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C# Matrix4F.Scale方法代码示例

本文整理汇总了C#中Matrix4F.Scale方法的典型用法代码示例。如果您正苦于以下问题:C# Matrix4F.Scale方法的具体用法?C# Matrix4F.Scale怎么用?C# Matrix4F.Scale使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Matrix4F的用法示例。


在下文中一共展示了Matrix4F.Scale方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Render

        public override void Render(ViewControl vc)
        {
            Matrix4F normWorld = GetManipulatorMatrix();
            if (normWorld == null) return;

            Camera camera = vc.Camera;
            float s;
            Util.CalcAxisLengths(camera, normWorld.Translation, out s);
            m_translatorControl.Render(normWorld, s);        
            
            Matrix4F sc = new Matrix4F();
            Vec3F pos = normWorld.Translation;            
            s /= 12.0f;
            sc.Scale(s);

            Matrix4F bl = new Matrix4F();
            Util.CreateBillboard(bl, pos, camera.WorldEye, camera.Up, camera.LookAt);

            Matrix4F recXform = new Matrix4F();
            Matrix4F.Multiply(sc, bl, recXform);

            Util3D.DrawPivot(recXform, Color.Yellow);
        }
开发者ID:BeRo1985,项目名称:LevelEditor,代码行数:23,代码来源:TranslatePivotManipulator.cs

示例2: Pick

        public override bool Pick(ViewControl vc, Point scrPt)
        {
            m_hitRegion = HitRegion.None;
            if (base.Pick(vc, scrPt) == false)
                return false;

            Camera camera = vc.Camera;
            
            Matrix4F view = camera.ViewMatrix;
            Matrix4F vp = view  * camera.ProjectionMatrix;
            Matrix4F wvp = HitMatrix * vp;
            
            Ray3F rayL = vc.GetRay(scrPt,wvp);

            float s = Util.CalcAxisScale(vc.Camera, HitMatrix.Translation, AxisLength, vc.Height);

                // There's only one hot-spot for this manipulator:
                //      a square at the manipulator origin.
            Vec3F min = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F max = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB box = new AABB(min, max);

            float centerCubeScale = s * CenterCubeSize;
            Matrix4F centerCubeXform = new Matrix4F();
            centerCubeXform.Scale(centerCubeScale);
            centerCubeXform.Invert(centerCubeXform);
            Ray3F ray = rayL;
            ray.Transform(centerCubeXform);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XYSquare;
                return true;
            }

            m_hitRegion = HitRegion.None;
            return false;
        }
开发者ID:coreafive,项目名称:XLE,代码行数:37,代码来源:MoveAcrossTerrainManipulator.cs

示例3: ComputeAxis

 private Matrix4F ComputeAxis(Matrix4F normWorld, Vec3F axisScale)
 {
     Matrix4F scale = new Matrix4F();
     scale.Scale(axisScale);
     Matrix4F xform = scale * normWorld;
     return xform;
 }
开发者ID:JanDeHud,项目名称:LevelEditor,代码行数:7,代码来源:TranslatorControl.cs

示例4: Pick

        public HitRegion Pick(Matrix4F world, Matrix4F view, Ray3F rayL, Ray3F rayV, float s)
        {
            m_hitRegion = HitRegion.None;
            m_hitRayV = rayV;

            m_hitMatrix.Set(world);
            m_hitWorldView = world * view;
            
            float sl = s * SquareLength;
           

            // test xy square.            
            Vec3F p1 = new Vec3F(0, 0, 0);
            Vec3F p2 = new Vec3F(sl, 0, 0);
            Vec3F p3 = new Vec3F(sl, sl, 0);
            Vec3F p4 = new Vec3F(0, sl, 0);
            Plane3F plane = new Plane3F(p1, p2, p3);
            Vec3F p;
            if (rayL.IntersectPlane(plane, out p))
            {
                // test point in 2d rectangle.
                if (p.X > p1.X && p.X < p2.X
                    && p.Y > p1.Y && p.Y < p4.Y)
                {
                    m_hitRegion = HitRegion.XYSquare;
                    return m_hitRegion;
                }

            }

            // test xz square
            p1 = new Vec3F(0, 0, 0);
            p2 = new Vec3F(sl, 0, 0);
            p3 = new Vec3F(sl, 0, sl);
            p4 = new Vec3F(0, 0, sl);
            plane = new Plane3F(p1, p2, p3);
            if (rayL.IntersectPlane(plane, out p))
            {
                // test point in 2d rectangle.
                if (p.X > p1.X && p.X < p2.X
                    && p.Z > p1.Z && p.Z < p4.Z)
                {
                    m_hitRegion = HitRegion.XZSquare;
                    return m_hitRegion;
                }

