Beispiel #1
0
        private void Timer_Tick()
        {
            ++counter;
            counter %= 128;
            if (DynamicTexture)
            {
                Vector2Collection texture = null;
                if (!AnimateUVOffset)
                {
                    texture = new Vector2Collection(Model.TextureCoordinates);
                    var t0 = texture[0];
                    for (int i = 1; i < texture.Count; ++i)
                    {
                        texture[i - 1] = texture[i];
                    }
                    texture[texture.Count - 1] = t0;
                }

                context.Send((o) =>
                {
                    if (!AnimateUVOffset)
                    {
                        Model.TextureCoordinates = texture;
                        if (ReverseInnerRotation)
                        {
                            var texture1 = new Vector2Collection(texture);
                            texture1.Reverse();
                            InnerModel.TextureCoordinates = texture1;
                        }
                        else
                        {
                            InnerModel.TextureCoordinates = texture;
                        }
                    }
                    else
                    {
                        ModelMaterial.UVTransform = new UVTransform(0, Vector2.One,
                                                                    ModelMaterial.UVTransform.Translation + new Vector2(0.005f, -0.01f));
                        InnerModelMaterial.UVTransform = new UVTransform(0, Vector2.One,
                                                                         InnerModelMaterial.UVTransform.Translation + new Vector2(-0.01f, 0.005f));
                    }
                }, null);
            }
            if (DynamicVertices)
            {
                var positions = new Vector3Collection(initialPosition);
                for (int i = 0; i < positions.Count; ++i)
                {
                    var off = (float)Math.Sin(Math.PI * (float)(counter + i) / 64);
                    var p   = positions[i];
                    p           *= 0.8f + off * 0.2f;
                    positions[i] = p;
                }
                var linePositions = new Vector3Collection(positions);
                linePositions.Add(Vector3.Zero);
                //var normals =  MeshGeometryHelper.CalculateNormals(positions, initialIndicies);
                //var innerNormals =  new Vector3Collection(normals.Select(x => { return x * -1; }));
                context.Send((o) =>
                {
                    //Model.Normals = normals;
                    //InnerModel.Normals = innerNormals;
                    //Model.Positions = positions;
                    //InnerModel.Positions = positions;
                    PointModel.Positions = positions;
                    LineModel.Positions  = linePositions;
                }, null);
            }
            if (DynamicTriangles)
            {
                var indices = new IntCollection(initialIndicies);
                if (isRemoving)
                {
                    removedIndex += 3 * 8;
                    if (removedIndex >= initialIndicies.Count)
                    {
                        removedIndex = initialIndicies.Count;
                        isRemoving   = false;
                    }
                }
                else
                {
                    removedIndex -= 3 * 8;
                    if (removedIndex <= 0)
                    {
                        isRemoving   = true;
                        removedIndex = 0;
                    }
                }
                indices.RemoveRange(0, removedIndex);
                context.Send((o) =>
                {
                    Model.Indices      = indices;
                    InnerModel.Indices = indices;
                }, null);
            }
            if (DynamicTexture)
            {
                var colors = new Color4Collection(PointModel.Colors);
                for (int k = 0; k < 10; ++k)
                {
                    var c = colors[colors.Count - 1];
                    for (int i = colors.Count - 1; i > 0; --i)
                    {
                        colors[i] = colors[i - 1];
                    }
                    colors[0] = c;
                }
                var lineColors = new Color4Collection(LineModel.Colors);
                for (int k = 0; k < 10; ++k)
                {
                    var c = lineColors[colors.Count - 2];
                    for (int i = lineColors.Count - 2; i > 0; --i)
                    {
                        lineColors[i] = lineColors[i - 1];
                    }
                    lineColors[0] = c;
                }
                context.Send((o) =>
                {
                    PointModel.Colors = colors;
                    LineModel.Colors  = lineColors;
                }, null);
            }
        }
Beispiel #2
0
 private void Timer_Tick(object sender, EventArgs e)
 {
     if (DynamicTexture)
     {
         var texture = new Vector2Collection(Model.TextureCoordinates);
         for (int i = 1; i < Model.TextureCoordinates.Count; ++i)
         {
             texture[i - 1] = Model.TextureCoordinates[i];
         }
         texture[texture.Count - 1] = Model.TextureCoordinates[0];
         Model.TextureCoordinates   = texture;
         if (ReverseInnerRotation)
         {
             var texture1 = new Vector2Collection(texture);
             texture1.Reverse();
             InnerModel.TextureCoordinates = texture1;
         }
         else
         {
             InnerModel.TextureCoordinates = texture;
         }
     }
     if (DynamicVertices)
     {
         var positions = new Vector3Collection(initialPosition);
         for (int i = 0; i < positions.Count; ++i)
         {
             positions[i] = positions[i] * (float)rnd.Next(95, 105) / 100;
         }
         Model.Normals        = MeshGeometryHelper.CalculateNormals(positions, Model.Indices);
         InnerModel.Normals   = new Vector3Collection(Model.Normals.Select(x => { return(x * -1); }));
         Model.Positions      = positions;
         InnerModel.Positions = positions;
         //Alternative implementation
         //Floor.DisablePropertyChangedEvent = true;
         //Floor.Positions = positions;
         //Floor.CalculateNormals();
         //Floor.DisablePropertyChangedEvent = false;
         //Floor.UpdateVertex();
     }
     if (DynamicTriangles)
     {
         var indices = new IntCollection(initialIndicies);
         if (isRemoving)
         {
             removedIndex += 3 * 8;
             if (removedIndex >= initialIndicies.Count)
             {
                 removedIndex = initialIndicies.Count;
                 isRemoving   = false;
             }
         }
         else
         {
             removedIndex -= 3 * 8;
             if (removedIndex <= 0)
             {
                 isRemoving   = true;
                 removedIndex = 0;
             }
         }
         indices.RemoveRange(0, removedIndex);
         Model.Indices      = indices;
         InnerModel.Indices = indices;
     }
 }