Beispiel #1
0
        private static GeometryModel3D GetModel_WoodIron_Ring_Band(double ballRadius, double z, System.Windows.Media.Media3D.Material material, TriangleIndexed[] ball, SortedList <string, double> from, SortedList <string, double> to, string prefix)
        {
            const double ENLARGE = 1.04d;

            GeometryModel3D retVal = new GeometryModel3D();

            retVal.Material     = material;
            retVal.BackMaterial = material;

            double bandHeight     = WeaponDNA.GetKeyValue(prefix + "Height", from, to, StaticRandom.NextPercent(ballRadius * .15, .5));
            double bandHeightHalf = bandHeight / 2d;

            // Slice the hull at the top and bottom band z's
            Point3D[] slice1 = Math3D.GetIntersection_Hull_Plane(ball, new Triangle(new Point3D(0, 0, z - bandHeightHalf), new Point3D(1, 0, z - bandHeightHalf), new Point3D(0, 1, z - bandHeightHalf)));
            Point3D[] slice2 = Math3D.GetIntersection_Hull_Plane(ball, new Triangle(new Point3D(0, 0, z + bandHeightHalf), new Point3D(1, 0, z + bandHeightHalf), new Point3D(0, 1, z + bandHeightHalf)));

            // Enlarge those polygons xy, leave z alone
            slice1 = slice1.Select(o => new Point3D(o.X * ENLARGE, o.Y * ENLARGE, o.Z)).ToArray();
            slice2 = slice2.Select(o => new Point3D(o.X * ENLARGE, o.Y * ENLARGE, o.Z)).ToArray();

            // Now turn those two polygons into a 3d hull
            TriangleIndexed[] band = Math3D.GetConvexHull(UtilityCore.Iterate(slice1, slice2).ToArray());

            retVal.Geometry = UtilityWPF.GetMeshFromTriangles(band);

            return(retVal);
        }
Beispiel #2
0
        //TODO: random chance of randomly placing metal fittings on the handle
        private static void GetModel_Rod_Wood(Model3DGroup geometries, WeaponHandleDNA dna, WeaponHandleDNA finalDNA, WeaponMaterialCache materials)
        {
            const double PERCENT = 1;

            Random rand = StaticRandom.GetRandomForThread();
            var    from = dna.KeyValues;
            var    to   = finalDNA.KeyValues;

            GeometryModel3D geometry = new GeometryModel3D();

            #region material

            switch (dna.HandleMaterial)
            {
            case WeaponHandleMaterial.Soft_Wood:
                geometry.Material = materials.Handle_SoftWood;
                break;

            case WeaponHandleMaterial.Hard_Wood:
                geometry.Material = materials.Handle_HardWood;
                break;

            default:
                throw new ApplicationException("Unexpected WeaponHandleMaterial: " + dna.HandleMaterial.ToString());
            }

            geometry.BackMaterial = geometry.Material;

            #endregion

            #region tube

            double maxX1 = WeaponDNA.GetKeyValue("maxX1", from, to, rand.NextDouble(.45, .7));
            double maxX2 = WeaponDNA.GetKeyValue("maxX2", from, to, rand.NextDouble(.45, .7));

            double maxY1 = WeaponDNA.GetKeyValue("maxY1", from, to, rand.NextDouble(.85, 1.05));
            double maxY2 = WeaponDNA.GetKeyValue("maxY2", from, to, rand.NextDouble(.85, 1.05));

            List <TubeRingBase> rings = new List <TubeRingBase>();
            rings.Add(new TubeRingRegularPolygon(0, false, maxX1 * .45, maxY1 * .75, true));
            rings.Add(new TubeRingRegularPolygon(WeaponDNA.GetKeyValue("ring1", from, to, rand.NextPercent(.5, PERCENT)), false, maxX1 * .5, maxY1 * 1, false));
            rings.Add(new TubeRingRegularPolygon(WeaponDNA.GetKeyValue("ring2", from, to, rand.NextPercent(2, PERCENT)), false, maxX1 * .4, maxY1 * .8, false));

            rings.Add(new TubeRingRegularPolygon(WeaponDNA.GetKeyValue("ring3", from, to, rand.NextPercent(5, PERCENT)), false, Math1D.Avg(maxX1, maxX2) * .35, Math1D.Avg(maxY1, maxY2) * .75, false));

