static public void MouseMove(int x, int y, Color clr)
 {
     if ((Halo1_Bsp != null) && (Input.ApplyLightmapPaint))
     {
         Vector3 origin    = new Vector3();
         Vector3 direction = new Vector3();
         MdxRender.CalculatePickRayWorld(x, y, out direction, out origin);
         Halo1_Bsp.ApplyLightmapColor(origin, direction, clr);
     }
 }
        public void MouseDown(int MouseX, int MouseY)
        {
            //mouse down is only important if there is an active selection in an edit mode
            if (activeSelection != null)
            {
                Vector3 PickRayDirection = new Vector3();
                Vector3 PickRayOrigin    = new Vector3();
                MdxRender.CalculatePickRayWorld(MouseX, MouseY, out PickRayDirection, out PickRayOrigin);

                if (activeSelection != null)
                {
                    activeSelection.MouseDown(PickRayOrigin, PickRayDirection);
                }
            }
        }
        public void MouseMove(int MouseX, int MouseY)
        {
            if (activeSelection != null)
            {
                Vector3 PickRayDirection = new Vector3();
                Vector3 PickRayOrigin    = new Vector3();
                MdxRender.CalculatePickRayWorld(MouseX, MouseY, out PickRayDirection, out PickRayOrigin);

                if (activeSelection != null)
                {
                    activeSelection.Hover(PickRayOrigin, PickRayDirection);
                }
            }

            if (multiSelectBox.Mode == MultiSelectMode.FindEnd)
            {
                multiSelectBox.MouseMove(MouseX, MouseY);
                multiSelectBox.UpdateFrustumSelection(this);
                UpdateSelectionLeader();
            }
        }
示例#4
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        public void GetFrustumPlanes(int StartX, int StartY, int StopX, int StopY, out Plane[] FrustumPlanes)
        {
            FrustumPlanes = new Plane[6];
            Vector3 temp       = new Vector3();
            Vector3 direction  = new Vector3();
            Vector3 plane_norm = new Vector3();
            Vector3 pt         = new Vector3();

            //make sure StartX < StartY, StopX < StopY
            if (StartY > StopY)
            {
                int tmp = StopY;
                StopY  = StartY;
                StartY = tmp;
            }

            if (StartX > StopX)
            {
                int tmp = StopX;
                StopX  = StartX;
                StartX = tmp;
            }

            for (int i = 0; i < 6; i++)
            {
                FrustumPlanes[i] = new Plane();
            }

            //near
            FrustumPlanes[0].A = LookVector.X;
            FrustumPlanes[0].B = LookVector.Y;
            FrustumPlanes[0].C = LookVector.Z;
            FrustumPlanes[0].Normalize();
            pt.X = m_PositionVector.X + m_LookVector.X * 0.1f;
            pt.Y = m_PositionVector.Y + m_LookVector.Y * 0.1f;
            pt.Z = m_PositionVector.Z + m_LookVector.Z * 0.1f;
            CalculatePlaneDist(ref FrustumPlanes[0], pt);

            //far
            FrustumPlanes[1].A = -LookVector.X;
            FrustumPlanes[1].B = -LookVector.Y;
            FrustumPlanes[1].C = -LookVector.Z;
            FrustumPlanes[1].Normalize();
            pt.X = m_PositionVector.X + m_LookVector.X * 30f;
            pt.Y = m_PositionVector.Y + m_LookVector.Y * 30;
            pt.Z = m_PositionVector.Z + m_LookVector.Z * 30f;
            CalculatePlaneDist(ref FrustumPlanes[1], pt);

            //i think the cross between the direction and up vectors will give the plane normal
            //but that may only be for a cases where the look vector is right in the center of the
            //screen

            //right
            MdxRender.CalculatePickRayWorld(StartX, 0, out direction, out temp);
            plane_norm = Vector3.Cross(direction, this.m_UpVector);
            plane_norm.Normalize();
            FrustumPlanes[2].A = plane_norm.X;
            FrustumPlanes[2].B = plane_norm.Y;
            FrustumPlanes[2].C = plane_norm.Z;
            CalculatePlaneDist(ref FrustumPlanes[2], m_PositionVector);

            //left
            MdxRender.CalculatePickRayWorld(StopX, 0, out direction, out temp);
            plane_norm = -Vector3.Cross(direction, this.m_UpVector);
            plane_norm.Normalize();
            FrustumPlanes[3].A = plane_norm.X;
            FrustumPlanes[3].B = plane_norm.Y;
            FrustumPlanes[3].C = plane_norm.Z;
            CalculatePlaneDist(ref FrustumPlanes[3], m_PositionVector);

            Vector3 left_vec = new Vector3();

            left_vec = Vector3.Cross(this.m_UpVector, this.m_LookVector);

            //top
            MdxRender.CalculatePickRayWorld(0, StopY, out direction, out temp);
            plane_norm = Vector3.Cross(direction, left_vec);
            plane_norm.Normalize();
            FrustumPlanes[4].A = plane_norm.X;
            FrustumPlanes[4].B = plane_norm.Y;
            FrustumPlanes[4].C = plane_norm.Z;
            CalculatePlaneDist(ref FrustumPlanes[4], m_PositionVector);

