Beispiel #1
0
 public virtual void ApplySpaceWarp(SpaceWarp warp)
 {
     foreach (Vertex v in vertices)
     {
         v.p = warp.Evaluate(v.p);
     }
 }
 public override void ApplySpaceWarp(SpaceWarp warp)
 {
     base.ApplySpaceWarp(warp);
     foreach (SurfaceComponentGeometry surfaceComponent in surfaceComponents.Values)
     {
         surfaceComponent.ApplySpaceWarp(warp);
     }
 }
Beispiel #3
0
 public override void ApplySpaceWarp(SpaceWarp warp)
 {
     foreach (Halfedge e in new List <Halfedge>(normals.Keys))
     {
         normals[e] = warp.EvaluateNormal(e.vertex.p, normals[e]);
     }
     foreach (Halfedge e in new List <Halfedge>(tangents.Keys))
     {
         tangents[e] = warp.EvaluateTangent(e.vertex.p, tangents[e]);
     }
     base.ApplySpaceWarp(warp);
 }
    public static SurfaceComponentGeometry CreateSphereSideGeometry(
        float radius, float angleTop, float angleBottom, int segmentP, int segmentH, float cutAngle = 0, int surfaceGroup = 0, RenderGeometry.FaceType faceType = RenderGeometry.FaceType.Smooth)
    {
        SurfaceComponentGeometry geometry = CreatePlaneGeometry(1, 1, segmentH, segmentP, 1, faceType);

        SpaceWarp warp = new SpaceWarp(
            $" th={angleTop}+(x+0.5)*{angleBottom - angleTop}",
            $" phi=(z+0.5)*(2*PI-{cutAngle})",
            $" X={radius}*sin(th)*cos(phi)",
            $" Y={radius}*cos(th)",
            $" Z={radius}*sin(th)*sin(phi)");

        geometry.ApplySpaceWarp(warp);
        return(geometry);
    }
    public static SurfaceComponentGeometry CreateConeSideGeometry(
        float radiusBottom, float radiusTop, float height, int segmentP, int segmentH, float cutAngle = 0, bool flipped = false, int surfaceGroup = 0, RenderGeometry.FaceType faceType = RenderGeometry.FaceType.Smooth)
    {
        SurfaceComponentGeometry geometry = CreatePlaneGeometry(1, 1, segmentH, segmentP, 1, faceType);

        SpaceWarp warp = new SpaceWarp(
            $" phi=(z+0.5)*(2*PI-{cutAngle})",
            $" r={(radiusBottom + radiusTop) / 2}+x*{radiusBottom - radiusTop}",
            $" X=r*cos(phi)",
            $" Y={(flipped ? height : -height)}*x",
            $" Z=r*sin(phi)");

        geometry.ApplySpaceWarp(warp);
        return(geometry);
    }
    public static RenderGeometry CreateConeGeometry(float radius, float height, int segmentP, int segmentH, bool smoothH, bool smoothV, float cutTop = 0, float cutAngle = 0)
    {
        if (cutTop == 0)
        {
            StructureGeometry       structure = new StructureGeometry();
            RenderGeometry.FaceType faceType  = GetFaceType(smoothH, smoothV);

            SurfaceComponentGeometry coneCap = SurfaceComponentGeometries.CreateConeCapGeometry(radius, height, segmentP, segmentH, cutAngle, 1, faceType);
            if (cutAngle == 0)
            {
                SurfaceComponentGeometry bottom = SurfaceComponentGeometries.CreateRegularPolygonGeometry(radius, segmentP, 2);
                bottom.ApplyRotation(Quaternion.AngleAxis(180, Vector3.right));

                Vertex corner = structure.CreateVertex();
                structure.CreateFace(coneCap, false, corner);
                structure.CreateFace(bottom, false, corner);
            }
            else
            {
                SurfaceComponentGeometry bottom = SurfaceComponentGeometries.CreateFanCapGeometry(radius, segmentP, 1, cutAngle, 2);
                SurfaceComponentGeometry wall1  = SurfaceComponentGeometries.CreateTriangleGeometry(1, 1, 0, segmentH, true, 3);
                SurfaceComponentGeometry wall2  = SurfaceComponentGeometries.CreateTriangleGeometry(1, 1, 0, segmentH, true, 4);

                Vertex cornerUp    = structure.CreateVertex(new Vector3(0, height, 0));
                Vertex cornerDownC = structure.CreateVertex(Vector3.zero);
                Vertex cornerDown1 = structure.CreateVertex(new Vector3(radius * Mathf.Cos(cutAngle), 0, -radius * Mathf.Sin(cutAngle)));
                Vertex cornerDown2 = structure.CreateVertex(new Vector3(radius, 0, 0));

                structure.CreateFace(coneCap, true, cornerDown1, cornerDown2, cornerUp);
                structure.CreateFace(bottom, true, cornerDown2, cornerDown1, cornerDownC);
                structure.CreateFace(wall1, true, cornerDown1, cornerUp, cornerDownC);
                structure.CreateFace(wall2, true, cornerDownC, cornerUp, cornerDown2);
            }
            return(structure.Build());
        }
        else
        {
            RenderGeometry geometry = CreateCylinderGeometry(radius, height, segmentP, segmentH, smoothH, smoothV, cutAngle);
            geometry.ApplyOffset(Vector3.up * (height / 2));

            float     shrinkCoeff = (1 - cutTop) / height;
            SpaceWarp warp        = new SpaceWarp($"x*(1-y*{shrinkCoeff})", "y", $"z*(1-y*{shrinkCoeff})");
            geometry.ApplySpaceWarp(warp);
            return(geometry);
        }
    }
    public static RenderGeometry CreateSpringGeometry(float ringRadius, float barRadius, float heightPerCycle, int segmentPerCycle, int segmentBar, bool smoothH, bool smoothV, float angle = 0, float deltaAngle = 0)
    {
        StructureGeometry structure = new StructureGeometry();