            rings.Add(new TubeRingRegularPolygon(WeaponDNA.GetKeyValue("ring4", from, to, rand.NextPercent(5, PERCENT)), false, maxX2 * .4, maxY2 * .8, false));
            rings.Add(new TubeRingRegularPolygon(WeaponDNA.GetKeyValue("ring5", from, to, rand.NextPercent(2, PERCENT)), false, maxX2 * .5, maxY2 * 1, false));
            rings.Add(new TubeRingRegularPolygon(WeaponDNA.GetKeyValue("ring6", from, to, rand.NextPercent(.5, PERCENT)), false, maxX2 * .45, maxY2 * .75, true));

            rings = TubeRingBase.FitNewSize(rings, dna.Radius * Math.Max(maxX1, maxX2), dna.Radius * Math.Max(maxY1, maxY2), dna.Length);                        // multiplying x by maxX, because the rings were defined with x maxing at maxX, and y maxing at 1

            geometry.Geometry = UtilityWPF.GetMultiRingedTube(10, rings, true, true, new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), 90))); // the tube builds along z, but this class wants along x

            #endregion

            geometries.Children.Add(geometry);
        }
Beispiel #3
0
        private static Model3DGroup GetModel_IronSteel(WeaponSpikeBallDNA dna, WeaponSpikeBallDNA finalDNA, WeaponMaterialCache materials)
        {
            Model3DGroup retVal = new Model3DGroup();
            var          from   = dna.KeyValues;
            var          to     = finalDNA.KeyValues;

            double spikeLength = WeaponDNA.GetKeyValue("spikeLen", from, to, dna.Radius * StaticRandom.NextDouble(1.3d, 1.8d));
            double ballRadius  = spikeLength * .6d;

            #region Spikes

            System.Windows.Media.Media3D.Material material = materials.Spike_Steel;     // the property get returns a slightly random color

            GeometryModel3D geometry = new GeometryModel3D();

            geometry.Material     = material;
            geometry.BackMaterial = material;

            double[]          radii     = new double[] { spikeLength, ballRadius *WeaponDNA.GetKeyValue("spikeRadMult", from, to, StaticRandom.NextDouble(.7, .87)) };
            TriangleIndexed[] triangles = UtilityWPF.GetIcosahedron(radii);

            geometry.Geometry = UtilityWPF.GetMeshFromTriangles_IndependentFaces(triangles);

            retVal.Children.Add(geometry);

            #endregion

            #region Ball

            material = materials.Ball_Iron;     // the property get returns a slightly random color

            geometry = new GeometryModel3D();

            geometry.Material     = material;
            geometry.BackMaterial = material;

            triangles = UtilityWPF.GetIcosahedron(ballRadius, 1);

            geometry.Geometry = UtilityWPF.GetMeshFromTriangles_IndependentFaces(triangles);

            retVal.Children.Add(geometry);

            #endregion

            return(retVal);
        }
Beispiel #4
0
        private static Model3DGroup GetModel_Klinth(WeaponSpikeBallDNA dna, WeaponSpikeBallDNA finalDNA, WeaponMaterialCache materials)
        {
            Model3DGroup retVal = new Model3DGroup();

            var from = dna.KeyValues;
            var to   = finalDNA.KeyValues;

            double spikeLength = WeaponDNA.GetKeyValue("spikeLength", from, to, StaticRandom.NextPercent(dna.Radius * 1.1d, .05));
            double ballRadius  = dna.Radius;

            double spikeRadius = WeaponDNA.GetKeyValue("spikeRadius", from, to, StaticRandom.NextPercent(dna.Radius * .2, .1));

            var color = WeaponMaterialCache.GetKlinth(dna.MaterialsForCustomizable);

            finalDNA.MaterialsForCustomizable = color.Item3;

            GeometryModel3D geometry;

            #region Ball

            geometry = new GeometryModel3D();

            geometry.Material     = color.Item1;
            geometry.BackMaterial = color.Item1;

            Icosidodecahedron ball = UtilityWPF.GetIcosidodecahedron(ballRadius);

            geometry.Geometry = UtilityWPF.GetMeshFromTriangles_IndependentFaces(ball.AllTriangles);

            retVal.Children.Add(geometry);

            #endregion

            #region Spikes

            // Put a spike through the center of each pentagon
            foreach (Vector3D spikeLocation in ball.PentagonPolys.Select(o => Math3D.GetCenter(o.Select(p => ball.AllPoints[p]))))
            {
                geometry = new GeometryModel3D();

                geometry.Material     = color.Item2;
                geometry.BackMaterial = color.Item2;

                RotateTransform3D transform = new RotateTransform3D(new QuaternionRotation3D(Math3D.GetRotation(new Vector3D(0, 0, 1), spikeLocation)));       // the tube builds along z

