示例#1
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;
            }
        }
示例#2
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);
            }
        }