            }


            // test yz square
            p1 = new Vec3F(0, 0, 0);
            p2 = new Vec3F(0, 0, sl);
            p3 = new Vec3F(0, sl, sl);
            p4 = new Vec3F(0, sl, 0);
            plane = new Plane3F(p1, p2, p3);
            if (rayL.IntersectPlane(plane, out p))
            {
                // test point in 2d rectangle.
                if (p.Z > p1.Z && p.Z < p2.Z
                    && p.Y > p1.Z && p.Y < p4.Y)
                {
                    m_hitRegion = HitRegion.YZSquare;
                    return m_hitRegion;
                }

            }

            Vec3F min = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F max = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB box = new AABB(min, max);
            Matrix4F boxScale = new Matrix4F();
            Matrix4F boxTrans = new Matrix4F();
            Matrix4F BoxMtrx = new Matrix4F();

            // X axis
            boxScale.Scale(new Vec3F(s, s * br, s * br));
            boxTrans.Translation = new Vec3F(s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;

            Ray3F ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);            
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XAxis;
                return m_hitRegion;
            }

            // y axis
            boxScale.Scale(new Vec3F(s * br, s, s * br));
            boxTrans.Translation = new Vec3F(0, s / 2, 0);
            BoxMtrx = boxScale * boxTrans;
            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.YAxis;
                return m_hitRegion;
            }
//.........这里部分代码省略.........
开发者ID:JanDeHud,项目名称:LevelEditor,代码行数:101,代码来源:TranslatorControl.cs

示例5: Render

        public void Render(Matrix4F normWorld, float s)
        {
            BasicRendererFlags solid = BasicRendererFlags.Solid | BasicRendererFlags.DisableDepthTest;
            BasicRendererFlags wire = BasicRendererFlags.WireFrame | BasicRendererFlags.DisableDepthTest;

            Color xcolor = (m_hitRegion == HitRegion.XAxis || m_hitRegion == HitRegion.XYSquare || m_hitRegion == HitRegion.XZSquare) ? Color.Gold : Color.Red;
            Color ycolor = (m_hitRegion == HitRegion.YAxis || m_hitRegion == HitRegion.XYSquare || m_hitRegion == HitRegion.YZSquare) ? Color.Gold : Color.Green;
            Color Zcolor = (m_hitRegion == HitRegion.ZAxis || m_hitRegion == HitRegion.XZSquare || m_hitRegion == HitRegion.YZSquare) ? Color.Gold : Color.Blue;

            Color XYx = m_hitRegion == HitRegion.XYSquare ? Color.Gold : Color.Red;
            Color XYy = m_hitRegion == HitRegion.XYSquare ? Color.Gold : Color.Green;


            Color XZx = m_hitRegion == HitRegion.XZSquare ? Color.Gold : Color.Red;
            Color XZz = m_hitRegion == HitRegion.XZSquare ? Color.Gold : Color.Blue;


            Color YZy = m_hitRegion == HitRegion.YZSquare ? Color.Gold : Color.Green;
            Color YZz = m_hitRegion == HitRegion.YZSquare ? Color.Gold : Color.Blue;
            
            Vec3F axScale = new Vec3F(s, s, s);
            Matrix4F axisXform = ComputeAxis(normWorld, axScale);
            Util3D.RenderFlag = wire;
            Util3D.DrawX(axisXform, xcolor);
            Util3D.DrawY(axisXform, ycolor);
            Util3D.DrawZ(axisXform, Zcolor);

            Matrix4F arrowHead = ComputeXhead(normWorld, s);
            Util3D.RenderFlag = solid;

            Util3D.DrawCone(arrowHead, xcolor);

            arrowHead = ComputeYhead(normWorld, s);
            Util3D.DrawCone(arrowHead, ycolor);

            arrowHead = ComputeZhead(normWorld, s);
            Util3D.DrawCone(arrowHead, Zcolor);

            Util3D.RenderFlag = wire;
            // draw xy rect.
            Matrix4F scale = new Matrix4F();
            scale.Scale(axScale * SquareLength);
            Matrix4F trans = new Matrix4F();
            trans.Translation = new Vec3F(0, s * SquareLength, 0);
            Matrix4F squareXform = scale * trans * normWorld;
            Util3D.DrawX(squareXform, XYy);
            trans.Translation = new Vec3F(s * SquareLength, 0, 0);
            squareXform = scale * trans * normWorld;
            Util3D.DrawY(squareXform, XYx);

            // draw xz rect.
            trans.Translation = new Vec3F(0, 0, s * SquareLength);
            squareXform = scale * trans * normWorld;
            Util3D.DrawX(squareXform, XZz);

            trans.Translation = new Vec3F(s * SquareLength, 0, 0);
            squareXform = scale * trans * normWorld;
            Util3D.DrawZ(squareXform, XZx);

            // draw yz
            trans.Translation = new Vec3F(0, s * SquareLength, 0);
            squareXform = scale * trans * normWorld;
            Util3D.DrawZ(squareXform, YZy);

            trans.Translation = new Vec3F(0, 0, s * SquareLength);
            squareXform = scale * trans * normWorld;
            Util3D.DrawY(squareXform, YZz);

