Пример #1
0
        protected override void Render3D(Viewport3D vp)
        {
            base.Render3D(vp);

            if (_currentTool != null) _currentTool.Render3D(vp);

            TextureHelper.Unbind();

            if (_currentTool == null || _currentTool.DrawVertices())
            {
                // Get us into 2D rendering
                Matrix.Set(MatrixMode.Projection);
                Matrix.Identity();
                Graphics.Helpers.Viewport.Orthographic(0, 0, vp.Width, vp.Height);
                Matrix.Set(MatrixMode.Modelview);
                Matrix.Identity();

                var half = new Coordinate(vp.Width, vp.Height, 0) / 2;
                // Render out the point handles
                GL.Begin(PrimitiveType.Quads);
                foreach (var point in Points)
                {
                    var c = vp.WorldToScreen(point.Coordinate);
                    if (c == null || c.Z > 1) continue;
                    c -= half;

                    GL.Color3(Color.Black);
                    GL.Vertex2(c.DX - 4, c.DY - 4);
                    GL.Vertex2(c.DX - 4, c.DY + 4);
                    GL.Vertex2(c.DX + 4, c.DY + 4);
                    GL.Vertex2(c.DX + 4, c.DY - 4);

                    GL.Color3(point.GetColour());
                    GL.Vertex2(c.DX - 3, c.DY - 3);
                    GL.Vertex2(c.DX - 3, c.DY + 3);
                    GL.Vertex2(c.DX + 3, c.DY + 3);
                    GL.Vertex2(c.DX + 3, c.DY - 3);
                }
                GL.End();

                // Get back into 3D rendering
                Matrix.Set(MatrixMode.Projection);
                Matrix.Identity();
                Graphics.Helpers.Viewport.Perspective(0, 0, vp.Width, vp.Height, View.CameraFOV);
                Matrix.Set(MatrixMode.Modelview);
                Matrix.Identity();
                vp.Camera.Position();
            }

            var type = vp.Type;
            bool shaded = type == Viewport3D.ViewType.Shaded || type == Viewport3D.ViewType.Textured,
                 textured = type == Viewport3D.ViewType.Textured,
                 wireframe = type == Viewport3D.ViewType.Wireframe;

            // Render out the solid previews
            GL.Color3(Color.White);
            var faces = _copies.Keys.SelectMany(x => x.Faces).ToList();

            if (!wireframe)
            {
                if (shaded) MapObjectRenderer.EnableLighting();
                GL.Enable(EnableCap.Texture2D);
                MapObjectRenderer.DrawFilled(faces.Where(x => !x.IsSelected), Color.FromArgb(255, 64, 192, 64), textured);
                MapObjectRenderer.DrawFilled(faces.Where(x => x.IsSelected), Color.FromArgb(255, 255, 128, 128), textured);
                GL.Disable(EnableCap.Texture2D);
                MapObjectRenderer.DisableLighting();

                GL.Color3(Color.Pink);
                MapObjectRenderer.DrawWireframe(faces, true);
            }
            else
            {
                GL.Color4(Color.FromArgb(255, 64, 192, 64));
                MapObjectRenderer.DrawWireframe(faces.Where(x => !x.IsSelected), true);
                GL.Color4(Color.FromArgb(255, 255, 128, 128));
                MapObjectRenderer.DrawWireframe(faces.Where(x => x.IsSelected), true);
            }
        }
Пример #2
0
        private Matrix4? GetTransformationMatrix(Viewport3D viewport)
        {
            if (_mouseMovePoint == null || _mouseDownPoint == null || _pivotPoint == null) return null;

            var originPoint = viewport.WorldToScreen(_pivotPoint);
            var origv = (_mouseDownPoint - originPoint).Normalise();
            var newv = (_mouseMovePoint - originPoint).Normalise();
            var angle = DMath.Acos(Math.Max(-1, Math.Min(1, origv.Dot(newv))));
            if ((origv.Cross(newv).Z < 0)) angle = 2 * DMath.PI - angle;

            var shf = KeyboardState.Shift;
            var def = Select.RotationStyle;
            var snap = (def == RotationStyle.SnapOnShift && shf) || (def == RotationStyle.SnapOffShift && !shf);
            if (snap)
            {
                var deg = angle * (180 / DMath.PI);
                var rnd = Math.Round(deg / 15) * 15;
                angle = rnd * (DMath.PI / 180);
            }