                List <TubeRingBase> rings = new List <TubeRingBase>();

                double spikeLengthMid = spikeLength * .8d;

                rings.Add(new TubeRingRegularPolygon(0, false, spikeRadius, spikeRadius, false));
                rings.Add(new TubeRingRegularPolygon(spikeLengthMid, false, spikeRadius, spikeRadius, false));
                rings.Add(new TubeRingDome(spikeLength - spikeLengthMid, false, 3));

                geometry.Geometry = UtilityWPF.GetMultiRingedTube(9, rings, false, false, transform);

                retVal.Children.Add(geometry);
            }

            #endregion

            return(retVal);
        }
Beispiel #5
0
        private static Model3DGroup GetModel_Composite(WeaponSpikeBallDNA dna, WeaponSpikeBallDNA finalDNA, WeaponMaterialCache materials)
        {
            Model3DGroup retVal = new Model3DGroup();

            Random rand = StaticRandom.GetRandomForThread();

            var from = dna.KeyValues;
            var to   = finalDNA.KeyValues;

            double spikeOrthLength = WeaponDNA.GetKeyValue("spikeOrthLength", from, to, rand.NextPercent(dna.Radius * 1.4d, .1));
            double spikeDiagLength = WeaponDNA.GetKeyValue("spikeDiagLength", from, to, rand.NextPercent(dna.Radius * 1.15d, .05));
            double ballRadius      = dna.Radius;

            double spikeOrthRadius = WeaponDNA.GetKeyValue("spikeOrthRadius", from, to, rand.NextPercent(dna.Radius * .5, .1));
            double spikeDiagRadius = WeaponDNA.GetKeyValue("spikeDiagRadius", from, to, rand.NextPercent(dna.Radius * .5, .1));

            double ballRadiusDepth = ballRadius * .1;       //this is how far the triangle parts of the ball sink in

            var color = WeaponMaterialCache.GetComposite(dna.MaterialsForCustomizable);

            finalDNA.MaterialsForCustomizable = color.Item4;

            GeometryModel3D geometry;

            #region Ball - outer

            geometry = new GeometryModel3D();

            geometry.Material     = color.Item1;
            geometry.BackMaterial = color.Item1;

            Rhombicuboctahedron ball = UtilityWPF.GetRhombicuboctahedron(ballRadius * 2, ballRadius * 2, ballRadius * 2);

            TriangleIndexed[] usedTriangles = UtilityCore.Iterate(
                ball.Squares_Orth.SelectMany(o => o),
                ball.Squares_Diag.SelectMany(o => o),
                GetModel_Composite_SquareSides(ball, ballRadiusDepth * 1.1)       // this builds plates that go toward the center of the ball, because the triangles are indented
                ).ToArray();

            geometry.Geometry = UtilityWPF.GetMeshFromTriangles_IndependentFaces(usedTriangles);

            retVal.Children.Add(geometry);

            #endregion
            #region Ball - inner

            geometry = new GeometryModel3D();

            geometry.Material     = color.Item2;
            geometry.BackMaterial = color.Item2;

            // Use the triangles, but suck them in a bit
            geometry.Geometry = UtilityWPF.GetMeshFromTriangles_IndependentFaces(GetModel_Composite_IndentedTriangles(ball, ballRadiusDepth));

            retVal.Children.Add(geometry);

            #endregion

            #region Spikes

            var spikeLocations = UtilityCore.Iterate(ball.SquarePolys_Orth.Select(o => Tuple.Create(true, o)), ball.SquarePolys_Diag.Select(o => Tuple.Create(false, o))).
                                 Select(o => new { IsOrth = o.Item1, Center = Math3D.GetCenter(o.Item2.Select(p => ball.AllPoints[p])).ToVector() });

            // Put a spike through the center of each square
            foreach (var spikeLocation in spikeLocations)
            {
                geometry = new GeometryModel3D();

                geometry.Material     = color.Item3;
                geometry.BackMaterial = color.Item3;

                RotateTransform3D transform = new RotateTransform3D(new QuaternionRotation3D(Math3D.GetRotation(new Vector3D(0, 0, 1), spikeLocation.Center)));       // the tube builds along z

                List <TubeRingBase> rings = new List <TubeRingBase>();

                double spikeLengthActual = spikeLocation.IsOrth ? spikeOrthLength : spikeDiagLength;
                double spikeRadiusActual = spikeLocation.IsOrth ? spikeOrthRadius : spikeDiagRadius;

                rings.Add(new TubeRingRegularPolygon(0, false, spikeRadiusActual, spikeRadiusActual, false));
                rings.Add(new TubeRingPoint(spikeLengthActual, false));

                geometry.Geometry = UtilityWPF.GetMultiRingedTube(9, rings, true, false, transform);

                retVal.Children.Add(geometry);
            }

            #endregion

            return(retVal);
        }
Beispiel #6
0
        private static Model3DGroup GetModel_WoodIron(WeaponSpikeBallDNA dna, WeaponSpikeBallDNA finalDNA, WeaponMaterialCache materials)
        {
            Model3DGroup retVal = new Model3DGroup();