            //bottom
            MdxRender.CalculatePickRayWorld(0, StartY, out direction, out temp);
            plane_norm = -Vector3.Cross(direction, left_vec);
            plane_norm.Normalize();
            FrustumPlanes[5].A = plane_norm.X;
            FrustumPlanes[5].B = plane_norm.Y;
            FrustumPlanes[5].C = plane_norm.Z;
            CalculatePlaneDist(ref FrustumPlanes[5], m_PositionVector);
        }
        public void ProcessSelectionEdit(int MouseX, int MouseY)
        {
            //Trace.WriteLine("edit active = " + MdxRender.Input.EditActive.ToString());
            //get selected instance
            if ((activeSelection != null) && (MdxRender.Input.EditActive))
            {
                Vector3 PickRayDirection = new Vector3();
                Vector3 PickRayOrigin    = new Vector3();
                MouseX = MdxRender.Input.MouseX;
                MouseY = MdxRender.Input.MouseY;
                MdxRender.CalculatePickRayWorld(MouseX, MouseY, out PickRayDirection, out PickRayOrigin);

                //use the z-plane of most recent object selected
                float z_plane = activeSelection.ZPlane;


                //calculate mouse-movement of selected object
                Vector3 move_vector = new Vector3();
                Vector3 sel_pos     = new Vector3();
                Vector3 obj_pos     = new Vector3();

                //use last selected object's reference planes to figure out where to move the object
                activeSelection.GetTranslation(out obj_pos);


                if (MdxRender.Input.EditVerticalPlacement)
                {
                    //do calculation to determine selection plane intersect point for XZ plane
                    if ((PickRayOrigin.Y - PickRayDirection.Y) != 0)
                    {
                        float u = (PickRayOrigin.Y - obj_pos.Y) / (PickRayOrigin.Y - PickRayDirection.Y);

                        sel_pos.X = PickRayOrigin.X + u * (PickRayDirection.X - PickRayOrigin.X);
                        sel_pos.Y = PickRayOrigin.Y + u * (PickRayDirection.Y - PickRayOrigin.Y);
                        sel_pos.Z = PickRayOrigin.Z + u * (PickRayDirection.Z - PickRayOrigin.Z);

                        move_vector.X = 0;
                        move_vector.Y = 0;
                        move_vector.Z = sel_pos.Z - lastSelectionPosition.Z;
                    }
                }
                else //X-Y Object Movement
                {
                    //do calculation to determine selection plane intersect point for XY plane
                    if ((PickRayOrigin.Z - PickRayDirection.Z) != 0)
                    {
                        float u = (PickRayOrigin.Z - obj_pos.Z) / (PickRayOrigin.Z - PickRayDirection.Z);

                        sel_pos.X = PickRayOrigin.X + u * (PickRayDirection.X - PickRayOrigin.X);
                        sel_pos.Y = PickRayOrigin.Y + u * (PickRayDirection.Y - PickRayOrigin.Y);
                        sel_pos.Z = PickRayOrigin.Z + u * (PickRayDirection.Z - PickRayOrigin.Z);

                        move_vector.X = sel_pos.X - lastSelectionPosition.X;
                        move_vector.Y = sel_pos.Y - lastSelectionPosition.Y;
                        move_vector.Z = 0;
                    }
                }

                lastSelectionPosition = sel_pos;

                activeSelection.IncrementTranslation(move_vector);
            }
        }
        public void MouseUp(int MouseX, int MouseY)
        {
            Vector3 PickRayDirection = new Vector3();
            Vector3 PickRayOrigin    = new Vector3();

            MdxRender.CalculatePickRayWorld(MouseX, MouseY, out PickRayDirection, out PickRayOrigin);

            #region 2D Selection Box
            //see if we need to do a 2D select box
            multiSelectBox.MouseUp(MouseX, MouseY);
            if (multiSelectBox.Mode != MultiSelectMode.Disabled)
            {
                if (multiSelectBox.Mode != MultiSelectMode.Disabled)
                {
                    ArrayList  tmp = multiSelectBox.UpdateFrustumSelection(this);
                    bool       bFoundDuplicate = false;
                    Instance3D inst, tmp_inst;
                    //add 2d select box selection list to master selection list
                    for (int s = 0; s < tmp.Count; s++)
                    {
                        tmp_inst = (Instance3D)tmp[s];
                        //check for duplication
                        for (int k = 0; k < selectionList.Count; k++)
                        {
                            inst = (Instance3D)selectionList[k];
                            if (tmp_inst == inst)
                            {
                                bFoundDuplicate = true;
                                break;
                            }
                        }

                        if (bFoundDuplicate == false)
                        {
                            selectionList.Add(tmp[s]);
                        }
                    }
                }
            }
            #endregion

            //debug code
            if (activeSelection == null)
            {
                foreach (Instance3D instance in this)
                {
                    if (instance.MouseUp(PickRayOrigin, PickRayDirection, false) == true)
                    {
                        activeSelection = instance;
                    }
                }

                if ((selectionList.Count != 0) && (multiSelectBox.Mode == MultiSelectMode.Disabled))
                {
                    foreach (Instance3D item in this)
                    {
                        item.Selected = false;
                    }

                    selectionList.Clear();
                }
                //if(m_DebugObject1.MouseUp(PickRayOrigin, PickRayDirection, false))
                //  m_ActiveSelection = m_DebugObject1;
            }
            else
            {
                activeSelection.MakeEditInactive();
                if (activeSelection.MouseUp(PickRayOrigin, PickRayDirection, true) == false)
                {
                    if (activeSelection.EditMode == EditMode.NotSelected)
                    {
                        activeSelection = null;
                    }
                }
            }

            UpdateSelectionLeader();
        }