            Vector3 axis;
            var dir = (viewport.Camera.Location - _pivotPoint.ToVector3()).Normalized();
            switch (_mouseDown)
            {
                case CircleType.Outer:
                    axis = dir;
                    break;
                case CircleType.X:
                    axis = Vector3.UnitX;
                    break;
                case CircleType.Y:
                    axis = Vector3.UnitY;
                    break;
                case CircleType.Z:
                    axis = Vector3.UnitZ;
                    break;
                default:
                    return null;
            }
            var dirAng = Math.Acos(Vector3.Dot(dir, axis)) * 180 / Math.PI;
            if (dirAng > 90) angle = -angle;

            var rotm = Matrix4.CreateFromAxisAngle(axis, (float)angle);
            var mov = Matrix4.CreateTranslation(-_pivotPoint.ToVector3());
            var rot = Matrix4.Mult(mov, rotm);
            return Matrix4.Mult(rot, Matrix4.Invert(mov));
        }
Пример #3
0
 public List<VMPoint> GetVerticesAtPoint(int x, int y, Viewport3D viewport)
 {
     var l = viewport.Camera.Location;
     var pos = new Coordinate((decimal) l.X, (decimal) l.Y, (decimal) l.Z);
     var p = new Coordinate(x, y, 0);
     const int d = 5;
     return (from point in Points
             let c = viewport.WorldToScreen(point.Coordinate)
             where c != null && c.Z <= 1
             where p.X >= c.X - d && p.X <= c.X + d && p.Y >= c.Y - d && p.Y <= c.Y + d
             orderby (pos - point.Coordinate).LengthSquared()
             select point).ToList();
 }
Пример #4
0
        protected override void Render3D(Viewport3D vp)
        {
            base.Render3D(vp);

            if (_currentTool != null) _currentTool.Render3D(vp);

            TextureHelper.DisableTexturing();

            if (_currentTool == null || _currentTool.DrawVertices())
            {
                // Get us into 2D rendering
                Matrix.Set(MatrixMode.Projection);
                Matrix.Identity();
                Graphics.Helpers.Viewport.Orthographic(0, 0, vp.Width, vp.Height);
                Matrix.Set(MatrixMode.Modelview);
                Matrix.Identity();

                var half = new Coordinate(vp.Width, vp.Height, 0) / 2;
                // Render out the point handles
                GL.Begin(BeginMode.Quads);
                foreach (var point in Points)
                {
                    var c = vp.WorldToScreen(point.Coordinate);
                    if (c == null || c.Z > 1) continue;
                    c -= half;

                    GL.Color3(Color.Black);
                    GL.Vertex2(c.DX - 4, c.DY - 4);
                    GL.Vertex2(c.DX - 4, c.DY + 4);
                    GL.Vertex2(c.DX + 4, c.DY + 4);
                    GL.Vertex2(c.DX + 4, c.DY - 4);

                    GL.Color3(point.GetColour());
                    GL.Vertex2(c.DX - 3, c.DY - 3);
                    GL.Vertex2(c.DX - 3, c.DY + 3);
                    GL.Vertex2(c.DX + 3, c.DY + 3);
                    GL.Vertex2(c.DX + 3, c.DY - 3);
                }
                GL.End();

                // Get back into 3D rendering
                Matrix.Set(MatrixMode.Projection);
                Matrix.Identity();
                Graphics.Helpers.Viewport.Perspective(0, 0, vp.Width, vp.Height, Sledge.Settings.View.CameraFOV);
                Matrix.Set(MatrixMode.Modelview);
                Matrix.Identity();
                vp.Camera.Position();

                TextureHelper.EnableTexturing();
            }

            // Render out the solid previews
            GL.Color3(Color.White);
            var faces = _copies.Keys.SelectMany(x => x.Faces).ToList();
            DataStructures.Rendering.Rendering.DrawFilled(faces, Color.Empty);
            DataStructures.Rendering.Rendering.DrawFilled(faces.Where(x => !x.IsSelected), Color.FromArgb(64, Color.Green));
            DataStructures.Rendering.Rendering.DrawFilled(faces.Where(x => x.IsSelected), Color.FromArgb(64, Color.Red));
            GL.Color3(Color.Pink);
            DataStructures.Rendering.Rendering.DrawWireframe(faces, true);
        }