            Random rand = StaticRandom.GetRandomForThread();
            var    from = dna.KeyValues;
            var    to   = finalDNA.KeyValues;

            double spikeLength = dna.Radius * 1.4d;
            double ballRadius  = dna.Radius * 1d;

            double spikeRadius = dna.Radius * .2;

            #region Ball

            System.Windows.Media.Media3D.Material material = materials.Ball_Wood;     // the property get returns a slightly random color

            GeometryModel3D geometry = new GeometryModel3D();

            geometry.Material     = material;
            geometry.BackMaterial = material;

            // Create a convex hull out of semi evenly distibuted points
            int numHullPoints      = Convert.ToInt32(WeaponDNA.GetKeyValue("numHullPoints", from, to, rand.Next(20, 50)));
            TriangleIndexed[] ball = Math3D.GetConvexHull(Math3D.GetRandomVectors_SphericalShell_EvenDist(numHullPoints, ballRadius, .03, 10).Select(o => o.ToPoint()).ToArray());

            geometry.Geometry = UtilityWPF.GetMeshFromTriangles(ball);

            retVal.Children.Add(geometry);

            #endregion

            // These are placed where the rings are, to push spikes away (so that spikes don't poke through the rings)
            List <Vector3D> staticPoints = new List <Vector3D>();

            #region Rings

            material = materials.Spike_Iron;     // the property get returns a slightly random color

            // 0, 1 or 2 rings.  Higher chance of 0 than 2
            int numRings = Convert.ToInt32(WeaponDNA.GetKeyValue("numRings", from, to, Math.Floor(rand.NextPow(2, 2.3))));

            double[] zs = new double[0];

            switch (numRings)
            {
            case 0:
                break;

            case 1:
                zs = new double[] { WeaponDNA.GetKeyValue("ringZ1", from, to, Math1D.GetNearZeroValue(ballRadius * .75)) };
                break;

            case 2:
                double z1 = WeaponDNA.GetKeyValue("ringZ1", from, to, Math1D.GetNearZeroValue(ballRadius * .75));
                double z2 = 0;

                if (from == null || !from.TryGetValue("ringZ2", out z2))
                {
                    do
                    {
                        z2 = Math1D.GetNearZeroValue(ballRadius * .75);
                    } while (Math.Abs(z1 - z2) < ballRadius * .4);

                    to.Add("ringZ2", z2);
                }

                zs = new double[] { z1, z2 };
                break;

            default:
                throw new ApplicationException("Unexpected number of rings: " + numRings.ToString());
            }

            // Build the rings at the z offsets that were calculated above
            for (int cntr = 0; cntr < zs.Length; cntr++)
            {
                retVal.Children.Add(GetModel_WoodIron_Ring_Band(ballRadius, zs[cntr], material, ball, from, to, "ringZ" + cntr.ToString()));

                // Store points at the rings
                double ringRadiusAvg = Math.Sqrt((ballRadius * ballRadius) - (zs[cntr] * zs[cntr]));
                staticPoints.AddRange(Math2D.GetCircle_Cached(7).Select(o => (o.ToVector() * ringRadiusAvg).ToVector3D(zs[cntr])));
            }

            #endregion

            #region Spikes

            Vector3D[] staticPointsArr = staticPoints.Count == 0 ? null : staticPoints.ToArray();
            double[]   staticRepulse   = staticPoints.Count == 0 ? null : Enumerable.Range(0, staticPoints.Count).Select(o => .005d).ToArray();

            int numSpikes = Convert.ToInt32(WeaponDNA.GetKeyValue("numSpikes", from, to, rand.Next(8, 14)));

