Пример #1
0
        public override bool Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == false)
            {
                return(false);
            }

            m_node = GetManipulatorNode(TransformationTypes.Pivot);

            Camera camera = vc.Camera;
            float  s;

            Util.CalcAxisLengths(camera, HitMatrix.Translation, out s);
            Matrix4F view = camera.ViewMatrix;
            Matrix4F vp   = view * camera.ProjectionMatrix;
            Matrix4F wvp  = HitMatrix * vp;

            Ray3F rayL = vc.GetRay(scrPt, wvp);

            m_hitRegion = m_translatorControl.Pick(HitMatrix, view, rayL, HitRayV, s);
            bool picked = m_hitRegion != HitRegion.None;

            return(picked);
        }
Пример #2
0
        public override ManipulatorPickResult Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == ManipulatorPickResult.Miss)
            {
                return(ManipulatorPickResult.Miss);
            }

            m_node = GetManipulatorNode(TransformationTypes.Pivot);

            Camera   camera = vc.Camera;
            Matrix4F view   = camera.ViewMatrix;
            Matrix4F vp     = view * camera.ProjectionMatrix;
            Matrix4F wvp    = HitMatrix * vp;

            Ray3F rayL = vc.GetRay(scrPt, wvp);

            m_hitRegion = m_translatorControl.Pick(vc, HitMatrix, view, rayL, HitRayV);
            bool picked = m_hitRegion != HitRegion.None;

            if (picked)
            {
                return(ManipulatorPickResult.DeferredBeginDrag);
            }
            return(ManipulatorPickResult.Miss);
        }
Пример #3
0
        public override bool Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == false)
            {
                return(false);
            }

            Camera camera = vc.Camera;
            float  rad;

            Util.CalcAxisLengths(camera, HitMatrix.Translation, out rad);
            float tolerance = rad / 10.0f;

            // compute ray in object space  space.
            Matrix4F vp   = camera.ViewMatrix * camera.ProjectionMatrix;
            Matrix4F wvp  = HitMatrix * vp;
            Ray3F    rayL = vc.GetRay(scrPt, wvp);

            Plane3F xplane = new Plane3F(Vec3F.XAxis, Vec3F.ZeroVector);
            Plane3F yplane = new Plane3F(Vec3F.YAxis, Vec3F.ZeroVector);
            Plane3F zplane = new Plane3F(Vec3F.ZAxis, Vec3F.ZeroVector);

            Vec3F pt;
            float xdelta = float.MaxValue;
            float ydelta = float.MaxValue;
            float zdelta = float.MaxValue;

            if (rayL.IntersectPlane(xplane, out pt))
            {
                xdelta = Math.Abs(pt.Length - rad);
            }

            if (rayL.IntersectPlane(yplane, out pt))
            {
                ydelta = Math.Abs(pt.Length - rad);
            }

            if (rayL.IntersectPlane(zplane, out pt))
            {
                zdelta = Math.Abs(pt.Length - rad);
            }

            if (xdelta < tolerance && xdelta < ydelta && xdelta < zdelta)
            {
                m_hitRegion = HitRegion.XAxis;
            }
            else if (ydelta < tolerance && ydelta < zdelta)
            {
                m_hitRegion = HitRegion.YAxis;
            }
            else if (zdelta < tolerance)
            {
                m_hitRegion = HitRegion.ZAxis;
            }

            return(m_hitRegion != HitRegion.None);
        }
Пример #4
0
        public virtual bool Pick(ViewControl vc, Point scrPt)
        {
            Matrix4F normWorld = GetManipulatorMatrix();

            if (normWorld == null)
            {
                return(false);
            }
            HitRayV = vc.GetRay(scrPt, vc.Camera.ProjectionMatrix);
            HitMatrix.Set(normWorld);
            return(true);
        }
Пример #5
0
        public virtual ManipulatorPickResult Pick(ViewControl vc, Point scrPt)
        {
            Matrix4F normWorld = GetManipulatorMatrix();

            if (normWorld == null)
            {
                return(ManipulatorPickResult.Miss);
            }
            HitRayV = vc.GetRay(scrPt, vc.Camera.ProjectionMatrix);
            HitMatrix.Set(normWorld);
            return(ManipulatorPickResult.DeferredBeginDrag);
        }
Пример #6
0
        public override void OnDragging(ViewControl vc, Point scrPt)
        {
            if (m_hitRegion == HitRegion.None || !CanManipulate(m_node))
            {
                return;
            }

