本文整理汇总了C#中Sledge.UI.Viewport3D类的典型用法代码示例。如果您正苦于以下问题:C# Viewport3D类的具体用法?C# Viewport3D怎么用?C# Viewport3D使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Viewport3D类属于Sledge.UI命名空间,在下文中一共展示了Viewport3D类的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: Camera3DViewportListener
public Camera3DViewportListener(Viewport3D vp)
{
LastKnownX = 0;
LastKnownY = 0;
PositionKnown = false;
FreeLook = false;
FreeLookToggle = false;
CursorVisible = true;
Focus = false;
Viewport = vp;
Camera = vp.Camera;
_downKeys = new List<Keys>();
}
示例2: Camera3DViewportListener
public Camera3DViewportListener(Viewport3D vp)
{
LastKnownX = 0;
LastKnownY = 0;
PositionKnown = false;
FreeLook = false;
FreeLookToggle = false;
CursorVisible = true;
Focus = false;
Viewport = vp;
Camera = vp.Camera;
_downKeys = new List<Keys>();
_downMillis = _lastMillis = 0;
_easing = Easing.FromType(EasingType.Sinusoidal, EasingDirection.Out);
}
示例3: Render3D
public void Render3D(Viewport3D vp, MapObject o)
{
var right = vp.Camera.GetRight();
var up = Vector3.Cross(right, (vp.Camera.LookAt - vp.Camera.Location).Normalized());
var entity = (Entity) o;
var orig = new Vector3((float)entity.Origin.X, (float)entity.Origin.Y, (float)entity.Origin.Z);
if (entity.IsSelected)
{
orig = Vector3.TransformPosition(orig, Document.SelectListTransform);
}
var normal = Vector3.Subtract(vp.Camera.Location, orig);
var tex = entity.Sprite;
GL.Color3(Color.White);
tex.Bind();
if (entity.GameData != null)
{
var col = entity.GameData.Properties.FirstOrDefault(x => x.VariableType == VariableType.Color255);
if (col != null)
{
var val = entity.EntityData.Properties.FirstOrDefault(x => x.Key == col.Name);
if (val != null)
{
GL.Color3(val.GetColour(Color.White));
}
}
}
var tup = Vector3.Multiply(up, (float)entity.BoundingBox.Height / 2f);
var tright = Vector3.Multiply(right, (float)entity.BoundingBox.Width / 2f);
GL.Begin(PrimitiveType.Quads);
GL.Normal3(normal); GL.TexCoord2(1, 1); GL.Vertex3(Vector3.Subtract(orig, Vector3.Add(tup, tright)));
GL.Normal3(normal); GL.TexCoord2(1, 0); GL.Vertex3(Vector3.Add(orig, Vector3.Subtract(tup, tright)));
GL.Normal3(normal); GL.TexCoord2(0, 0); GL.Vertex3(Vector3.Add(orig, Vector3.Add(tup, tright)));
GL.Normal3(normal); GL.TexCoord2(0, 1); GL.Vertex3(Vector3.Subtract(orig, Vector3.Subtract(tup, tright)));
GL.End();
}
示例4: Render3D
public void Render3D(Viewport3D vp, MapObject o)
{
// These billboards aren't perfect but they'll do (they rotate with the lookat vector rather than the location vector)
var right = vp.Camera.GetRight();
var up = vp.Camera.GetUp();
var entity = (Entity) o;
var orig = new Vector3((float)entity.Origin.X, (float)entity.Origin.Y, (float)entity.Origin.Z);
var normal = Vector3.Subtract(vp.Camera.Location, orig);
var tex = entity.Sprite;
TextureHelper.EnableTexturing();
GL.Color3(Color.White);
tex.Bind();
if (entity.GameData != null)
{
var col = entity.GameData.Properties.FirstOrDefault(x => x.VariableType == VariableType.Color255);
if (col != null)
{
var val = entity.EntityData.Properties.FirstOrDefault(x => x.Key == col.Name);
if (val != null)
{
GL.Color3(val.GetColour(Color.White));
}
}
}
var tup = Vector3.Multiply(up, (float)entity.BoundingBox.Height / 2f);
var tright = Vector3.Multiply(right, (float)entity.BoundingBox.Width / 2f);
GL.Begin(BeginMode.Quads);
GL.Normal3(normal); GL.TexCoord2(1, 1); GL.Vertex3(Vector3.Subtract(orig, Vector3.Add(tup, tright)));
GL.Normal3(normal); GL.TexCoord2(1, 0); GL.Vertex3(Vector3.Add(orig, Vector3.Subtract(tup, tright)));