        }
开发者ID:JanDeHud,项目名称:LevelEditor,代码行数:69,代码来源:TranslatorControl.cs

示例6: RenderSystemAxis

        private void RenderSystemAxis()
        {
            float nz = Camera.Frustum.NearZ;

            float x = 0.05f * Width;
            Vec3F pos = new Vec3F(x, Height-x , 0.0f);
            Matrix4F vp = Camera.ViewMatrix * Camera.ProjectionMatrix;
            pos = this.Unproject(pos, vp);
            if (Camera.Frustum.IsOrtho)
                pos = pos + Camera.LookAt;
            else
                pos = pos + Camera.LookAt * (Camera.NearZ * 0.1f);
                                    
            float s;
            Util.CalcAxisLengths(Camera, pos, out s);
            Matrix4F scale = new Matrix4F();
            scale.Scale(s * 0.3f);
            Matrix4F trans =  new Matrix4F(pos);
            Matrix4F xform = scale * trans;
            Util3D.RenderFlag = BasicRendererFlags.WireFrame | BasicRendererFlags.DisableDepthTest;            
            Util3D.DrawX(xform, Color.Red);
            Util3D.DrawY(xform, Color.Green);
            Util3D.DrawZ(xform, Color.Blue);

            Matrix4F wvp = xform * vp;

            if (ViewType != ViewTypes.Left && ViewType != ViewTypes.Right)
            {
                Vec3F xaxis = new Vec3F(1, 0, 0);
                Point scPt = Project(wvp, xaxis);
                GameEngine.DrawText2D("X", Util3D.CaptionFont, scPt.X, scPt.Y, Color.Red);
            }

            if (ViewType != ViewTypes.Top && ViewType != ViewTypes.Bottom)
            {
                Vec3F yaxis = new Vec3F(0, 1.6f, 0);
                Point scPt = Project(wvp, yaxis);
                GameEngine.DrawText2D("Y", Util3D.CaptionFont, scPt.X, scPt.Y, Color.Green);
            }

            if (ViewType != ViewTypes.Front && ViewType != ViewTypes.Back)
            {
                Vec3F zaxis = new Vec3F(0, 0, 1);
                Point scPt = Project(wvp, zaxis);
                GameEngine.DrawText2D("Z", Util3D.CaptionFont, scPt.X, scPt.Y, Color.Blue);
            }
        }
开发者ID:BeRo1985,项目名称:LevelEditor,代码行数:47,代码来源:NativeDesignControl.cs

示例7: Render

        public override void Render(ViewControl vc)
        {
            Matrix4F normWorld = GetManipulatorMatrix();
            if (normWorld == null) return;

            int axis = (int)m_hitRegion;

            // axis colors
            Color saveColor = m_axisColor[axis];
            m_axisColor[axis] = m_highlightColor;
            Color xcolor  = m_axisColor[(int)HitRegion.XAxis];
            Color ycolor  = m_axisColor[(int)HitRegion.YAxis];
            Color zcolor  = m_axisColor[(int)HitRegion.ZAxis];
            Color nxcolor = m_axisColor[(int)HitRegion.NegXAxis];
            Color nycolor = m_axisColor[(int)HitRegion.NegYAxis];
            Color nzcolor = m_axisColor[(int)HitRegion.NegZAxis];
            m_axisColor[axis] = saveColor;

            if (m_hitRegion != HitRegion.None)
            {
                normWorld.Translation = HitMatrix.Translation;
            }

            Vec3F pos = normWorld.Translation;
            float s = Util.CalcAxisScale(vc.Camera, pos, AxisLength, vc.Height);

            Vec3F sv = new Vec3F(s, s, s);
            Vec3F axscale = new Vec3F(s*AxisThickness, s, s*AxisThickness);
            bool negativeAxis = m_hitRegion == HitRegion.NegXAxis || m_hitRegion == HitRegion.NegYAxis || m_hitRegion == HitRegion.NegZAxis;
            Vec3F dragScale = new Vec3F(Math.Abs(m_scale.X),
                Math.Abs(m_scale.Y), Math.Abs(m_scale.Z));

            Matrix4F rot = new Matrix4F();
            Matrix4F scale = new Matrix4F();
            axscale.Y = negativeAxis ? s : s * dragScale.X;
            scale.Scale(axscale);
            rot.RotZ(-MathHelper.PiOver2);
            Matrix4F xform = scale * rot * normWorld;
            Util3D.DrawCylinder(xform, xcolor);

            axscale.Y = negativeAxis ? s : s * dragScale.Y;
            scale.Scale(axscale);
            xform = scale * normWorld;
            Util3D.DrawCylinder(xform, ycolor);

            axscale.Y = negativeAxis ? s : s * dragScale.Z;
            scale.Scale(axscale);
            rot.RotX(MathHelper.PiOver2);
            xform = scale * rot * normWorld;
            Util3D.DrawCylinder(xform, zcolor);