            Matrix4F proj = vc.Camera.ProjectionMatrix;
            // create ray in view space.
            Ray3F rayV = vc.GetRay(scrPt, proj);

            Vec3F translate = m_translatorControl.OnDragging(rayV);

            Vec3F localTranslation;

            m_worldToLocal.TransformVector(translate, out localTranslation);
            m_node.Pivot = m_originalPivot + localTranslation;
        }
Пример #7
0
        public override bool Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == false)
            {
                return(false);
            }

            Camera camera = vc.Camera;

            Matrix4F view = camera.ViewMatrix;
            Matrix4F vp   = view * camera.ProjectionMatrix;
            Matrix4F wvp  = HitMatrix * vp;

            Ray3F rayL = vc.GetRay(scrPt, wvp);

            float s = Util.CalcAxisScale(vc.Camera, HitMatrix.Translation, AxisLength, vc.Height);

            // There's only one hot-spot for this manipulator:
            //      a square at the manipulator origin.
            Vec3F min = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F max = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB  box = new AABB(min, max);

            float    centerCubeScale = s * CenterCubeSize;
            Matrix4F centerCubeXform = new Matrix4F();

            centerCubeXform.Scale(centerCubeScale);
            centerCubeXform.Invert(centerCubeXform);
            Ray3F ray = rayL;

            ray.Transform(centerCubeXform);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XYSquare;
                return(true);
            }

            m_hitRegion = HitRegion.None;
            return(false);
        }
Пример #8
0
        public override bool Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == false)
            {
                return(false);
            }

            Camera camera = vc.Camera;

            Matrix4F view = camera.ViewMatrix;
            Matrix4F vp   = view * camera.ProjectionMatrix;
            Matrix4F wvp  = HitMatrix * vp;

            Ray3F rayL = vc.GetRay(scrPt, wvp);

            m_hitRegion = m_translatorControl.Pick(vc, HitMatrix, view, rayL, HitRayV);

            bool picked = m_hitRegion != HitRegion.None;

            return(picked);
        }
        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;
                }
            }
        }
Пример #10
0
        public override ManipulatorPickResult Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == ManipulatorPickResult.Miss)
            {
                return(ManipulatorPickResult.Miss);
            }

            Camera camera = vc.Camera;
            float  s      = Util.CalcAxisScale(vc.Camera, HitMatrix.Translation, AxisLength, vc.Height);

            Matrix4F vp  = camera.ViewMatrix * camera.ProjectionMatrix;
            Matrix4F wvp = HitMatrix * vp;

            // get ray in object space  space.
            Ray3F rayL = vc.GetRay(scrPt, wvp);

            m_scale    = new Vec3F(1, 1, 1);
            m_hitScale = s;


            Vec3F    min      = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F    max      = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB     box      = new AABB(min, max);
            Matrix4F boxScale = new Matrix4F();
            Matrix4F boxTrans = new Matrix4F();
            Matrix4F BoxMtrx  = new Matrix4F();

            float handleScale = s * AxisHandle;

            // +X axis
            boxScale.Scale(new Vec3F(s, handleScale, handleScale));
            boxTrans.Translation = new Vec3F(s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;

            Ray3F ray = rayL;

            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);

            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XAxis;
                return(ManipulatorPickResult.DeferredBeginDrag);
            }

            // -X
            boxTrans.Translation = new Vec3F(-s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);

            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.NegXAxis;
                return(ManipulatorPickResult.DeferredBeginDrag);
            }

            // y axis
            boxScale.Scale(new Vec3F(handleScale, s, handleScale));
            boxTrans.Translation = new Vec3F(0, s / 2, 0);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.YAxis;
                return(ManipulatorPickResult.DeferredBeginDrag);
            }

            // -Y
            boxTrans.Translation = new Vec3F(0, -s / 2, 0);
            BoxMtrx = boxScale * boxTrans;
            ray     = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.NegYAxis;
                return(ManipulatorPickResult.DeferredBeginDrag);
            }


            // z axis
            boxScale.Scale(new Vec3F(handleScale, handleScale, s));
            boxTrans.Translation = new Vec3F(0, 0, s / 2);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.ZAxis;
                return(ManipulatorPickResult.DeferredBeginDrag);
            }