            Vector3D[] spikeLocations;
            if (from != null && from.ContainsKey("spikeLoc0X"))
            {
                spikeLocations = new Vector3D[numSpikes];

                for (int cntr = 0; cntr < numSpikes; cntr++)
                {
                    string prefix = "spikeLoc" + cntr.ToString();
                    spikeLocations[cntr] = new Vector3D(to[prefix + "X"], to[prefix + "Y"], to[prefix + "Z"]);
                }
            }
            else
            {
                spikeLocations = Math3D.GetRandomVectors_SphericalShell_EvenDist(numSpikes, ballRadius, .03, 10, null, staticPointsArr, staticRepulse);

                for (int cntr = 0; cntr < numSpikes; cntr++)
                {
                    string prefix = "spikeLoc" + cntr.ToString();
                    to.Add(prefix + "X", spikeLocations[cntr].X);
                    to.Add(prefix + "Y", spikeLocations[cntr].Y);
                    to.Add(prefix + "Z", spikeLocations[cntr].Z);
                }
            }

            for (int cntr = 0; cntr < spikeLocations.Length; cntr++)
            {
                material = materials.Spike_Iron;     // the property get returns a slightly random color

                geometry = new GeometryModel3D();

                geometry.Material     = material;
                geometry.BackMaterial = material;

                RotateTransform3D transform = new RotateTransform3D(new QuaternionRotation3D(Math3D.GetRotation(new Vector3D(0, 0, 1), spikeLocations[cntr])));       // the tube builds along z

                List <TubeRingBase> rings = new List <TubeRingBase>();

                double spikeRadiusA = WeaponDNA.GetKeyValue("spikeRad" + cntr.ToString(), from, to, rand.NextPercent(spikeRadius, .33));

                rings.Add(new TubeRingRegularPolygon(0, false, spikeRadiusA, spikeRadiusA, false));
                rings.Add(new TubeRingPoint(WeaponDNA.GetKeyValue("spikeLen" + cntr.ToString(), from, to, rand.NextDouble(spikeLength * .9, spikeLength * 1.1)), false));

                int  numSegments = Convert.ToInt32(WeaponDNA.GetKeyValue("spikeSegs" + cntr.ToString(), from, to, rand.Next(3, 6)));
                bool isSoft      = Math1D.IsNearZero(WeaponDNA.GetKeyValue("spikeSoft" + cntr.ToString(), from, to, rand.Next(2)));
                geometry.Geometry = UtilityWPF.GetMultiRingedTube(numSegments, rings, isSoft, false, transform);

                retVal.Children.Add(geometry);
            }

            #endregion

            return(retVal);
        }
Beispiel #7
0
        private static void GetModel_Rod_Moon(Model3DGroup geometries, WeaponHandleDNA dna, WeaponHandleDNA finalDNA, WeaponMaterialCache materials)
        {
            const double PERCENT = 1;

            Random rand = StaticRandom.GetRandomForThread();
            var    from = dna.KeyValues;
            var    to   = finalDNA.KeyValues;

            #region shaft

            GeometryModel3D shaft = new GeometryModel3D();

            shaft.Material     = materials.Handle_Moon;
            shaft.BackMaterial = shaft.Material;

            double maxRad1  = WeaponDNA.GetKeyValue("maxRad1", from, to, rand.NextDouble(.7, 1.02));
            double maxRad2  = WeaponDNA.GetKeyValue("maxRad2", from, to, rand.NextDouble(.7, 1.02));
            double maxRad12 = Math.Max(maxRad1, maxRad2);       // this is used in several places

            List <TubeRingBase> rings = new List <TubeRingBase>();

            rings.Add(new TubeRingRegularPolygon(0, false, maxRad1 * .4, maxRad1 * .4, true));
            rings.Add(new TubeRingRegularPolygon(WeaponDNA.GetKeyValue("tube1", from, to, rand.NextPercent(.25, PERCENT)), false, maxRad1 * .8, maxRad1 * .8, false));
            rings.Add(new TubeRingRegularPolygon(WeaponDNA.GetKeyValue("tube2", from, to, rand.NextPercent(.3, PERCENT)), false, maxRad1 * .85, maxRad1 * .85, false));
            rings.Add(new TubeRingRegularPolygon(WeaponDNA.GetKeyValue("tube3", from, to, rand.NextPercent(.75, PERCENT)), false, maxRad1 * .6, maxRad1 * .6, false));

            rings.Add(new TubeRingRegularPolygon(WeaponDNA.GetKeyValue("tube4", from, to, rand.NextPercent(20, PERCENT)), false, maxRad2 * .8, maxRad2 * .8, false));
            rings.Add(new TubeRingRegularPolygon(WeaponDNA.GetKeyValue("tube5", from, to, rand.NextPercent(1, PERCENT)), false, maxRad2 * .9, maxRad2 * .9, false));
            rings.Add(new TubeRingRegularPolygon(WeaponDNA.GetKeyValue("tube6", from, to, rand.NextPercent(1, PERCENT)), false, maxRad2 * 1, maxRad2 * 1, false));
            rings.Add(new TubeRingDome(WeaponDNA.GetKeyValue("tube7", from, to, rand.NextPercent(2.5, PERCENT)), false, 4));

            rings = TubeRingBase.FitNewSize(rings, maxRad12 * dna.Radius, maxRad12 * dna.Radius, dna.Length);

            shaft.Geometry = UtilityWPF.GetMultiRingedTube(10, rings, true, true, new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), -90)));      // the tube builds along z, but this class wants along x