            rot.RotZ(MathHelper.PiOver2);
            axscale.Y = negativeAxis ? s * dragScale.X : s;
            scale.Scale(axscale);
            xform = scale * rot * normWorld;
            Util3D.DrawCylinder(xform, nxcolor);

            rot.RotZ(MathHelper.Pi);
            axscale.Y = negativeAxis ? s * dragScale.Y : s;
            scale.Scale(axscale);
            xform = scale * rot * normWorld;
            Util3D.DrawCylinder(xform, nycolor);

            rot.RotX(-MathHelper.PiOver2);
            axscale.Y = negativeAxis ? s * dragScale.Z : s;
            scale.Scale(axscale);
            xform = scale * rot * normWorld;
            Util3D.DrawCylinder(xform, nzcolor);

            // draw center cube
            scale.Scale(s*(1.0f / 16.0f));
            xform = scale * normWorld;
            Util3D.DrawCube(xform, Color.White);

            Vec3F handle = sv*AxisHandle;
            float handleWidth = handle.X/2;
            scale.Scale(handle);
            Matrix4F trans = new Matrix4F();

            // X handle
            float drag = m_hitRegion == HitRegion.XAxis ? dragScale.X : 1.0f;
            trans.Translation = new Vec3F(drag * sv.X - handleWidth, 0, 0);
            xform = scale * trans * normWorld;
            Util3D.DrawCube(xform, xcolor);

            // y handle
            drag = m_hitRegion == HitRegion.YAxis ? dragScale.Y : 1.0f;
            trans.Translation = new Vec3F(0, drag * sv.Y - handleWidth, 0);
            xform = scale * trans * normWorld;
            Util3D.DrawCube(xform, ycolor);

            // z handle
            drag = m_hitRegion == HitRegion.ZAxis ? dragScale.Z : 1.0f;
            trans.Translation = new Vec3F(0, 0, drag * sv.Z - handleWidth);
            xform = scale * trans * normWorld;
            Util3D.DrawCube(xform, zcolor);

            // -x handle
            drag = m_hitRegion == HitRegion.NegXAxis ? dragScale.X : 1.0f;
            trans.Translation = new Vec3F(-sv.X * drag + handleWidth, 0, 0);
//.........这里部分代码省略.........
开发者ID:ldh9451,项目名称:XLE,代码行数:101,代码来源:ExtensionManipulator.cs

示例8: Render

        public override void Render(ViewControl vc)
        {                                                                           
            Matrix4F normWorld = GetManipulatorMatrix();
            if (normWorld == null) return;

            Util3D.RenderFlag = BasicRendererFlags.WireFrame | BasicRendererFlags.DisableDepthTest;
            Color xcolor = (m_hitRegion == HitRegion.XAxis ) ? Color.LightSalmon : Color.Red;
            Color ycolor = (m_hitRegion == HitRegion.YAxis ) ? Color.LightGreen : Color.Green;
            Color Zcolor = (m_hitRegion == HitRegion.ZAxis ) ? Color.LightBlue : Color.Blue;

            float s;
            Util.CalcAxisLengths(vc.Camera, normWorld.Translation, out s);
            Vec3F axScale = new Vec3F(s, s, s);

            Matrix4F scale = new Matrix4F();
            scale.Scale(axScale);
            Matrix4F xform = scale*normWorld;
            Util3D.DrawCircle(xform, Zcolor);

            Matrix4F rot = new Matrix4F();
            rot.RotY(MathHelper.PiOver2);
            xform = scale * rot * normWorld;
            Util3D.DrawCircle(xform, xcolor);

            rot.RotX(MathHelper.PiOver2);
            xform = scale * rot * normWorld;
            Util3D.DrawCircle(xform,ycolor);

        }
开发者ID:JanDeHud,项目名称:LevelEditor,代码行数:29,代码来源:RotateManipulator.cs

示例9: Render

        public override void Render(ViewControl vc)
        {
            Matrix4F normWorld = GetManipulatorMatrix();
            if (normWorld == null) return;

            Vec3F pos = normWorld.Translation;
            float s = Util.CalcAxisScale(vc.Camera, pos, AxisLength, vc.Height);

            Color xcolor = (m_hitRegion == HitRegion.XAxis || m_hitRegion == HitRegion.CenterCube ) ? Color.Gold : XAxisColor;
            Color ycolor = (m_hitRegion == HitRegion.YAxis || m_hitRegion == HitRegion.CenterCube ) ? Color.Gold : YAxisColor;
            Color zcolor = (m_hitRegion == HitRegion.ZAxis || m_hitRegion == HitRegion.CenterCube ) ? Color.Gold : ZAxisColor;
            Color centerCubeColor = (m_hitRegion == HitRegion.CenterCube) ? Color.Gold : Color.White;

            Vec3F sv = new Vec3F(s, s, s);
            Vec3F axscale = new Vec3F(s * AxisThickness, s, s * AxisThickness);