            // -Z
            boxTrans.Translation = new Vec3F(0, 0, -s / 2);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.NegZAxis;
                return(ManipulatorPickResult.DeferredBeginDrag);
            }

            return(ManipulatorPickResult.Miss);
        }
Пример #11
0
        public override void OnDragging(ViewControl vc, Point scrPt)
        {
            if (m_hitRegion == HitRegion.None || m_activeOp == null || m_activeOp.NodeList.Count == 0)
            {
                return;
            }

            Matrix4F view = vc.Camera.ViewMatrix;
            // compute world * view
            Matrix4F wv = new Matrix4F();

            wv.Mul(HitMatrix, view);

            // create ray in view space.
            Ray3F rayV = vc.GetRay(scrPt, vc.Camera.ProjectionMatrix);

            Vec3F xAxis  = wv.XAxis;
            Vec3F yAxis  = wv.YAxis;
            Vec3F zAxis  = wv.ZAxis;
            Vec3F origin = wv.Translation;

            m_scale = new Vec3F(1, 1, 1);
            float scale = 1;
            float a1, a2;

            switch (m_hitRegion)
            {
            case HitRegion.XAxis:
            case HitRegion.NegXAxis:
            {
                a1 = Math.Abs(Vec3F.Dot(HitRayV.Direction, yAxis));
                a2 = Math.Abs(Vec3F.Dot(HitRayV.Direction, zAxis));
                Vec3F axis       = (a1 > a2 ? yAxis : zAxis);
                Vec3F p0         = HitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                Vec3F p1         = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                float dragAmount = Vec3F.Dot((p1 - p0), xAxis);
                if (m_hitRegion == HitRegion.NegXAxis)
                {
                    dragAmount *= -1;
                }
                m_scale.X = 1.0f + dragAmount / m_hitScale;
                scale     = m_scale.X;
            }

            break;

            case HitRegion.YAxis:
            case HitRegion.NegYAxis:
            {
                a1 = Math.Abs(Vec3F.Dot(HitRayV.Direction, zAxis));
                a2 = Math.Abs(Vec3F.Dot(HitRayV.Direction, xAxis));
                Vec3F axis       = (a1 > a2 ? zAxis : xAxis);
                Vec3F p0         = HitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                Vec3F p1         = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                float dragAmount = Vec3F.Dot((p1 - p0), yAxis);
                if (m_hitRegion == HitRegion.NegYAxis)
                {
                    dragAmount *= -1;
                }
                m_scale.Y = 1.0f + dragAmount / m_hitScale;
                scale     = m_scale.Y;
            }
            break;

            case HitRegion.ZAxis:
            case HitRegion.NegZAxis:
            {
                a1 = Math.Abs(Vec3F.Dot(HitRayV.Direction, xAxis));
                a2 = Math.Abs(Vec3F.Dot(HitRayV.Direction, yAxis));
                Vec3F axis       = (a1 > a2 ? xAxis : yAxis);
                Vec3F p0         = HitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                Vec3F p1         = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                float dragAmount = Vec3F.Dot((p1 - p0), zAxis);
                if (m_hitRegion == HitRegion.NegZAxis)
                {
                    dragAmount *= -1;
                }
                m_scale.Z = 1.0f + dragAmount / m_hitScale;
                scale     = m_scale.Z;
            }
            break;

            default:
                throw new ArgumentOutOfRangeException();
            }

            if (m_isUniformScaling)
            {
                m_scale = new Vec3F(scale, scale, scale);
            }


            // scale
            for (int i = 0; i < m_activeOp.NodeList.Count; i++)
            {
                ITransformable node = m_activeOp.NodeList[i];
                node.Scale = Vec3F.Mul(m_originalScales[i], m_scale);

                Matrix4F mtrx = TransformUtils.CalcTransform(
                    Vec3F.ZeroVector,
                    node.Rotation,
                    node.Scale,
                    m_pivotOffset[i]);
                node.Translation = m_originalTranslations[i] + mtrx.Translation;
            }
        }
Пример #12
0
        public override void OnDragging(ViewControl vc, Point scrPt)
        {
            if (m_hitRegion == HitRegion.None || NodeList.Count == 0)
            {
                return;
            }
            Camera cam = vc.Camera;

            Matrix4F view = cam.ViewMatrix;
            Matrix4F mtrx = cam.ProjectionMatrix;

