snapOffset = TransformUtils.CalcSnapFromOffset(node, snapSettings.SnapFrom); Path<DomNode> path = new Path<DomNode>(Adapters.Cast<DomNode>(node).GetPath()); Matrix4F parentLocalToWorld = TransformUtils.CalcPathTransform(path, path.Count - 2); Vec3F orgPosW; parentLocalToWorld.Transform(m_originalValues[i], out orgPosW); Matrix4F parentWorldToLocal = new Matrix4F(); parentWorldToLocal.Invert(parentLocalToWorld); rayW.MoveToIncludePoint(orgPosW + snapOffset + manipMove); HitRecord[] hits = GameEngine.RayPick(view, proj, rayW, true); bool cansnap = false; HitRecord target = new HitRecord(); if (hits.Length > 0) { // find hit record. foreach (var hit in hits) { if (m_snapFilter.CanSnapTo(node, GameEngine.GetAdapterFromId(hit.instanceId))) { target = hit; cansnap = true; break; } } } if (cansnap) { Vec3F pos; if (target.hasNearestVert && snapSettings.SnapVertex) { pos = target.nearestVertex; } else { pos = target.hitPt; } pos -= snapOffset; parentWorldToLocal.Transform(ref pos); Vec3F diff = pos - node.Transform.Translation; node.Translation += diff; bool rotateOnSnap = snapSettings.RotateOnSnap && target.hasNormal && (node.TransformationType & TransformationTypes.Rotation) != 0; if (rotateOnSnap) { Vec3F localSurfaceNormal; parentWorldToLocal.TransformNormal(target.normal, out localSurfaceNormal); node.Rotation = TransformUtils.RotateToVector( m_originalRotations[i], localSurfaceNormal, AxisSystemType.YIsUp); } } } } else { IGrid grid = DesignView.Context.Cast<IGame>().Grid; bool snapToGrid = Control.ModifierKeys == m_snapGridKey && grid.Visible && vc.Camera.ViewType == ViewTypes.Perspective; float gridHeight = grid.Height; // translate. for (int i = 0; i < NodeList.Count; i++) { ITransformable node = NodeList[i]; Path<DomNode> path = new Path<DomNode>(Adapters.Cast<DomNode>(node).GetPath()); Matrix4F parentLocalToWorld = TransformUtils.CalcPathTransform(path, path.Count - 2); Matrix4F parentWorldToLocal = new Matrix4F(); parentWorldToLocal.Invert(parentLocalToWorld); Vec3F localTranslation; parentWorldToLocal.TransformVector(translate, out localTranslation); Vec3F trans = m_originalValues[i] + localTranslation; if(snapToGrid) { if(grid.Snap) trans = grid.SnapPoint(trans); else trans.Y = gridHeight; } node.Translation = trans; } } }
public override void OnDragging(ViewControl vc, Point scrPt) { if (m_cancelDrag || m_hitRegion == HitRegion.None || NodeList.Count == 0) { return; } bool hitAxis = m_hitRegion == HitRegion.XAxis || m_hitRegion == HitRegion.YAxis || m_hitRegion == HitRegion.ZAxis; Matrix4F view = vc.Camera.ViewMatrix; Matrix4F proj = vc.Camera.ProjectionMatrix; Matrix4F vp = view * proj; // create ray in world space. Ray3F rayW = vc.GetRay(scrPt, vp); // create ray in view space. Ray3F rayV = vc.GetRay(scrPt, proj); Vec3F translate = m_translatorControl.OnDragging(rayV); ISnapSettings snapSettings = (ISnapSettings)DesignView; bool snapToGeom = Control.ModifierKeys == m_snapGeometryKey; if (snapToGeom) { Vec3F manipPos = HitMatrix.Translation; Vec3F manipMove; if (hitAxis) { //Make rayw to point toward moving axis and starting // from manipulator’s world position. rayW.Direction = Vec3F.Normalize(translate); rayW.Origin = manipPos; manipMove = Vec3F.ZeroVector; m_cancelDrag = true; //stop further snap-to's } else { manipMove = rayW.ProjectPoint(manipPos) - manipPos; } for (int i = 0; i < NodeList.Count; i++) { ITransformable node = NodeList[i]; Vec3F snapOffset = TransformUtils.CalcSnapFromOffset(node, snapSettings.SnapFrom); Path <DomNode> path = new Path <DomNode>(Adapters.Cast <DomNode>(node).GetPath()); Matrix4F parentLocalToWorld = TransformUtils.CalcPathTransform(path, path.Count - 2); Vec3F orgPosW; parentLocalToWorld.Transform(m_originalValues[i], out orgPosW); Matrix4F parentWorldToLocal = new Matrix4F(); parentWorldToLocal.Invert(parentLocalToWorld); rayW.MoveToIncludePoint(orgPosW + snapOffset + manipMove); HitRecord[] hits = GameEngine.RayPick(view, proj, rayW, true); bool cansnap = false; HitRecord target = new HitRecord(); if (hits.Length > 0) { // find hit record. foreach (var hit in hits) { if (m_snapFilter.CanSnapTo(node, GameEngine.GetAdapterFromId(hit.instanceId))) { target = hit; cansnap = true; break; } } } if (cansnap) { Vec3F pos; if (target.hasNearestVert && snapSettings.SnapVertex) { pos = target.nearestVertex; } else { pos = target.hitPt; } pos -= snapOffset; parentWorldToLocal.Transform(ref pos); Vec3F diff = pos - node.Transform.Translation; node.Translation += diff; bool rotateOnSnap = snapSettings.RotateOnSnap && target.hasNormal && (node.TransformationType & TransformationTypes.Rotation) != 0; if (rotateOnSnap) { Vec3F localSurfaceNormal; parentWorldToLocal.TransformNormal(target.normal, out localSurfaceNormal); node.Rotation = TransformUtils.RotateToVector( m_originalRotations[i], localSurfaceNormal, AxisSystemType.YIsUp); } } } } else { IGrid grid = DesignView.Context.Cast <IGame>().Grid; bool snapToGrid = Control.ModifierKeys == m_snapGridKey && grid.Visible && vc.Camera.ViewType == ViewTypes.Perspective; float gridHeight = grid.Height; // translate. for (int i = 0; i < NodeList.Count; i++) { ITransformable node = NodeList[i]; Path <DomNode> path = new Path <DomNode>(Adapters.Cast <DomNode>(node).GetPath()); Matrix4F parentLocalToWorld = TransformUtils.CalcPathTransform(path, path.Count - 2); Matrix4F parentWorldToLocal = new Matrix4F(); parentWorldToLocal.Invert(parentLocalToWorld); Vec3F localTranslation; parentWorldToLocal.TransformVector(translate, out localTranslation); Vec3F trans = m_originalValues[i] + localTranslation; if (snapToGrid) { if (grid.Snap) { trans = grid.SnapPoint(trans); } else { trans.Y = gridHeight; } } node.Translation = trans; } } }
/// <summary> /// Dispatches untyped items. Replaces DispatchNotTyped(). To get the same behavior as /// the old DispatchNotTyped(), set the TypeFilter property to null prior to calling.</summary> /// <param name="traverseList">The traverse list</param> /// <param name="camera">The camera</param> protected void DispatchTraverseList(ICollection <TraverseNode> traverseList, Camera camera) { // Prepare for geometric picking -- create the ray in world space and reset geometric hit-list. // First create the ray in viewing coordinates and transform to world coordinates. float nx = (m_x / (float)m_width) - 0.5f; //normalized x float ny = 0.5f - (m_y / (float)m_height); //normalized y Ray3F rayWorld = camera.CreateRay(nx, ny); Matrix4F worldToView = camera.ViewMatrix; Matrix4F viewToWorld = new Matrix4F(); viewToWorld.Invert(worldToView); rayWorld.Transform(viewToWorld); ClearHitList(); // for geometric picking. will be cleared for each HitRecord. List <uint> userData = new List <uint>(1); // Dispatch traverse list int index = 0; foreach (TraverseNode node in traverseList) { // First test for filtering. IRenderObject renderObject = node.RenderObject; if (FilterByType(renderObject)) { IIntersectable intersectable = renderObject.GetIntersectable(); IGeometricPick geometricPick = intersectable as IGeometricPick; if (geometricPick != null) { // Picking by geometry. Matrix4F objToWorld = new Matrix4F(node.Transform); Matrix4F worldToObj = new Matrix4F(); worldToObj.Invert(objToWorld); Matrix4F viewToObj = Matrix4F.Multiply(viewToWorld, worldToObj); if (m_frustumPick) { //The pick frustum is in view space. Transform to world space then object space. Frustum frustumObj = new Frustum(m_viewFrust0); frustumObj.Transform(viewToObj); //Multi-pick. Get everything in the pick frustum (m_viewFrust0). Vec3F eyeObj; worldToObj.Transform(camera.Eye, out eyeObj); userData.Clear(); if (geometricPick.IntersectFrustum(frustumObj, eyeObj, node.RenderState, userData)) { // Prepare a multi-pick HitRecord, as if OpenGL had calculated this. HitRecord hit = new HitRecord( node.GraphPath, renderObject, objToWorld, userData.ToArray()); m_geoHitList.Add(hit); } } else { //Single pick. We care about distance from camera eye. //Make a copy of the ray in world-space and tranform it to object space. Ray3F rayObj = rayWorld; //remember, Ray3F is a value type, not a reference type. rayObj.Transform(worldToObj); // Do the intersection test in object space. userData.Clear(); Vec3F intersectionPt, surfaceNormal; Vec3F nearestVert; bool intersected; intersected = geometricPick.IntersectRay( rayObj, camera, node.RenderState, objToWorld, this, out intersectionPt, out nearestVert, out surfaceNormal, userData); if (intersected) { // Transform to world space and then to screen space. objToWorld.Transform(intersectionPt, out intersectionPt); objToWorld.Transform(nearestVert, out nearestVert); // Prepare a single-pick HitRecord, as if OpenGL had calculated this. HitRecord hit = new HitRecord( node.GraphPath, renderObject, objToWorld, userData.ToArray()); // This is the one difference from OpenGL pick. We have the world pt already. hit.WorldIntersection = intersectionPt; hit.NearestVert = nearestVert; // Another difference is that it's possible to get the surface normal. if (surfaceNormal != Vec3F.ZeroVector) { objToWorld.TransformNormal(surfaceNormal, out surfaceNormal); surfaceNormal.Normalize(); hit.Normal = surfaceNormal; } m_geoHitList.Add(hit); } } } else { // Picking by "rendering", using OpenGL pick. PushMatrix(node.Transform, false); Gl.glPushName(index); IRenderPick pickInterface = renderObject as IRenderPick; if (pickInterface != null) { pickInterface.PickDispatch(node.GraphPath, node.RenderState, this, camera); } else { renderObject.Dispatch(node.GraphPath, node.RenderState, this, camera); } Gl.glPopName(); PopMatrix(); } } index++; } }