GL.Normal3(normal); GL.TexCoord2(0, 0); GL.Vertex3(Vector3.Add(orig, Vector3.Add(tup, tright)));
GL.Normal3(normal); GL.TexCoord2(0, 1); GL.Vertex3(Vector3.Subtract(orig, Vector3.Subtract(tup, tright)));
GL.End();
}
示例5: BeforeRender3D
public void BeforeRender3D(Viewport3D viewport)
{
throw new NotImplementedException();
}
示例6: Render3D
protected override void Render3D(Viewport3D viewport)
{
base.Render3D(viewport);
if (ShouldDraw3DBox() && _preview != null)
{
GL.Disable(EnableCap.CullFace);
TextureHelper.Unbind();
if (viewport.Type != Viewport3D.ViewType.Flat) MapObjectRenderer.EnableLighting();
MapObjectRenderer.DrawFilled(_preview, GetRenderColour(), false);
MapObjectRenderer.DisableLighting();
GL.Color4(Color.GreenYellow);
MapObjectRenderer.DrawWireframe(_preview, true, false);
}
}
示例7: MouseMove3D
protected override void MouseMove3D(Viewport3D viewport, ViewportEvent e)
{
base.MouseMove3D(viewport, e);
}
示例8: UpdateCurrentFace
private void UpdateCurrentFace(Viewport3D viewport, ViewportEvent e)
{
var ray = viewport.CastRayFromScreen(e.X, e.Y);
// The face doesn't change when drawing, just update the intersection
if (_state == SketchState.DrawingBase || _state == SketchState.DrawingVolume)
{
_intersection = (_state == SketchState.DrawingBase ? _currentFace.Plane : _volumePlane).GetIntersectionPoint(ray, true, true);
return;
}
var isect = Document.Map.WorldSpawn.GetAllNodesIntersectingWith(ray)
.OfType<Solid>()
.SelectMany(x => x.Faces)
.Select(x => new { Item = x, Intersection = x.GetIntersectionPoint(ray) })
.Where(x => x.Intersection != null)
.OrderBy(x => (x.Intersection - ray.Start).VectorMagnitude())
.FirstOrDefault();
if (isect != null)
{
if (_currentFace != isect.Item)
{
_cloneFace = isect.Item.Clone();
_cloneFace.Transform(new UnitTranslate(isect.Item.Plane.Normal * 0.1m), TransformFlags.None);
}
_currentFace = isect.Item;
_intersection = isect.Intersection;
_state = SketchState.Ready;
}
else
{
_cloneFace = null;
_currentFace = null;
_intersection = null;
_state = SketchState.None;
}
}
示例9: GetVerticesAtPoint
public abstract List<VMPoint> GetVerticesAtPoint(int x, int y, Viewport3D viewport);
示例10: Render3D
protected override void Render3D(Viewport3D vp)
{
base.Render3D(vp);
if (_currentTool != null) _currentTool.Render3D(vp);
TextureHelper.Unbind();
if (_currentTool == null || _currentTool.DrawVertices())
{
// Get us into 2D rendering
Matrix.Set(MatrixMode.Projection);
Matrix.Identity();
Graphics.Helpers.Viewport.Orthographic(0, 0, vp.Width, vp.Height);
Matrix.Set(MatrixMode.Modelview);
Matrix.Identity();
var half = new Coordinate(vp.Width, vp.Height, 0) / 2;
// Render out the point handles
GL.Begin(PrimitiveType.Quads);
foreach (var point in Points)
{
var c = vp.WorldToScreen(point.Coordinate);
if (c == null || c.Z > 1) continue;
c -= half;
GL.Color3(Color.Black);
GL.Vertex2(c.DX - 4, c.DY - 4);
GL.Vertex2(c.DX - 4, c.DY + 4);
GL.Vertex2(c.DX + 4, c.DY + 4);
GL.Vertex2(c.DX + 4, c.DY - 4);
GL.Color3(point.GetColour());
GL.Vertex2(c.DX - 3, c.DY - 3);
GL.Vertex2(c.DX - 3, c.DY + 3);
GL.Vertex2(c.DX + 3, c.DY + 3);
GL.Vertex2(c.DX + 3, c.DY - 3);
}
GL.End();
// Get back into 3D rendering
Matrix.Set(MatrixMode.Projection);
Matrix.Identity();
Graphics.Helpers.Viewport.Perspective(0, 0, vp.Width, vp.Height, View.CameraFOV);
Matrix.Set(MatrixMode.Modelview);
Matrix.Identity();
vp.Camera.Position();
}
var type = vp.Type;
bool shaded = type == Viewport3D.ViewType.Shaded || type == Viewport3D.ViewType.Textured,
textured = type == Viewport3D.ViewType.Textured,
