/// /// This file is part of ILNumerics Community Edition. /// /// ILNumerics Community Edition - high performance computing for applications. /// Copyright (C) 2006 - 2012 Haymo Kutschbach, http://ilnumerics.net /// /// ILNumerics Community Edition is free software: you can redistribute it and/or modify /// it under the terms of the GNU General Public License version 3 as published by /// the Free Software Foundation. /// /// ILNumerics Community Edition is distributed in the hope that it will be useful, /// but WITHOUT ANY WARRANTY; without even the implied warranty of /// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the /// GNU General Public License for more details. /// /// You should have received a copy of the GNU General Public License /// along with ILNumerics Community Edition. See the file License.txt in the root /// of your distribution package. If not, see . /// /// In addition this software uses the following components and/or licenses: /// /// ================================================================================= /// The Open Toolkit Library License /// /// Copyright (c) 2006 - 2009 the Open Toolkit library. /// /// Permission is hereby granted, free of charge, to any person obtaining a copy /// of this software and associated documentation files (the "Software"), to deal /// in the Software without restriction, including without limitation the rights to /// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of /// the Software, and to permit persons to whom the Software is furnished to do /// so, subject to the following conditions: /// /// The above copyright notice and this permission notice shall be included in all /// copies or substantial portions of the Software. /// /// ================================================================================= /// using System; using System.Collections.Generic; using System.Text; using ILNumerics; using ILNumerics.Drawing; using ILNumerics.Drawing.Graphs; using ILNumerics.Drawing.Shapes; using ILNumerics.Drawing.Labeling; using System.Drawing; namespace ILNumerics.Drawing.Plots { /// /// the plot displays a simple colored lit 3D box /// public class ILLitBox3D : ILPlot { #region public enums /// /// enum for all /// public static class QuadIndices { public static readonly int front = 0; public static readonly int right = 1; public static readonly int back = 2; public static readonly int left = 3; public static readonly int top = 4; public static readonly int bottom = 5; } #endregion #region attributes ILLitQuad[] m_quads; ILLineProperties m_lineProperties; Color m_gradColor; Color m_fillColor; Color m_topColor; byte m_opacity = 255; ILWorldLabel m_valLabel; ILShapeLabel m_topLabel; #endregion #region properties /// /// get the opacity for the box or set it /// public byte Opacity { get { return m_opacity; } set { foreach (ILLitQuad s in m_quads) { s.Opacity = value; for (int i = 0; i < s.Vertices.Length; i++) { s.Vertices[i].Alpha = value; } } m_opacity = value; } } /// /// the color used at one corner for each quad to generate a simple gradient effect /// public Color GradientColor { get { return m_gradColor; } set { m_gradColor = value; updateColors(); } } /// /// properties of the edge lines /// public ILLineProperties Edges { get { return m_lineProperties; } } /// /// overall fill color (bottom and lower area of color gradient) /// public Color FillColor { get { return m_fillColor; } set { m_fillColor = value; updateColors(); } } /// /// top color (top and upper area of color gradient) /// public Color TopColor { get { return m_topColor; } set { m_topColor = value; updateColors(); } } /// /// reference to the label which renders the current z-value onto the top area (world coords) /// public ILWorldLabel ValueLabel { get { return m_valLabel; } } /// /// label drawn in screen coords on top of the lit box /// public ILShapeLabel TopLabel { get { return m_topLabel; } } /// /// get reference to the quads, the lit box is assembled out of /// public ILLitQuad[] Quads { get { return m_quads; } } #endregion #region constructor /// /// create new lit 3D box /// /// panel hosting the scene /// minimum coordinates defining the box' dimensions (x,y,z) /// minimum coordinates defining the box' dimensions (x,y,z) /// overall color for the box /// color used to color the top edges of the box public ILLitBox3D(ILPanel panel, ILPoint3Df min, ILPoint3Df max, Color fillColor, Color topColor) : base(panel) { m_lineProperties = new ILLineProperties(); m_lineProperties.Changed += new EventHandler(m_lineProperties_Changed); m_valLabel = new ILWorldLabel(panel); m_valLabel.Text = ""; // (max * 1000).Z.ToString("F3"); ILPoint3Df mi = ILPoint3Df.Min(min, max); ILPoint3Df ma = ILPoint3Df.Max(min, max); m_valLabel.PositionMax = new ILPoint3Df(ma.X,mi.Y,ma.Z); m_valLabel.PositionMin = new ILPoint3Df(mi.X, ma.Y, ma.Z); ; m_topLabel = new ILShapeLabel(panel); m_topLabel.Color = Color.Blue; //m_topLabel.Font = new Font("Arial", 10, FontStyle.Bold); string tval = max.Z.ToString("F2"); m_topLabel.Text = String.Format("{0}",tval); m_topLabel.Anchor = new PointF(0.5f, 1); m_topColor = topColor; #region setup quads m_quads = new ILLitQuad[6]; // front ILLitQuad quad = new ILLitQuad(m_panel); quad.Vertices[0].Position = new ILPoint3Df(min.X, min.Y, min.Z); quad.Vertices[1].Position = new ILPoint3Df(min.X, min.Y, max.Z); quad.Vertices[2].Position = new ILPoint3Df(max.X, min.Y, max.Z); quad.Vertices[3].Position = new ILPoint3Df(max.X, min.Y, min.Z); m_quads[QuadIndices.front] = quad; // right quad = new ILLitQuad(m_panel); quad.Vertices[0].Position = new ILPoint3Df(max.X, min.Y, min.Z); quad.Vertices[1].Position = new ILPoint3Df(max.X, min.Y, max.Z); quad.Vertices[2].Position = new ILPoint3Df(max.X, max.Y, max.Z); quad.Vertices[3].Position = new ILPoint3Df(max.X, max.Y, min.Z); m_quads[QuadIndices.right] = quad; // back quad = new ILLitQuad(m_panel); quad.Vertices[0].Position = new ILPoint3Df(max.X, max.Y, min.Z); quad.Vertices[1].Position = new ILPoint3Df(max.X, max.Y, max.Z); quad.Vertices[2].Position = new ILPoint3Df(min.X, max.Y, max.Z); quad.Vertices[3].Position = new ILPoint3Df(min.X, max.Y, min.Z); m_quads[QuadIndices.back] = quad; // left quad = new ILLitQuad(m_panel); quad.Vertices[0].Position = new ILPoint3Df(min.X, max.Y, min.Z); quad.Vertices[1].Position = new ILPoint3Df(min.X, max.Y, max.Z); quad.Vertices[2].Position = new ILPoint3Df(min.X, min.Y, max.Z); quad.Vertices[3].Position = new ILPoint3Df(min.X, min.Y, min.Z); m_quads[QuadIndices.left] = quad; // top quad = new ILLitQuad(m_panel); quad.Vertices[0].Position = new ILPoint3Df(min.X, min.Y, max.Z); quad.Vertices[1].Position = new ILPoint3Df(max.X, min.Y, max.Z); quad.Vertices[2].Position = new ILPoint3Df(max.X, max.Y, max.Z); quad.Vertices[3].Position = new ILPoint3Df(min.X, max.Y, max.Z); m_quads[QuadIndices.top] = quad; // bottom quad = new ILLitQuad(m_panel); quad.Vertices[0].Position = new ILPoint3Df(min.X, min.Y, min.Z); quad.Vertices[1].Position = new ILPoint3Df(max.X, min.Y, min.Z); quad.Vertices[2].Position = new ILPoint3Df(max.X, max.Y, min.Z); quad.Vertices[3].Position = new ILPoint3Df(min.X, max.Y, min.Z); m_quads[QuadIndices.bottom] = quad; #endregion EventingSuspend(); foreach (ILLitQuad s in m_quads) { s.Label.Text = ""; s.Shading = ShadingStyles.Interpolate; s.Opacity = m_opacity; s.Border.Color = Color.Gray; s.Border.Width = 1; s.Border.Visible = true; s.Border.Antialiasing = false; Add(s); } EventingResume(); m_fillColor = fillColor; updateColors(); } #endregion #region public interface /// /// (internally used) draws the plot /// /// internal override void Draw(ILRenderProperties props) { base.Draw(props); m_valLabel.Draw(props); ILPoint3Df labPos = m_quads[QuadIndices.top].Center; labPos.Z = Math.Max(m_quads[QuadIndices.top].Center.Z,m_quads[QuadIndices.bottom].Center.Z); m_topLabel.Draw(props,labPos); } #endregion #region private helpers /// /// update all quad borders with new settings /// /// /// void m_lineProperties_Changed(object sender, EventArgs e) { foreach (ILLitQuad quad in m_quads) { quad.Border.CopyFrom(m_lineProperties); } } /// /// distribute changed color settings to all quads /// private void updateColors() { SetColorGradient(m_quads[QuadIndices.front], m_fillColor, m_topColor, m_topColor, m_gradColor); SetColorGradient(m_quads[QuadIndices.right], m_fillColor, m_topColor, m_topColor, m_gradColor); SetColorGradient(m_quads[QuadIndices.back], m_fillColor, m_topColor, m_topColor, m_gradColor); SetColorGradient(m_quads[QuadIndices.left], m_fillColor, m_topColor, m_topColor, m_gradColor); SetColorGradient(m_quads[QuadIndices.top], m_topColor, m_topColor, m_topColor, m_topColor); SetColorGradient(m_quads[QuadIndices.bottom], m_topColor, m_topColor, m_topColor, m_topColor); } /// /// color settings helper /// /// quad index /// color 1 /// color 2 /// color 3 /// color 4 private void SetColorGradient( ILLitQuad quad, Color col0, Color col1, Color col2, Color col3) { quad.Vertices[0].Color = col0; quad.Vertices[0].Alpha = m_opacity; quad.Vertices[1].Color = col1; quad.Vertices[1].Alpha = m_opacity; quad.Vertices[2].Color = col2; quad.Vertices[2].Alpha = m_opacity; quad.Vertices[3].Color = col3; quad.Vertices[3].Alpha = m_opacity; } #endregion } }