            Matrix4F axisMtrx = HitMatrix * view;
            Ray3F    hitRay   = HitRayV;
            Ray3F    dragRay  = vc.GetRay(scrPt, mtrx);

            Vec3F xAxis  = axisMtrx.XAxis;
            Vec3F yAxis  = axisMtrx.YAxis;
            Vec3F zAxis  = axisMtrx.ZAxis;
            Vec3F origin = axisMtrx.Translation;

            Vec3F rotAxis = new Vec3F();
            float theta   = 0;

            float snapAngle = ((ISnapSettings)DesignView).SnapAngle;

            switch (m_hitRegion)
            {
            case HitRegion.XAxis:
            {
                Plane3F xplane = new Plane3F(xAxis, origin);
                theta   = CalcAngle(origin, xplane, hitRay, dragRay, snapAngle);
                rotAxis = HitMatrix.XAxis;
            }
            break;

            case HitRegion.YAxis:
            {
                Plane3F yplane = new Plane3F(yAxis, origin);
                theta   = CalcAngle(origin, yplane, hitRay, dragRay, snapAngle);
                rotAxis = HitMatrix.YAxis;
            }
            break;

            case HitRegion.ZAxis:
            {
                Plane3F zplane = new Plane3F(zAxis, origin);
                theta   = CalcAngle(origin, zplane, hitRay, dragRay, snapAngle);
                rotAxis = HitMatrix.ZAxis;
            }
            break;

            default:
                throw new ArgumentOutOfRangeException();
            }

            AngleAxisF axf       = new AngleAxisF(-theta, rotAxis);
            Matrix4F   deltaMtrx = new Matrix4F(axf);
            Matrix4F   rotMtrx   = new Matrix4F();

            for (int i = 0; i < NodeList.Count; i++)
            {
                ITransformable node = NodeList[i];
                rotMtrx.Mul(m_rotations[i], deltaMtrx);
                float ax, ay, az;
                rotMtrx.GetEulerAngles(out ax, out ay, out az);
                node.Rotation = new Vec3F(ax, ay, az);
            }
        }
Пример #13
0
        public override bool Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == false)
            {
                return(false);
            }

            Camera camera = vc.Camera;
            float  s;

            Util.CalcAxisLengths(camera, HitMatrix.Translation, out s);

            Matrix4F vp  = camera.ViewMatrix * camera.ProjectionMatrix;
            Matrix4F wvp = HitMatrix * vp;

            // get ray in object space  space.
            Ray3F rayL = vc.GetRay(scrPt, wvp);

            m_scale    = new Vec3F(1, 1, 1);
            m_hitScale = s;

            float    rectScale   = s * FreeRectRatio;
            Vec3F    topRight    = rectScale * (new Vec3F(1, 1, 0));
            Vec3F    topLeft     = rectScale * (new Vec3F(-1, 1, 0));
            Vec3F    bottomLeft  = rectScale * (new Vec3F(-1, -1, 0));
            Vec3F    bottomRight = rectScale * (new Vec3F(1, -1, 0));
            Matrix4F planeXform  = Util.CreateBillboard(HitMatrix.Translation, camera.WorldEye, camera.Up, camera.LookAt);
            Matrix4F wvpPlane    = planeXform * vp;

            // create ray in plane's local space.
            Ray3F rayP = vc.GetRay(scrPt, wvpPlane);

            Plane3F plane = new Plane3F(topRight, topLeft, bottomLeft);
            Vec3F   p;

            bool intersect = rayP.IntersectPlane(plane, out p);

            if (intersect)
            {
                bool inside = p.X > topLeft.X &&
                              p.X <topRight.X &&
                                   p.Y> bottomLeft.Y &&
                              p.Y < topLeft.Y;
                if (inside)
                {
                    m_hitRegion = HitRegion.FreeRect;
                    return(true);
                }
            }

            Vec3F    min      = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F    max      = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB     box      = new AABB(min, max);
            Matrix4F boxScale = new Matrix4F();
            Matrix4F boxTrans = new Matrix4F();
            Matrix4F BoxMtrx  = new Matrix4F();

            float handleScale = s * HandleRatio;

            // X axis

            boxScale.Scale(new Vec3F(s, handleScale, handleScale));
            boxTrans.Translation = new Vec3F(s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;
            Ray3F ray = rayL;

            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);

            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XAxis;
                return(true);
            }

