using DevExpress.Mvvm.Native;
using DevExpress.XtraCharts.GLGraphics;
using DevExpress.XtraScheduler.Outlook.Interop;
using SharpGL;
namespace Yw.WinFrmUI.HydroL3d
{
public partial class NetworkPanelDebug : DevExpress.XtraEditors.XtraUserControl
{
public NetworkPanelDebug()
{
InitializeComponent();
this.openGLControl1.MouseWheel += OpenGLControl1_MouseWheel;
}
private Network _network = null;//管网
private NetworkParas _paras = null;//参数
///
/// 是否初始化
///
public bool Initialized => _network != null;
///
/// 初始化
///
public virtual void Initial(Network network)
{
_network = network;
_paras = _network.GetParas();
this.propertyGridControl1.SelectedObject = _paras;
}
//gl 初始化
private void openGLControl1_OpenGLInitialized(object sender, EventArgs e)
{
OpenGL gl = openGLControl1.OpenGL;
gl.ClearColor(0, 0, 0, 0);
}
//gl 绘制
private void openGLControl1_OpenGLDraw(object sender, RenderEventArgs args)
{
if (!Initialized)
{
return;
}
OpenGL gl = openGLControl1.OpenGL;
gl.Enable(OpenGL.GL_DEPTH_TEST);
//清除深度缓存
gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
// 设置当前矩阵模式,对投影矩阵应用随后的矩阵操作
gl.MatrixMode(OpenGL.GL_PROJECTION);
// 重置当前指定的矩阵为单位矩阵,将当前的用户坐标系的原点移到了屏幕中心
gl.LoadIdentity();
// 创建透视投影变换
gl.Perspective(_paras.Perspective.Fovy, _paras.Perspective.Aspect, _paras.Perspective.Near, _paras.Perspective.Far);
// 设置当前矩阵为模型视图矩阵
gl.MatrixMode(OpenGL.GL_MODELVIEW);
//重置当前指定的矩阵为单位矩阵,将当前的用户坐标系的原点移到了屏幕中心
gl.LoadIdentity();
gl.Translate(_paras.Translation.X, _paras.Translation.Y, _paras.Translation.Z);
gl.Rotate(_paras.Rotation.X, 1, 0, 0);
gl.Rotate(_paras.Rotation.Y, 0, 1, 0);
gl.Rotate(_paras.Rotation.Z, 0, 0, 1);
gl.Color(1.0f, 1.0f, 1.0f);
foreach (var pipe in _network.Pipes)
{
var startPosition = pipe.StartPosition;
var endPosition = pipe.EndPosition;
gl.Begin(OpenGL.GL_LINES);
gl.Vertex(startPosition.X, startPosition.Y, startPosition.Z);//左顶点
gl.Vertex(endPosition.X, endPosition.Y, endPosition.Z);//右顶点
gl.End();
}
gl.LookAt(_paras.LookAt.Eye.X, _paras.LookAt.Eye.Y, _paras.LookAt.Eye.Z,
_paras.LookAt.Center.X, _paras.LookAt.Center.Y, _paras.LookAt.Center.Z,
_paras.LookAt.Up.X, _paras.LookAt.Up.Y, _paras.LookAt.Up.Z);
gl.Flush(); //强制刷新
}
private void openGLControl1_MouseDown(object sender, MouseEventArgs e)
{
HasMouseRightDown(e);
}
private void openGLControl1_MouseMove(object sender, MouseEventArgs e)
{
var hasMouseRightDownMove = MouseRightDownMove(e);
if (hasMouseRightDownMove)
{
this.Invalidate();
}
}
private void openGLControl1_MouseUp(object sender, MouseEventArgs e)
{
var hasMouseRightUp = HasMouseRightUp(e);
if (hasMouseRightUp)
{
this.Invalidate();
}
}
private void openGLControl1_MouseHover(object sender, EventArgs e)
{
}
private void openGLControl1_MouseDoubleClick(object sender, MouseEventArgs e)
{
if (!Initialized)
{
return;
}
if (e.Button == MouseButtons.Left)
{
_paras = _network.GetParas(this.openGLControl1);
this.openGLControl1.Invalidate();
this.propertyGridControl1.SelectedObject = _paras;
this.propertyGridControl1.UpdateRows();
}
}
private void openGLControl1_MouseClick(object sender, MouseEventArgs e)
{
}
private void OpenGLControl1_MouseWheel(object sender, MouseEventArgs e)
{
if (e.Delta > 0)
{
_paras.Perspective.Fovy += 1f;
}
else
{
_paras.Perspective.Fovy -= 1f;
}
this.openGLControl1.Invalidate();
this.propertyGridControl1.UpdateRows();
}
//Resize
private void openGLControl1_Resized(object sender, EventArgs e)
{
if (!Initialized)
{
return;
}
_paras.Perspective.Aspect = (float)this.openGLControl1.Width / (float)this.openGLControl1.Height;
this.propertyGridControl1.UpdateRows();
}
#region 鼠标右键按下拖动
///
/// 当鼠标右键按下时允许拖动
///
[Browsable(true)]
[Description("当鼠标右键按下时允许拖动")]
[DefaultValue(true)]
public bool AllowMoveWhenMouseRightDown
{
get => _allowMoveWhenMouseRightDown;
set => _allowMoveWhenMouseRightDown = value;
}
private bool _allowMoveWhenMouseRightDown = true;
protected bool _hasMouseRightDown = false;//鼠标右键是否按下
protected Point _mouseRightDownMovePoint;//鼠标右键按下移动点
///
/// 判断鼠标右键是否按下
///
protected virtual bool HasMouseRightDown(MouseEventArgs e)
{
if (e.Button == MouseButtons.Right)
{
_hasMouseRightDown = true;
_mouseRightDownMovePoint = e.Location;
return true;
}
return false;
}
///
/// 鼠标右键按下移动
///
protected virtual bool MouseRightDownMove(MouseEventArgs e)
{
if (_hasMouseRightDown)
{
if (this.AllowMoveWhenMouseRightDown)
{
if (this.Initialized)
{
var pt = new PointF(e.X - _mouseRightDownMovePoint.X, e.Y - _mouseRightDownMovePoint.Y);
_paras.Translation.X += pt.X;
_paras.Translation.Y -= pt.Y;
_mouseRightDownMovePoint = e.Location;
return true;
}
}
}
return false;
}
///
/// 判断鼠标左键是否弹起
///
protected virtual bool HasMouseRightUp(MouseEventArgs e)
{
if (_hasMouseRightDown)
{
_hasMouseRightDown = false;
return true;
}
return false;
}
#endregion
}
}