            Matrix4F scale = new Matrix4F();
            axscale.Y = Math.Abs(s * m_scale.X);
            scale.Scale(axscale);
            Matrix4F rot = new Matrix4F();
            rot.RotZ(-MathHelper.PiOver2);
            Matrix4F xform = scale * rot * normWorld;
            Util3D.DrawCylinder(xform, xcolor);

            axscale.Y = Math.Abs(s * m_scale.Y);
            scale.Scale(axscale);
            xform = scale * normWorld;
            Util3D.DrawCylinder(xform, ycolor);
            rot.RotX(MathHelper.PiOver2);
            axscale.Y = Math.Abs(s * m_scale.Z);
            scale.Scale(axscale);
            xform = scale * rot * normWorld;
            Util3D.DrawCylinder(xform, zcolor);

            Vec3F centerCubeScale = sv * CenterCubeSize;
            scale.Scale(centerCubeScale);
            Matrix4F centerCubeXform = scale * normWorld;
            Util3D.DrawCube(centerCubeXform, centerCubeColor);

            Vec3F handleScale = new Vec3F(Math.Abs(s * m_scale.X), Math.Abs(s * m_scale.Y), Math.Abs(s * m_scale.Z));
            Vec3F handle = sv * AxisHandle;
            float handleWidth = handle.X / 2;
            scale.Scale(handle);
            Matrix4F trans = new Matrix4F();
            trans.Translation = new Vec3F(handleScale.X - handleWidth, 0, 0);
            xform = scale * trans * normWorld;

            Util3D.DrawCube(xform, xcolor);

            trans.Translation = new Vec3F(0, handleScale.Y - handleWidth, 0);
            xform = scale * trans * normWorld;
            Util3D.DrawCube(xform, ycolor);

            trans.Translation = new Vec3F(0, 0, handleScale.Z - handleWidth);
            xform = scale * trans * normWorld;
            Util3D.DrawCube(xform, zcolor);
        }
开发者ID:ldh9451,项目名称:XLE,代码行数:57,代码来源:ScaleManipulator.cs

示例10: OnNodeSet

        /// <summary>
        /// Performs initialization when the adapter's node is set.
        /// This method is called each time the adapter is connected to its underlying node.
        /// Typically overridden by creators of DOM adapters.</summary>
        protected override void OnNodeSet()
        {
            base.OnNodeSet();

            // get trans, scale, and rot.
            foreach (DomNode domNode in this.DomNode.GetChildList(Schema.node.scaleChild))
            {
                m_scale = Tools.GetVector3(domNode, Schema.TargetableFloat3.Attribute);
                break;
            }

            foreach (DomNode domNode in this.DomNode.GetChildList(Schema.node.translateChild))
            {
                m_translation = Tools.GetVector3(domNode, Schema.TargetableFloat3.Attribute);
                break;
            }
                        
            const float PiOver180 = (float)(Math.PI / 180.0f);
            foreach (DomNode node in DomNode.GetChildList(Schema.node.rotateChild))
            {                
                double[] arr = (double[])node.GetAttribute(Schema.rotate.Attribute);
                float angle = (float)arr[3] * PiOver180;
                string sid = node.GetAttribute(Schema.rotate.sidAttribute) as string;
                if (string.IsNullOrEmpty(sid))
                    continue;
                if (sid == "rotateX")
                    m_rotation.X = angle;
                else if (sid == "rotateY")
                    m_rotation.Y = angle;
                else if (sid == "rotateZ")
                    m_rotation.Z = angle;
            }

            Matrix4F M = new Matrix4F();
            Matrix4F temp = new Matrix4F();

            temp.Scale(Scale);
            M.Mul(M, temp);

            if (m_rotation.X != 0)
            {
                temp.RotX(m_rotation.X);
                M.Mul(M, temp);
            }

            if (m_rotation.Y != 0)
            {
                temp.RotY(m_rotation.Y);
                M.Mul(M, temp);
            }

            if (m_rotation.Z != 0)
            {
                temp.RotZ(m_rotation.Z);
                M.Mul(M, temp);
            }

            temp.Set(Translation);
            M.Mul(M, temp);

            Transform = M;
            m_boundingBox = new Cached<Box>(CalculateBoundingBox);
            Visible = true;
        }
开发者ID:Joxx0r,项目名称:ATF,代码行数:68,代码来源:Node.cs

示例11: Pick

        public override bool Pick(ViewControl vc, Point scrPt)
        {            
            m_hitRegion = HitRegion.None;           
            if (base.Pick(vc, scrPt) == false) 
                return false;
                                   
            Camera camera = vc.Camera;
            float s;
            Util.CalcAxisLengths(camera, HitMatrix.Translation, out s);
                        
            Matrix4F vp = camera.ViewMatrix * camera.ProjectionMatrix;
            Matrix4F wvp = HitMatrix * vp;
            
