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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Drawing;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using FirstPlugin.Turbo.CourseMuuntStructs;
using Toolbox.Library;
using Toolbox.Library.IO;
namespace FirstPlugin.MuuntEditor
{
/// <summary>
/// Represets a path with multiple grouped points that connect to each other
/// This one in particular includes 2 left and right points that connect together
/// </summary>
public class RenderableDoublePointPath : IDrawableObject
{
public Color LineColor = Color.Green;
public List<BasePathGroup> PathGroups = new List<BasePathGroup>();
public RenderableDoublePointPath(List<BasePathGroup> pathGroups, Color color)
{
PathGroups = pathGroups;
LineColor = color;
}
public void Draw(Matrix4 mvp)
{
GL.Disable(EnableCap.DepthTest);
for (int i = 0; i < PathGroups.Count; i++)
{
foreach (var path in PathGroups[i].PathPoints)
{
var translate = new Vector3(path.Translate.X, path.Translate.Z, path.Translate.Y);
//Draw a line repesenting the size of the path area
var point1 = RotatePoint(translate, path.Scale.X / 2, path.Scale.Z / 2, path.Scale.Y / 2, path.Rotate);
var point2 = RotatePoint(translate, -(path.Scale.X / 2), -(path.Scale.Z / 2), -(path.Scale.Y / 2), path.Rotate);
//
GL.PushMatrix();
GL.Translate(translate);
GL.Rotate(MathHelper.RadiansToDegrees(path.Rotate.X), 1, 0, 0);
GL.Rotate(MathHelper.RadiansToDegrees(path.Rotate.Z), 0, 1, 0);
GL.Rotate(MathHelper.RadiansToDegrees(path.Rotate.Y), 0, 0, 1);
GL.Color3(LineColor);
GL.Begin(PrimitiveType.Lines);
GL.Vertex3(point1);
GL.Vertex3(point2);
GL.End();
GL.PopMatrix();
//Draw 2 points repesenting the edges of the path
/* if (path.IsSelected)
Render2D.DrawFilledCircle(translate, Color.LightGreen, 5, 40, true);
else if (path.IsHovered)
Render2D.DrawFilledCircle(translate, LineColor.Lighten(40), 6, 40, true);
else
Render2D.DrawFilledCircle(translate, LineColor.Darken(20), 5, 40, true);
*/
/* GL.LineWidth(2f);
foreach (var nextPt in path.NextPoints)
{
var nextTranslate = PathGroups[nextPt.PathID].PathPoints[nextPt.PtID].Translate;
GL.Color3(LineColor);
GL.Begin(PrimitiveType.Lines);
GL.Vertex3(translate);
GL.Vertex3(nextTranslate.X, nextTranslate.Z, nextTranslate.Y);
GL.End();
}
foreach (var prevPt in path.PrevPoints)
{
var prevTranslate = PathGroups[prevPt.PathID].PathPoints[prevPt.PtID].Translate;
GL.Color3(LineColor);
GL.Begin(PrimitiveType.Lines);
GL.Vertex3(translate);
GL.Vertex3(prevTranslate.X, prevTranslate.Z, prevTranslate.Y);
GL.End();
}*/
}
}
GL.Enable(EnableCap.DepthTest);
}
private void DrawPathPoint(Vector3 center, Vector3 scale, Vector3 rotate, Color color, bool useWireFrame = false)
{
GL.Color3(color);
float sizeX = scale.X;
float sizeY = scale.Y;
float sizeZ = scale.Z;
PrimitiveType primitiveType = PrimitiveType.Quads;
if (useWireFrame)
{
GL.LineWidth(2);
primitiveType = PrimitiveType.LineLoop;
}
GL.Begin(primitiveType);
GL.Normal3(0.0f, 1.0f, 0.0f);
GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z - sizeZ);
GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z - sizeZ);
GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z + sizeZ);
GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z + sizeZ);
GL.End();
GL.Begin(primitiveType);
GL.Normal3(0.0f, 0.0f, 1.0f);
GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z + sizeZ);
GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z + sizeZ);
GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z - sizeZ);
GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z - sizeZ);
GL.End();
GL.Begin(primitiveType);
GL.Normal3(1.0f, 0.0f, 0.0f);
GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z + sizeZ);
GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z + sizeZ);
GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z + sizeZ);
GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z + sizeZ);
GL.End();
GL.Begin(primitiveType);
GL.Normal3(-1.0f, 0.0f, 0.0f);
GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z - sizeZ);
GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z - sizeZ);
GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z - sizeZ);
GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z - sizeZ);
GL.End();
GL.Begin(primitiveType);
GL.Normal3(0.0f, -1.0f, 0.0f);
GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z + sizeZ);
GL.Vertex3(center.X - sizeX, center.Y + sizeY, center.Z - sizeZ);
GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z - sizeZ);
GL.Vertex3(center.X - sizeX, center.Y - sizeY, center.Z + sizeZ);
GL.End();
GL.Begin(primitiveType);
GL.Normal3(0.0f, 0.0f, -1.0f);
GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z - sizeZ);
GL.Vertex3(center.X + sizeX, center.Y + sizeY, center.Z + sizeZ);
GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z + sizeZ);
GL.Vertex3(center.X + sizeX, center.Y - sizeY, center.Z - sizeZ);
GL.End();
}
private Vector3 RotatePoint(Vector3 translate, float X, float Y, float Z, Vector3 rotate)
{
return new Vector3(X, Y, Z);
Matrix4 rotationZ = Matrix4.CreateRotationZ(rotate.Y);
Matrix4 rotationY = Matrix4.CreateRotationY(rotate.Z);
Matrix4 rotationX = Matrix4.CreateRotationX(rotate.X);
Matrix4 transMat = Matrix4.CreateTranslation(translate);
Matrix4 comb = (rotationX * rotationY * rotationZ) * transMat;
Vector3 pos = new Vector3(X, Y, Z);
return Vector3.TransformPosition(pos, comb);
}
}
}