            #endregion

            // Number of gems
            int numIfNew = 0;
            if (rand.NextDouble() > .66d)       // only 33% will get gems
            {
                // Of the handles with gems, only 5% will get 2
                numIfNew = rand.NextDouble() > .95 ? 2 : 1;
            }

            int numGems = Convert.ToInt32(WeaponDNA.GetKeyValue("numGems", from, to, numIfNew));

            if (numGems == 0)
            {
                geometries.Children.Add(shaft);
                return;
            }

            #region gems

            List <double> percents = new List <double>();

            for (int cntr = 0; cntr < numGems; cntr++)
            {
                string keyPrefix = "gem" + cntr.ToString();

                // Get a placement for this gem
                double percentIfNew = 0;
                do
                {
                    percentIfNew = rand.NextDouble(.15, .85);

                    if (percents.Count == 0)
                    {
                        break;
                    }
                } while (percents.Any(o => Math.Abs(percentIfNew - o) < .15));

                double percent = WeaponDNA.GetKeyValue(keyPrefix + "Percent", from, to, percentIfNew);

                percents.Add(percent);

                // Gem
                GeometryModel3D gem = new GeometryModel3D();

                gem.Material     = materials.Handle_MoonGem;
                gem.BackMaterial = gem.Material;

                double width = WeaponDNA.GetKeyValue(keyPrefix + "Width", from, to, rand.NextDouble(maxRad12 * 1d, maxRad12 * 1.4d));

                gem.Geometry = UtilityWPF.GetSphere_LatLon(5, dna.Radius * width);
                Point3D position = new Point3D((dna.Length * percent) - (dna.Length / 2d), 0, 0);
                gem.Transform = new TranslateTransform3D(position.ToVector());

                // Light
                PointLight pointLight = new PointLight(materials.Handle_MoonGemLight, position);
                UtilityWPF.SetAttenuation(pointLight, dna.Radius * 120d, .1d);

                geometries.Children.Add(pointLight);
                geometries.Children.Add(gem);
            }

            // Adding this after so that you don't see the shaft through the gems
            geometries.Children.Add(shaft);

            #endregion
        }
Beispiel #8
0
        private static void GetModel_Rod_Composite(Model3DGroup geometries, WeaponHandleDNA dna, WeaponHandleDNA finalDNA, WeaponMaterialCache materials)
        {
            Random rand = StaticRandom.GetRandomForThread();

            finalDNA.MaterialsForCustomizable = WeaponHandleDNA.GetRandomMaterials_Composite(dna.MaterialsForCustomizable);
            var from = dna.KeyValues;
            var to   = finalDNA.KeyValues;

            double halfLength        = dna.Length / 2d;
            double halfBeamThickness = dna.Radius / 8d;
            double halfCoreThickness = (dna.Radius * .66d) / 2d;
            double washerRadius      = dna.Radius * 1.1;

            double washerThickness1 = WeaponDNA.GetKeyValue("washerThickness1", from, to, dna.Length * rand.NextPercent(.015d, .5d));
            double washerThickness2 = WeaponDNA.GetKeyValue("washerThickness2", from, to, dna.Length * rand.NextPercent(.15d, .5d));
            double washerOffset     = WeaponDNA.GetKeyValue("washerOffset", from, to, rand.NextPercent(.05d, .5d));

            var material = GetModel_Rod_Composite_Material(finalDNA.MaterialsForCustomizable[0]);

            //NOTE: The beam/core dimensions shouldn't be randomized.  This should look like a manufactured, almost mass produced product
            #region beams

            // Beam1
            GeometryModel3D geometry = new GeometryModel3D();

            geometry.Material     = material;
            geometry.BackMaterial = material;

            geometry.Geometry = UtilityWPF.GetCube_IndependentFaces(new Point3D(-halfLength, -dna.Radius, -halfBeamThickness), new Point3D(halfLength, dna.Radius, halfBeamThickness));

            geometries.Children.Add(geometry);

            // Beam2
            geometry = new GeometryModel3D();

            geometry.Material     = material;
            geometry.BackMaterial = material;

            geometry.Geometry = UtilityWPF.GetCube_IndependentFaces(new Point3D(-halfLength, -halfBeamThickness, -dna.Radius), new Point3D(halfLength, halfBeamThickness, dna.Radius));

            geometries.Children.Add(geometry);