            // get ray in object space  space.
            Ray3F rayL = vc.GetRay(scrPt, wvp);
            
            m_scale = new Vec3F(1, 1, 1);            
            m_hitScale = s;
                                               
            float rectScale = s*FreeRectRatio;                                               
            Vec3F topRight    = rectScale * (new Vec3F(1, 1, 0));
            Vec3F topLeft     = rectScale * (new Vec3F(-1, 1, 0));
            Vec3F bottomLeft  = rectScale * (new Vec3F(-1, -1, 0));
            Vec3F bottomRight = rectScale * (new Vec3F(1, -1, 0));
            Matrix4F planeXform = Util.CreateBillboard(HitMatrix.Translation, camera.WorldEye, camera.Up, camera.LookAt);
            Matrix4F wvpPlane = planeXform * vp;

            // create ray in plane's local space.
            Ray3F rayP = vc.GetRay(scrPt, wvpPlane);

            Plane3F plane = new Plane3F(topRight,topLeft,bottomLeft);
            Vec3F p;

            bool intersect = rayP.IntersectPlane(plane, out p);            
            if(intersect)
            {                
                bool inside = p.X > topLeft.X
                              && p.X < topRight.X
                              && p.Y > bottomLeft.Y
                              && p.Y < topLeft.Y;
                if (inside)
                {
                    m_hitRegion = HitRegion.FreeRect;
                    return true;
                }                    
            }

            Vec3F min = new Vec3F(-0.5f, -0.5f, -0.5f);
            Vec3F max = new Vec3F(0.5f, 0.5f, 0.5f);
            AABB box = new AABB(min, max);
            Matrix4F boxScale = new Matrix4F();
            Matrix4F boxTrans = new Matrix4F();
            Matrix4F BoxMtrx = new Matrix4F();

            float handleScale = s * HandleRatio;
            // X axis

            boxScale.Scale(new Vec3F(s, handleScale, handleScale));
            boxTrans.Translation = new Vec3F(s / 2, 0, 0);
            BoxMtrx = boxScale * boxTrans;            
            Ray3F ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);

            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.XAxis;
                return true;
            }

            // y axis
            boxScale.Scale(new Vec3F(handleScale, s, handleScale));
            boxTrans.Translation = new Vec3F(0, s / 2, 0);
            BoxMtrx = boxScale * boxTrans;
            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.YAxis;
                return true;
            }

            // z axis
            boxScale.Scale(new Vec3F(handleScale, handleScale, s));
            boxTrans.Translation = new Vec3F(0, 0, s / 2);
            BoxMtrx = boxScale * boxTrans;

            ray = rayL;
            BoxMtrx.Invert(BoxMtrx);
            ray.Transform(BoxMtrx);
            if (box.Intersect(ray))
            {
                m_hitRegion = HitRegion.ZAxis;
                return true;
            }

            return false;
        }
开发者ID:BeRo1985,项目名称:LevelEditor,代码行数:99,代码来源:ScaleManipulator.cs

示例12: Render

        public override void Render(ViewControl vc)
        {
            BasicRendererFlags solid = BasicRendererFlags.Solid
                | BasicRendererFlags.DisableDepthTest;
            BasicRendererFlags wire = BasicRendererFlags.WireFrame
                               | BasicRendererFlags.DisableDepthTest;

                       
            Matrix4F normWorld = GetManipulatorMatrix();
            if (normWorld == null) return;

            Camera camera = vc.Camera;
            Vec3F pos = normWorld.Translation;
            float s;
            Util.CalcAxisLengths(vc.Camera, pos, out s);

            Vec3F sv = new Vec3F(s, s, s);
            Vec3F axscale = new Vec3F( Math.Abs(s*m_scale.X), Math.Abs(s*m_scale.Y), Math.Abs(s*m_scale.Z));

            Color xcolor = (m_hitRegion == HitRegion.XAxis || m_hitRegion == HitRegion.FreeRect ) ? Color.Gold : Color.Red;
            Color ycolor = (m_hitRegion == HitRegion.YAxis || m_hitRegion == HitRegion.FreeRect ) ? Color.Gold : Color.Green;
            Color Zcolor = (m_hitRegion == HitRegion.ZAxis || m_hitRegion == HitRegion.FreeRect ) ? Color.Gold : Color.Blue;
            Color freeRect = (m_hitRegion == HitRegion.FreeRect) ? Color.Gold : Color.White;


            Matrix4F scale = new Matrix4F();
            scale.Scale(axscale);
            Matrix4F xform = scale * normWorld;
            Util3D.RenderFlag = wire;
            Util3D.DrawX(xform, xcolor);
            Util3D.DrawY(xform, ycolor);
            Util3D.DrawZ(xform, Zcolor);

            Vec3F rectScale = sv*FreeRectRatio;
            scale.Scale(rectScale);
            Matrix4F b = Util.CreateBillboard(pos, camera.WorldEye, camera.Up, camera.LookAt);
            Matrix4F recXform = Matrix4F.Multiply(scale, b);
            Util3D.DrawRect(recXform, freeRect);