wireframe = type == Viewport3D.ViewType.Wireframe;
// Render out the solid previews
GL.Color3(Color.White);
var faces = _copies.Keys.SelectMany(x => x.Faces).ToList();
if (!wireframe)
{
if (shaded) MapObjectRenderer.EnableLighting();
GL.Enable(EnableCap.Texture2D);
MapObjectRenderer.DrawFilled(faces.Where(x => !x.IsSelected), Color.FromArgb(255, 64, 192, 64), textured);
MapObjectRenderer.DrawFilled(faces.Where(x => x.IsSelected), Color.FromArgb(255, 255, 128, 128), textured);
GL.Disable(EnableCap.Texture2D);
MapObjectRenderer.DisableLighting();
GL.Color3(Color.Pink);
MapObjectRenderer.DrawWireframe(faces, true);
}
else
{
GL.Color4(Color.FromArgb(255, 64, 192, 64));
MapObjectRenderer.DrawWireframe(faces.Where(x => !x.IsSelected), true);
GL.Color4(Color.FromArgb(255, 255, 128, 128));
MapObjectRenderer.DrawWireframe(faces.Where(x => x.IsSelected), true);
}
}
示例11: RenderCircleTypeNone
private void RenderCircleTypeNone(Viewport3D viewport, Document document)
{
var center = _pivotPoint;
var origin = new Vector3((float)center.DX, (float)center.DY, (float)center.DZ);
var distance = (viewport.Camera.Location - origin).Length;
if (distance <= 1) return;
var radius = 0.15f * distance;
var normal = Vector3.Subtract(viewport.Camera.Location, origin).Normalized();
var right = Vector3.Cross(normal, Vector3.UnitZ).Normalized();
var up = Vector3.Cross(normal, right).Normalized();
GL.Disable(EnableCap.DepthTest);
GL.Disable(EnableCap.Texture2D);
const int sides = 32;
const float diff = (float)(2 * Math.PI) / sides;
GL.Begin(PrimitiveType.Lines);
for (var i = 0; i < sides; i++)
{
var cos1 = (float)Math.Cos(diff * i);
var sin1 = (float)Math.Sin(diff * i);
var cos2 = (float)Math.Cos(diff * (i + 1));
var sin2 = (float)Math.Sin(diff * (i + 1));
GL.Color4(Color.DarkGray);
GL.Vertex3(origin + right * cos1 * radius + up * sin1 * radius);
GL.Vertex3(origin + right * cos2 * radius + up * sin2 * radius);
GL.Color4(_mouseOver == CircleType.Outer ? Color.White : Color.LightGray);
GL.Vertex3(origin + right * cos1 * radius * 1.2f + up * sin1 * radius * 1.2f);
GL.Vertex3(origin + right * cos2 * radius * 1.2f + up * sin2 * radius * 1.2f);
}
GL.End();
GL.Enable(EnableCap.ClipPlane0);
GL.ClipPlane(ClipPlaneName.ClipPlane0, new double[] { normal.X, normal.Y, normal.Z, -Vector3.Dot(origin, normal) });
GL.LineWidth(2);
GL.Begin(PrimitiveType.Lines);
for (var i = 0; i < sides; i++)
{
var cos1 = (float)Math.Cos(diff * i) * radius;
var sin1 = (float)Math.Sin(diff * i) * radius;
var cos2 = (float)Math.Cos(diff * (i + 1)) * radius;
var sin2 = (float)Math.Sin(diff * (i + 1)) * radius;
GL.Color4(_mouseOver == CircleType.Z ? Color.Blue : Color.DarkBlue);
GL.Vertex3(origin + Vector3.UnitX * cos1 + Vector3.UnitY * sin1);
GL.Vertex3(origin + Vector3.UnitX * cos2 + Vector3.UnitY * sin2);
GL.Color4(_mouseOver == CircleType.X ? Color.Red : Color.DarkRed);
GL.Vertex3(origin + Vector3.UnitY * cos1 + Vector3.UnitZ * sin1);
GL.Vertex3(origin + Vector3.UnitY * cos2 + Vector3.UnitZ * sin2);
GL.Color4(_mouseOver == CircleType.Y ? Color.Lime : Color.LimeGreen);
GL.Vertex3(origin + Vector3.UnitZ * cos1 + Vector3.UnitX * sin1);
GL.Vertex3(origin + Vector3.UnitZ * cos2 + Vector3.UnitX * sin2);
}
GL.End();
GL.LineWidth(1);
GL.Disable(EnableCap.ClipPlane0);
GL.Enable(EnableCap.DepthTest);
}
示例12: RenderAxisRotating
private void RenderAxisRotating(Viewport3D viewport, Document document)
{
var axis = Vector3.UnitX;
var c = Color.Red;
if (_mouseDown == CircleType.Y)
{
axis = Vector3.UnitY;
c = Color.Lime;
}
if (_mouseDown == CircleType.Z)
{
axis = Vector3.UnitZ;