            #endregion
            #region core

            material = GetModel_Rod_Composite_Material(finalDNA.MaterialsForCustomizable[1]);

            geometry = new GeometryModel3D();

            geometry.Material     = material;
            geometry.BackMaterial = material;

            geometry.Geometry = UtilityWPF.GetCube_IndependentFaces(new Point3D(-halfLength, -halfCoreThickness, -halfCoreThickness), new Point3D(halfLength, halfCoreThickness, halfCoreThickness));

            geometry.Transform = new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(1, 0, 0), 45));

            geometries.Children.Add(geometry);

            #endregion
            #region washers

            material = GetModel_Rod_Composite_Material(finalDNA.MaterialsForCustomizable[2]);

            var locations = new Tuple <double, double>[]
            {
                Tuple.Create(0d, washerThickness1),
                Tuple.Create(washerOffset, washerThickness1),
                Tuple.Create(.5d, washerThickness2),
                Tuple.Create(1d - washerOffset, washerThickness1),
                Tuple.Create(1d, washerThickness1)
            };

            foreach (var loc in locations)
            {
                geometry = new GeometryModel3D();

                geometry.Material     = material;
                geometry.BackMaterial = material;

                geometry.Geometry = UtilityWPF.GetCylinder_AlongX(8, washerRadius, loc.Item2);

                geometry.Transform = new TranslateTransform3D(-halfLength + (dna.Length * loc.Item1), 0, 0);

                geometries.Children.Add(geometry);
            }

            #endregion
        }
Beispiel #9
0
        private static void GetModel_Rod_Metal(Model3DGroup geometries, WeaponHandleDNA dna, WeaponHandleDNA finalDNA, WeaponMaterialCache materials)
        {
            Random rand = StaticRandom.GetRandomForThread();
            var    from = dna.KeyValues;
            var    to   = finalDNA.KeyValues;

            #region materials

            System.Windows.Media.Media3D.Material material1, material2;

            switch (dna.HandleMaterial)
            {
            case WeaponHandleMaterial.Bronze:
                material1 = materials.Handle_Bronze;           // the property get returns a slightly random color
                material2 = materials.Handle_Bronze;
                break;

            case WeaponHandleMaterial.Iron:
                material1 = materials.Handle_Iron;
                material2 = materials.Handle_Iron;
                break;

            case WeaponHandleMaterial.Steel:
                material1 = materials.Handle_Steel;
                material2 = materials.Handle_Steel;
                break;

            default:
                throw new ApplicationException("Unexpected WeaponHandleMaterial: " + dna.HandleMaterial.ToString());
            }

            #endregion

            #region ends

            double capRadius = dna.Radius * 1.1;

            List <TubeRingBase> rings = new List <TubeRingBase>();
            rings.Add(new TubeRingRegularPolygon(0, false, capRadius * .75, capRadius * .75, true));
            rings.Add(new TubeRingRegularPolygon(capRadius * .2, false, capRadius, capRadius, false));
            rings.Add(new TubeRingRegularPolygon(WeaponDNA.GetKeyValue("capWidth", from, to, capRadius * (1d + rand.NextPow(7d, 2.2d))), false, capRadius, capRadius, false));
            rings.Add(new TubeRingRegularPolygon(capRadius * .8, false, capRadius * .75, capRadius * .75, true));

            double capHeight  = TubeRingBase.GetTotalHeight(rings);
            double halfLength = dna.Length / 2d;
            double halfCap    = capHeight / 2d;

            // Cap 1
            GeometryModel3D geometry = new GeometryModel3D();

            geometry.Material     = material1;
            geometry.BackMaterial = material1;

            Transform3DGroup transform = new Transform3DGroup();
            transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), 90)));      // the tube builds along z, but this class wants along x
            transform.Children.Add(new TranslateTransform3D(-halfLength + halfCap, 0, 0));

            geometry.Geometry = UtilityWPF.GetMultiRingedTube(6, rings, false, true, transform);

            geometries.Children.Add(geometry);

            // Cap 2
            geometry = new GeometryModel3D();

            geometry.Material     = material1;
            geometry.BackMaterial = material1;

            transform = new Transform3DGroup();
            transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), -90)));      // the tube builds along z, but this class wants along x
            transform.Children.Add(new TranslateTransform3D(halfLength - halfCap, 0, 0));

            geometry.Geometry = UtilityWPF.GetMultiRingedTube(6, rings, false, true, transform);

            geometries.Children.Add(geometry);