            Vec3F handle = sv*HandleRatio;
            float handleWidth = handle.X/2;
            scale.Scale(handle);
            Matrix4F trans = new Matrix4F();
            trans.Translation = new Vec3F(axscale.X - handleWidth, 0, 0);
            xform = scale * trans * normWorld;

            Util3D.RenderFlag = solid;

            Util3D.DrawCube(xform, xcolor);

            trans.Translation = new Vec3F(0, axscale.Y - handleWidth, 0);
            xform = scale * trans * normWorld;
            Util3D.DrawCube(xform, ycolor);

            trans.Translation = new Vec3F(0, 0, axscale.Z - handleWidth);
            xform = scale * trans * normWorld;
            Util3D.DrawCube(xform, Zcolor);
        }
开发者ID:BeRo1985,项目名称:LevelEditor,代码行数:58,代码来源:ScaleManipulator.cs

示例13: Render

        public override void Render(ViewControl vc)
        {
            Matrix4F normWorld = GetManipulatorMatrix();
            if (normWorld == null) return;

            Vec3F pos = normWorld.Translation;
            float s = Util.CalcAxisScale(vc.Camera, pos, AxisLength, vc.Height);

            bool highlight = m_hitRegion == HitRegion.XYSquare;
            Color centerCubeColor = highlight ? Color.Gold : Color.White;

            Vec3F sv = new Vec3F(s, s, s);
            Vec3F centerCubeScale = sv * CenterCubeSize;
            Matrix4F scale = new Matrix4F();
            scale.Scale(centerCubeScale);
            Matrix4F centerCubeXform = scale * normWorld;
            Util3D.DrawCube(centerCubeXform, centerCubeColor);

            Matrix4F arrowScale = new Matrix4F();
            arrowScale.Scale(0.75f);

            Util3D.DrawArrowCap(
                arrowScale * Matrix4F.CreateTranslation(new Vec3F(1.0f, 0.0f, -0.5f)) * centerCubeXform,
                highlight ? Color.Gold : Color.Red);

            Util3D.DrawArrowCap(
                arrowScale * Matrix4F.RotAxisRH(Vec3F.ZAxis, Math.PI) * Matrix4F.CreateTranslation(new Vec3F(-1.0f, 0.0f, -0.5f)) * centerCubeXform,
                highlight ? Color.Gold : Color.Red);

            Util3D.DrawArrowCap(
                arrowScale * Matrix4F.RotAxisRH(Vec3F.ZAxis, .5 * Math.PI) * Matrix4F.CreateTranslation(new Vec3F(0.0f, 1.0f, -0.5f)) * centerCubeXform,
                highlight ? Color.Gold : Color.Green);

            Util3D.DrawArrowCap(
                arrowScale * Matrix4F.RotAxisRH(Vec3F.ZAxis, 1.5f * Math.PI) * Matrix4F.CreateTranslation(new Vec3F(0.0f, -1.0f, -0.5f)) * centerCubeXform,
                highlight ? Color.Gold : Color.Green);
        }
开发者ID:ldh9451,项目名称:XLE,代码行数:37,代码来源:MoveAcrossTerrainManipulator.cs

示例14: Render

        public void Render(Camera cam)
        {
            GameEngine.SetRendererFlag(BasicRendererFlags.WireFrame);
            IGrid grid = this.As<IGrid>();

            if (grid.Visible == false)
                return;

            float s = grid.Size;

            Matrix4F scale = new Matrix4F();
            scale.Scale(new Vec3F(s, s, s));

            Matrix4F gridXform = new Matrix4F();
            if (cam.Frustum.IsOrtho)
            {
                float dist = cam.ViewMatrix.Translation.Z;
                ViewTypes vt = cam.ViewType;
                if (vt == ViewTypes.Top)
                {
                    gridXform.Translation
                        = new Vec3F(0, dist, 0);
                }
                else if (vt == ViewTypes.Bottom)
                {
                    gridXform.Translation
                        = new Vec3F(0, -dist, 0);
                }
                else if (vt == ViewTypes.Right)
                {
                    gridXform.RotZ(MathHelper.PiOver2);
                    gridXform.Translation
                        = new Vec3F(dist, 0, 0);
                }
                else if (vt == ViewTypes.Left)
                {
                    gridXform.RotZ(MathHelper.PiOver2);
                    gridXform.Translation
                        = new Vec3F(-dist, 0, 0);

                }
                else if (vt == ViewTypes.Front)
                {
                    gridXform.RotX(MathHelper.PiOver2);
                    gridXform.Translation
                        = new Vec3F(0, 0, dist);

                }
                else if (vt == ViewTypes.Back)
                {
                    gridXform.RotX(MathHelper.PiOver2);
                    gridXform.Translation
                        = new Vec3F(0, 0, -dist);

