//////////////////////////////////////////////////////////////////////////////////// void Game_KeyDown(object sender, KeyEventArgs e) { switch (e.KeyCode) { case Keys.C: EnableColoring = !EnableColoring; EnableLights = false; ms.mesh.Dispose(); ms = new ExtrusionMesh(sec, Color.White, EnableColoring); ms.CreateExtrusionMesh(device); break; case Keys.Escape: case Keys.Q: Close(); break; case Keys.K: //距离 //地图越大,将距离调最远时,越容易出现被culling的现象,估计跟projection有关 camera.IncreaseRadius(100F); //if (scaling + 0.1F <= 5) scaling += 0.1f; break; case Keys.J: //距离 camera.DecreaseRadius(100F); //if (scaling - 0.1F >= 0.1) scaling -= 0.1f; break; case Keys.Left: //视角 camera.DecreaseLongitude((float)(0.02 * Math.PI)); break; case Keys.Right: //视角 camera.IncreaseLongitude((float)(0.02 * Math.PI)); break; case Keys.Up: //视角 camera.IncreaseLatitude((float)(0.02F * Math.PI)); break; case Keys.Down: //视角 camera.DecreaseLatitude((float)(0.02F * Math.PI)); break; case Keys.Z: //光线方向 dir_light.AdjustLongitude((float)(-0.02 * Math.PI)); break; case Keys.X: //光线方向 dir_light.AdjustLongitude((float)(0.02 * Math.PI)); break; case Keys.A: //光线方向 dir_light.AdjustLatitude((float)(0.02 * Math.PI)); break; case Keys.S: //光线方向 dir_light.AdjustLatitude((float)(-0.02 * Math.PI)); break; case Keys.F: //区域线框 DisplayWireFrame = !DisplayWireFrame; break; case Keys.L: //光照开关 EnableLights = !EnableLights; break; case Keys.H: //水平面开关 DisplayHorizonalMesh = !DisplayHorizonalMesh; break; case Keys.V: //垂直面开关 DisplayVerticalMesh = !DisplayVerticalMesh; break; case Keys.I: DisplayInfoHUD = !DisplayInfoHUD; break; case Keys.R: //复位world平移矢量和camera半径 world_translation = center; camera.ResetRadius(); break; #if (!FULL_SCREEN) case Keys.O: string fn = Program.SelectSecFile(); if (fn != null) { //从头创建所有的一切! CleanupGraphics(); GC.Collect(); ResetAll(fn); InitializeGraphics(); } break; #endif case Keys.OemPeriod: curr_district = (curr_district + 1) % ms.polys.Length; sl.Dispose(); sl = new SelectionLines(ms.polys[curr_district]); sl.CreateSelectionLines(device); curr_centroid = ms.polys[curr_district].GetCentroid(); GenerateMessageString(); break; case Keys.Oemcomma: curr_district = (curr_district + ms.polys.Length - 1) % ms.polys.Length; sl.Dispose(); sl = new SelectionLines(ms.polys[curr_district]); sl.CreateSelectionLines(device); curr_centroid = ms.polys[curr_district].GetCentroid(); GenerateMessageString(); break; default: Debug.WriteLine(e.KeyCode); break; } }
//////////////////////////////////////////////////////////////////////////////////// void ResetAll(string fn) { //////////////////////////////////////////////////////////////////////////////////// //所有关键变量的清空和初始化 EnableColoring = true; EnableLights = false; DisplayWireFrame = true; DisplayHorizonalMesh = true; DisplayVerticalMesh = true; DisplayInfoHUD = true; //挤压Mesh的球面中心点 center = new Vector3(); //当前选中的多边形编号及其质心 curr_district = 0; curr_centroid = new Vector3(); //world中的平移矢量 world_translation = new Vector3(); //其值要么等于center,要么等于当前选择的面质心坐标 //World等比放大系数,暂时不用 scaling = 1F; //Direct3D相关 device = null; device_lost = false; present_params = null; batch = 0; //Direct3D资源相关 font_selected = font_hud = null; d3dfont_selected = d3dfont_hud = null; bmp_hud = null; bkground_hud = null; sprite = null; //显示信息相关 filename = message = null; //窗口状态相关 onpaint_enabled = true; //////////////////////////////////////////////////////////////////////////////////// //生成原始数据和所有点、面和线框 sec = new Sec(fn); ms = new ExtrusionMesh(sec, Color.White, EnableColoring); ws = new WallMesh(sec, Color.Gainsboro); pl = new PartitionLines(ms.polys, Color.Red); wpl = new WallPartitionLines(sec, Color.Blue); //对sl采取的管理策略是不同的,其VertexBuffer和其自身将被同时创建或删除 //这里无需初始化,InitializeGraphics中自然会初始化 sl = null; //初始化当前选中的多边形的质心 curr_centroid = ms.polys[curr_district].GetCentroid(); //设置标题栏 FileInfo fi = new FileInfo(fn); filename = fn; // fi.Name.ToLower(); Text = "3D .Sec Viewer - " + filename; //初始化信息字符串 GenerateMessageString(); }