        RenderGeometry.FaceType faceType = GetFaceType(smoothH, smoothV);
        float heightPerRad = heightPerCycle / (2 * Mathf.PI);
        float slope        = heightPerRad / ringRadius;
        float scaleH       = Mathf.Sqrt(1 + slope * slope);
        int   segmentRing  = Mathf.CeilToInt(segmentPerCycle * angle / (2 * Mathf.PI) - 1e-6f);

        SurfaceComponentGeometry face = SurfaceComponentGeometries.CreatePlaneGeometry(1, 1, segmentBar, segmentRing, 1, faceType);

        var warp = new SpaceWarp(
            $" a1=(z+0.5)*{angle}",
            $" a2={deltaAngle}-x*(2*PI)",
            $" r={ringRadius}+{barRadius}*cos(a2)",
            $" X=r*cos(a1)",
            $" Y={scaleH}*{barRadius}*sin(a2)+a1*{heightPerRad}",
            $" Z=r*sin(a1)"
            );

        face.ApplySpaceWarp(warp);

        SurfaceComponentGeometry cap1 = SurfaceComponentGeometries.CreateRegularPolygonGeometry(barRadius, segmentBar, 2);
        SurfaceComponentGeometry cap2 = SurfaceComponentGeometries.CreateRegularPolygonGeometry(barRadius, segmentBar, 2);

        cap1.ApplyLinearTransform(
            Matrix4x4.Translate(Vector3.right * ringRadius) *
            Matrix4x4.Scale(new Vector3(1, scaleH, 1)) *
            Matrix4x4.Rotate(Quaternion.LookRotation(Vector3.down, Vector3.back) * Quaternion.AngleAxis(-deltaAngle * Mathf.Rad2Deg, Vector3.up)));
        cap2.ApplyLinearTransform(
            Matrix4x4.Translate(new Vector3(ringRadius * Mathf.Cos(angle), heightPerRad * angle, ringRadius * Mathf.Sin(angle))) *
            Matrix4x4.Scale(new Vector3(1, scaleH, 1)) *
            Matrix4x4.Rotate(Quaternion.LookRotation(Vector3.up, Quaternion.AngleAxis(angle * Mathf.Rad2Deg, Vector3.down) * Vector3.forward) * Quaternion.AngleAxis(deltaAngle * Mathf.Rad2Deg, Vector3.up)));

        Vertex corner1 = structure.CreateVertex();
        Vertex corner2 = structure.CreateVertex();

        structure.CreateFace(face, false, corner1, corner2, corner2, corner1);
        structure.CreateFace(cap1, false, corner1);
        structure.CreateFace(cap2, false, corner2);
        return(structure.Build());
    }
    public static RenderGeometry CreateTorusGeometry(float ringRadius, float barRadius, int segmentRing, int segmentBar, bool smoothH, bool smoothV, float cutAngle = 0, float deltaAngle = 0)
    {
        StructureGeometry structure = new StructureGeometry();

        RenderGeometry.FaceType faceType = GetFaceType(smoothH, smoothV);

        SurfaceComponentGeometry face = SurfaceComponentGeometries.CreatePlaneGeometry(1, 1, segmentBar, segmentRing, 1, faceType);

        var warp = new SpaceWarp(
            $" a1=(z+0.5)*(2*PI-{cutAngle})",
            $" a2={deltaAngle}-x*(2*PI)",
            $" r={ringRadius}+{barRadius}*cos(a2)",
            $" X=r*cos(a1)",
            $" Y={barRadius}*sin(a2)",
            $" Z=r*sin(a1)"
            );

        face.ApplySpaceWarp(warp);

        if (cutAngle == 0)
        {
            Vertex corner = structure.CreateVertex();
            structure.CreateFace(face, false, corner, corner, corner, corner);
        }
        else
        {
            SurfaceComponentGeometry cap1 = SurfaceComponentGeometries.CreateRegularPolygonGeometry(barRadius, segmentBar, 2);
            SurfaceComponentGeometry cap2 = SurfaceComponentGeometries.CreateRegularPolygonGeometry(barRadius, segmentBar, 2);
            cap1.ApplyRotation(Quaternion.LookRotation(Vector3.down, Vector3.back) * Quaternion.AngleAxis(-deltaAngle, Vector3.up));
            cap1.ApplyOffset(Vector3.right * ringRadius);
            cap2.ApplyRotation(Quaternion.LookRotation(Vector3.up, Quaternion.AngleAxis(cutAngle * Mathf.Rad2Deg, Vector3.up) * Vector3.forward) * Quaternion.AngleAxis(deltaAngle * Mathf.Rad2Deg, Vector3.up));
            cap2.ApplyOffset(new Vector3(ringRadius * Mathf.Cos(cutAngle), 0, -ringRadius * Mathf.Sin(cutAngle)));

            Vertex corner1 = structure.CreateVertex();
            Vertex corner2 = structure.CreateVertex();
            structure.CreateFace(face, false, corner1, corner2, corner2, corner1);
            structure.CreateFace(cap1, false, corner1);
            structure.CreateFace(cap2, false, corner2);
        }
        return(structure.Build());
    }