protected override Matrix4F GetManipulatorMatrix() { ITransformable node = GetManipulatorNode(TransformationTypes.Translation); if (node == null) { return(null); } ISnapSettings snapSettings = (ISnapSettings)DesignView; Path <DomNode> path = new Path <DomNode>(node.Cast <DomNode>().GetPath()); Matrix4F localToWorld = TransformUtils.CalcPathTransform(path, path.Count - 1); Matrix4F toworld = new Matrix4F(); if (snapSettings.ManipulateLocalAxis) { toworld.Set(localToWorld); toworld.Normalize(toworld); } else { toworld.Translation = localToWorld.Translation; } Vec3F offset = TransformUtils.CalcSnapFromOffset(node, snapSettings.SnapFrom); // Offset by pivot Matrix4F P = new Matrix4F(); P.Translation = offset; toworld.Mul(toworld, P); return(toworld); }
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; } } }