            // y axis
            boxScale.Scale(new Vec3F(handleScale, s, handleScale));
            boxTrans.Translation = new Vec3F(0, s / 2, 0);
            BoxMtrx = boxScale * boxTrans;
            ray     = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.YAxis;
                return(true);
            }

            // z axis
            boxScale.Scale(new Vec3F(handleScale, handleScale, s));
            boxTrans.Translation = new Vec3F(0, 0, s / 2);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.ZAxis;
                return(true);
            }

            return(false);
        }
Пример #14
0
        public override void OnDragging(ViewControl vc, Point scrPt)
        {
            if (m_hitRegion == HitRegion.None || NodeList.Count == 0)
            {
                return;
            }

            Matrix4F view = vc.Camera.ViewMatrix;
            // compute world * view
            Matrix4F wv = new Matrix4F();

            wv.Mul(HitMatrix, view);

            // create ray in view space.
            Ray3F rayV = vc.GetRay(scrPt, vc.Camera.ProjectionMatrix);


            Vec3F xAxis  = wv.XAxis;
            Vec3F yAxis  = wv.YAxis;
            Vec3F zAxis  = wv.ZAxis;
            Vec3F origin = wv.Translation;

            //Vec3F pos;
            m_scale = new Vec3F(1, 1, 1);
            float scale = 1;
            float a1, a2;

            switch (m_hitRegion)
            {
            case HitRegion.XAxis:
            {
                a1 = Math.Abs(Vec3F.Dot(HitRayV.Direction, yAxis));
                a2 = Math.Abs(Vec3F.Dot(HitRayV.Direction, zAxis));
                Vec3F axis       = (a1 > a2 ? yAxis : zAxis);
                Vec3F p0         = HitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                Vec3F p1         = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                float dragAmount = Vec3F.Dot((p1 - p0), xAxis);
                m_scale.X = 1.0f + dragAmount / m_hitScale;
                scale     = m_scale.X;
            }

            break;

            case HitRegion.YAxis:
            {
                a1 = Math.Abs(Vec3F.Dot(HitRayV.Direction, zAxis));
                a2 = Math.Abs(Vec3F.Dot(HitRayV.Direction, xAxis));
                Vec3F axis       = (a1 > a2 ? zAxis : xAxis);
                Vec3F p0         = HitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                Vec3F p1         = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                float dragAmount = Vec3F.Dot((p1 - p0), yAxis);
                m_scale.Y = 1.0f + dragAmount / m_hitScale;
                scale     = m_scale.Y;
            }
            break;

            case HitRegion.ZAxis:
            {
                a1 = Math.Abs(Vec3F.Dot(HitRayV.Direction, xAxis));
                a2 = Math.Abs(Vec3F.Dot(HitRayV.Direction, yAxis));
                Vec3F axis       = (a1 > a2 ? xAxis : yAxis);
                Vec3F p0         = HitRayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                Vec3F p1         = rayV.IntersectPlane(axis, -Vec3F.Dot(axis, origin));
                float dragAmount = Vec3F.Dot((p1 - p0), zAxis);
                m_scale.Z = 1.0f + dragAmount / m_hitScale;
                scale     = m_scale.Z;
            }
            break;

            case HitRegion.FreeRect:
            {
                Vec3F axis    = new Vec3F(0, 0, 1);
                Vec3F p0      = HitRayV.IntersectPlane(axis, -origin.Z);
                Vec3F p1      = rayV.IntersectPlane(axis, -origin.Z);
                Vec3F dragVec = p1 - p0;

                float dragAmount = 1.0f + dragVec.X / m_hitScale;
                m_scale.X = dragAmount;
                m_scale.Y = dragAmount;
                m_scale.Z = dragAmount;
                scale     = m_scale.X;
            }
            break;

            default:
                throw new ArgumentOutOfRangeException();
            }

            if (m_isUniformScaling)
            {
                m_scale = new Vec3F(scale, scale, scale);
            }

            // scale
            for (int i = 0; i < NodeList.Count; i++)
            {
                ITransformable transformable = NodeList[i];
                transformable.Scale = Vec3F.Mul(m_originalValues[i], m_scale);
            }
        }
Пример #15
0
        public override bool Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == false)
            {
                return(false);
            }

            Camera camera = vc.Camera;

            float s = Util.CalcAxisScale(vc.Camera, HitMatrix.Translation, AxisLength, vc.Height);

            Matrix4F vp  = camera.ViewMatrix * camera.ProjectionMatrix;
            Matrix4F wvp = HitMatrix * vp;