                }
                gridXform.Mul(scale, gridXform);
            }
            else
            {
                Matrix4F trans = new Matrix4F();
                trans.Translation = new Vec3F(0, grid.Height, 0);
                gridXform = Matrix4F.Multiply(scale, trans);
            }

            GameEngine.DrawPrimitive(PrimitiveType.LineList, m_gridVBId, 0, m_gridVertexCount, Color.LightGray,
                                     Matrix4F.Multiply(gridXform, cam.AxisSystem));

            GameEngine.DrawPrimitive(PrimitiveType.LineList, m_basisAxesVBId, 0, m_basisAxesVertexCount, Color.White,
                                     gridXform);
        }
开发者ID:ldh9451,项目名称:XLE,代码行数:70,代码来源:GridRenderer.cs

示例15: Render

        public override void Render(ViewControl vc)
        {
            BasicRendererFlags solid = BasicRendererFlags.Solid
                | BasicRendererFlags.DisableDepthTest;
            BasicRendererFlags wire = BasicRendererFlags.WireFrame
                               | BasicRendererFlags.DisableDepthTest;

            Matrix4F normWorld = GetManipulatorMatrix();
            if (normWorld == null) return;
            Camera camera = vc.Camera;
                        
            int axis = (int)m_hitRegion;

            // axis colors
            Color saveColor = m_axisColor[axis];
            m_axisColor[axis] = m_highlightColor;
            Color xcolor  = m_axisColor[(int)HitRegion.XAxis];
            Color ycolor  = m_axisColor[(int)HitRegion.YAxis];
            Color zcolor  = m_axisColor[(int)HitRegion.ZAxis];
            Color nxcolor = m_axisColor[(int)HitRegion.NegXAxis];
            Color nycolor = m_axisColor[(int)HitRegion.NegYAxis];
            Color nzcolor = m_axisColor[(int)HitRegion.NegZAxis];
            m_axisColor[axis] = saveColor;

            Vec3F deltaTrans = Vec3F.ZeroVector;            
            if (m_hitRegion != HitRegion.None)
            {
                normWorld.Translation = HitMatrix.Translation;
                    
            }

            Vec3F pos = normWorld.Translation;
            float s;
            Util.CalcAxisLengths(vc.Camera, pos, out s);

            Vec3F sv = new Vec3F(s, s, s);
            Vec3F axscale = new Vec3F(s, s, s);
            Vec3F negAxscale = new Vec3F(-s, -s, -s);
            bool negativeAxis = m_hitRegion == HitRegion.NegXAxis || m_hitRegion == HitRegion.NegYAxis || m_hitRegion == HitRegion.NegZAxis;
            if (negativeAxis)
            {
                negAxscale.X *= Math.Abs(m_scale.X);
                negAxscale.Y *= Math.Abs(m_scale.Y);
                negAxscale.Z *= Math.Abs(m_scale.Z);
            }
            else
            {
                axscale.X *= Math.Abs(m_scale.X);
                axscale.Y *= Math.Abs(m_scale.Y);
                axscale.Z *= Math.Abs(m_scale.Z);                
            }
            
            Matrix4F scale = new Matrix4F();
            scale.Scale(axscale);
            Matrix4F xform = scale * normWorld;
            Util3D.RenderFlag = wire;

            Util3D.DrawX(xform, xcolor);
            Util3D.DrawY(xform, ycolor);
            Util3D.DrawZ(xform, zcolor);

            scale.Scale(negAxscale);
            xform = scale * normWorld;

            Util3D.DrawX(xform, nxcolor);
            Util3D.DrawY(xform, nycolor);
            Util3D.DrawZ(xform, nzcolor);

            Vec3F handle = sv*HandleRatio;
            float handleWidth = handle.X/2;
            scale.Scale(handle);
            Matrix4F trans = new Matrix4F();

            

            Util3D.RenderFlag = solid;

            // X handle
            trans.Translation = new Vec3F(axscale.X - handleWidth, 0, 0);
            xform = scale * trans * normWorld;
            Util3D.DrawCube(xform, xcolor);

            // y handle
            trans.Translation = new Vec3F(0, axscale.Y - handleWidth, 0);
            xform = scale * trans * normWorld;
            Util3D.DrawCube(xform, ycolor);

            // z handle
            trans.Translation = new Vec3F(0, 0, axscale.Z - handleWidth);
            xform = scale * trans * normWorld;
            Util3D.DrawCube(xform, zcolor);


            // -x handle
            trans.Translation = new Vec3F(negAxscale.X + handleWidth, 0, 0);
            xform = scale * trans * normWorld;
            Util3D.DrawCube(xform, nxcolor);

            // -y handle
            trans.Translation = new Vec3F(0, negAxscale.Y + handleWidth, 0);
//.........这里部分代码省略.........
开发者ID:BeRo1985,项目名称:LevelEditor,代码行数:101,代码来源:ExtensionManipulator.cs


注:本文中的Matrix4F.Scale方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。