c = Color.Blue;
}
if (_mouseDown == CircleType.Outer)
{
var vp3 = _activeViewport as Viewport3D;
if (vp3 != null) axis = (vp3.Camera.LookAt - vp3.Camera.Location).Normalized();
c = Color.White;
}
if (_activeViewport != viewport || _mouseDown != CircleType.Outer)
{
GL.Begin(PrimitiveType.Lines);
var zero = new Vector3((float) _pivotPoint.DX, (float) _pivotPoint.DY, (float) _pivotPoint.DZ);
GL.Color4(c);
GL.Vertex3(zero - axis * 100000);
GL.Vertex3(zero + axis * 100000);
GL.End();
}
if (_activeViewport == viewport)
{
GL.Disable(EnableCap.DepthTest);
GL.Enable(EnableCap.LineStipple);
GL.LineStipple(5, 0xAAAA);
GL.Begin(PrimitiveType.Lines);
GL.Color4(Color.FromArgb(64, Color.Gray));
GL.Vertex3(_pivotPoint.ToVector3());
GL.Vertex3(viewport.ScreenToWorld(_mouseDownPoint).ToVector3());
GL.Color4(Color.LightGray);
GL.Vertex3(_pivotPoint.ToVector3());
GL.Vertex3(viewport.ScreenToWorld(_mouseMovePoint).ToVector3());
GL.End();
GL.Disable(EnableCap.LineStipple);
GL.Enable(EnableCap.DepthTest);
}
}
示例13: MouseOver
private bool MouseOver(CircleType type, ViewportEvent ev, Viewport3D viewport)
{
var cache = _cachedLines.FirstOrDefault(x => x.Viewport3D == viewport);
if (cache == null) return false;
var lines = cache.Cache[type];
var point = new Coordinate(ev.X, viewport.Height - ev.Y, 0);
return lines.Any(x => (x.ClosestPoint(point) - point).VectorMagnitude() <= 8);
}
示例14: GetTransformationMatrix
private Matrix4? GetTransformationMatrix(Viewport3D viewport)
{
if (_mouseMovePoint == null || _mouseDownPoint == null || _pivotPoint == null) return null;
var originPoint = viewport.WorldToScreen(_pivotPoint);
var origv = (_mouseDownPoint - originPoint).Normalise();
var newv = (_mouseMovePoint - originPoint).Normalise();
var angle = DMath.Acos(Math.Max(-1, Math.Min(1, origv.Dot(newv))));
if ((origv.Cross(newv).Z < 0)) angle = 2 * DMath.PI - angle;
var shf = KeyboardState.Shift;
var def = Select.RotationStyle;
var snap = (def == RotationStyle.SnapOnShift && shf) || (def == RotationStyle.SnapOffShift && !shf);
if (snap)
{
var deg = angle * (180 / DMath.PI);
var rnd = Math.Round(deg / 15) * 15;
angle = rnd * (DMath.PI / 180);
}
Vector3 axis;
var dir = (viewport.Camera.Location - _pivotPoint.ToVector3()).Normalized();
switch (_mouseDown)
{
case CircleType.Outer:
axis = dir;
break;
case CircleType.X:
axis = Vector3.UnitX;
break;
case CircleType.Y:
axis = Vector3.UnitY;
break;
case CircleType.Z:
axis = Vector3.UnitZ;
break;
default:
return null;
}
var dirAng = Math.Acos(Vector3.Dot(dir, axis)) * 180 / Math.PI;
if (dirAng > 90) angle = -angle;
var rotm = Matrix4.CreateFromAxisAngle(axis, (float)angle);
var mov = Matrix4.CreateTranslation(-_pivotPoint.ToVector3());
var rot = Matrix4.Mult(mov, rotm);
return Matrix4.Mult(rot, Matrix4.Invert(mov));
}
示例15: MouseDown
private void MouseDown(Viewport3D vp, ViewportEvent e)
{
if (vp == null || e.Button != MouseButtons.Left) return;
// Get the ray that is cast from the clicked point along the viewport frustrum
var ray = vp.CastRayFromScreen(e.X, e.Y);
// Grab all the elements that intersect with the ray
var hits = Document.Map.WorldSpawn.GetAllNodesIntersectingWith(ray);
// Sort the list of intersecting elements by distance from ray origin and grab the first hit
var hit = hits
.Select(x => new { Item = x, Intersection = x.GetIntersectionPoint(ray) })
.Where(x => x.Intersection != null)
.OrderBy(x => (x.Intersection - ray.Start).VectorMagnitude())
.FirstOrDefault();
if (hit == null) return; // Nothing was clicked
CreateEntity(hit.Intersection);
}