            // get ray in object space  space.
            Ray3F rayL = vc.GetRay(scrPt, wvp);

            m_scale    = new Vec3F(1, 1, 1);
            m_hitScale = s;

            Vec3F min = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F max = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB  box = new AABB(min, max);

            float    centerCubeScale = s * CenterCubeSize;
            Matrix4F centerCubeXform = new Matrix4F();

            centerCubeXform.Scale(centerCubeScale);
            centerCubeXform.Invert(centerCubeXform);
            Ray3F ray = rayL;

            ray.Transform(centerCubeXform);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.CenterCube;
                return(true);
            }

            Matrix4F boxScale = new Matrix4F();
            Matrix4F boxTrans = new Matrix4F();
            Matrix4F BoxMtrx  = new Matrix4F();

            float handleScale = s * AxisHandle;

            // X axis

            boxScale.Scale(new Vec3F(s, handleScale, handleScale));
            boxTrans.Translation = new Vec3F(s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;
            ray     = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);

            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XAxis;
                return(true);
            }

            // y axis
            boxScale.Scale(new Vec3F(handleScale, s, handleScale));
            boxTrans.Translation = new Vec3F(0, s / 2, 0);
            BoxMtrx = boxScale * boxTrans;
            ray     = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.YAxis;
                return(true);
            }

            // z axis
            boxScale.Scale(new Vec3F(handleScale, handleScale, s));
            boxTrans.Translation = new Vec3F(0, 0, s / 2);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.ZAxis;
                return(true);
            }

            return(false);
        }
Пример #16
0
        public override bool Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == false)
            {
                return(false);
            }

            Camera camera       = vc.Camera;
            float  RingDiameter = 2 * AxisLength;
            float  s            = Util.CalcAxisScale(vc.Camera, HitMatrix.Translation, RingDiameter, vc.Height);

            float rad       = s * Util3D.RingCenterRadias;
            float lrad      = rad * LookRingScale;
            float tolerance = s * Util3D.RingThickness;

            Matrix4F billboard
                = Util.CreateBillboard(HitMatrix.Translation, vc.Camera.WorldEye, vc.Camera.Up, vc.Camera.LookAt);

            m_lookAxisHitMtrx = billboard;
            // compute ray in object space  space.
            Matrix4F vp   = camera.ViewMatrix * camera.ProjectionMatrix;
            Matrix4F wvp  = HitMatrix * vp;
            Ray3F    rayL = vc.GetRay(scrPt, wvp);

            Matrix4F wvp2  = billboard * vp;
            Ray3F    rayL2 = vc.GetRay(scrPt, wvp2);

            Plane3F xplane = new Plane3F(Vec3F.XAxis, Vec3F.ZeroVector);
            Plane3F yplane = new Plane3F(Vec3F.YAxis, Vec3F.ZeroVector);
            Plane3F zplane = new Plane3F(Vec3F.ZAxis, Vec3F.ZeroVector);


            Vec3F pt;
            float xdelta    = float.MaxValue;
            float ydelta    = float.MaxValue;
            float zdelta    = float.MaxValue;
            float lookdelta = float.MaxValue;

            if (rayL.IntersectPlane(xplane, out pt))
            {
                xdelta = Math.Abs(pt.Length - rad);
            }

            if (rayL.IntersectPlane(yplane, out pt))
            {
                ydelta = Math.Abs(pt.Length - rad);
            }

            if (rayL.IntersectPlane(zplane, out pt))
            {
                zdelta = Math.Abs(pt.Length - rad);
            }

            if (rayL2.IntersectPlane(zplane, out pt))
            {
                lookdelta = Math.Abs(pt.Length - lrad);
            }

            if (xdelta < tolerance && xdelta < ydelta && xdelta < zdelta &&
                xdelta < lookdelta)
            {
                m_hitRegion = HitRegion.XAxis;
            }
            else if (ydelta < tolerance && ydelta < zdelta &&
                     ydelta < lookdelta)
            {
                m_hitRegion = HitRegion.YAxis;
            }
            else if (zdelta < tolerance && zdelta < lookdelta)
            {
                m_hitRegion = HitRegion.ZAxis;
            }
            else if (lookdelta < tolerance)
            {
                m_hitRegion = HitRegion.LookAxis;
            }

            return(m_hitRegion != HitRegion.None);
        }