            #endregion

            #region shaft

            geometry = new GeometryModel3D();

            geometry.Material     = material2;
            geometry.BackMaterial = material2;

            rings = new List <TubeRingBase>();

            rings.Add(new TubeRingRegularPolygon(0, false, dna.Radius * .8, dna.Radius * .8, true));
            rings.Add(new TubeRingRegularPolygon(dna.Length - capHeight, false, dna.Radius * .8, dna.Radius * .8, true));

            transform = new Transform3DGroup();
            transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), 90)));      // the tube builds along z, but this class wants along x
            transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(1, 0, 0), 45)));      // make the bar impact along the edge instead of the flat part

            geometry.Geometry = UtilityWPF.GetMultiRingedTube(4, rings, false, true, transform);

            geometries.Children.Add(geometry);

            #endregion
        }
Beispiel #10
0
        private static AxeSecondProps GetModel_Second_Props(SortedList <string, double> from, SortedList <string, double> to, bool hasBeard)
        {
            AxeSecondProps retVal = new AxeSecondProps();

            Random rand = StaticRandom.GetRandomForThread();

            #region Points

            // Edge
            retVal.EndTR = new Point3D(2, -1.1, 0) + WeaponDNA.GetKeyValue_Vector("EndTR", from, to, Math3D.GetRandomVector_Circular(.25));
            retVal.EndBR = new Point3D(1.3, 1.8, 0) + WeaponDNA.GetKeyValue_Vector("EndBR", from, to, Math3D.GetRandomVector_Circular(.25));

            // Left
            retVal.EndTL   = new Point3D(-1.5, -1, 0);
            retVal.EndBL_1 = new Point3D(-1.5, .5, 0);

            if (hasBeard)
            {
                // Put an extra point along the bottom (left of this is that circle cutout)
                retVal.EndBL_2 = retVal.EndBL_1;        // 2 is now the last point
                retVal.EndBL_1 = new Point3D(.3, 1.2, 0) + WeaponDNA.GetKeyValue_Vector("EndBL_1", from, to, Math3D.GetRandomVector_Circular(.25));
            }
            else
            {
                retVal.EndBL_2 = null;
            }

            if (retVal.EndBL_2 != null && WeaponDNA.GetKeyValue_Bool("shouldExtendBeard", from, to, rand.NextBool()))
            {
                // Extend the beard
                retVal.EndBR   += new Vector3D(0, WeaponDNA.GetKeyValue("extendBR", from, to, rand.NextDouble(.25, 2.2)), 0);
                retVal.EndBL_1 += new Vector3D(0, WeaponDNA.GetKeyValue("extendBL", from, to, rand.NextDouble(.25, 1.8)), 0);
            }

            double maxY = retVal.EndBR.Y - .25;

            if (retVal.EndBL_2 != null && retVal.EndBL_1.Y > maxY)
            {
                retVal.EndBL_1 = new Point3D(retVal.EndBL_1.X, maxY, retVal.EndBL_1.Z);       // can't let the middle point get lower, because the 3D would look wrong)
            }

            #endregion

            #region Curve Controls

            retVal.EdgeAngleT   = WeaponDNA.GetKeyValue("EdgeAngleT", from, to, rand.NextPercent(15, .25));
            retVal.EdgePercentT = WeaponDNA.GetKeyValue("EdgePercentT", from, to, rand.NextPercent(.3, .25));

            retVal.EdgeAngleB   = WeaponDNA.GetKeyValue("EdgeAngleB", from, to, rand.NextPercent(15, .25));
            retVal.EdgePercentB = WeaponDNA.GetKeyValue("EdgePercentB", from, to, rand.NextPercent(.3, .25));

            // Only used if EndBL_2 is null
            retVal.B1AngleR   = WeaponDNA.GetKeyValue("B1AngleR", from, to, rand.NextPercent(10, .25));
            retVal.B1PercentR = WeaponDNA.GetKeyValue("B1PercentR", from, to, rand.NextPercent(.5, .25));

            retVal.B1AngleL   = WeaponDNA.GetKeyValue("B1AngleL", from, to, rand.NextPercent(10, .25));
            retVal.B1PercentL = WeaponDNA.GetKeyValue("B1PercentL", from, to, rand.NextPercent(.33, .25));

            // Only used if EndBL_2 is populated
            retVal.B2AngleR   = WeaponDNA.GetKeyValue("B2AngleR", from, to, rand.NextDouble(40, 80));
            retVal.B2PercentR = WeaponDNA.GetKeyValue("B2PercentR", from, to, rand.NextPercent(.6, .25));

            retVal.B2AngleL   = WeaponDNA.GetKeyValue("B2AngleL", from, to, rand.NextDouble(40, 80));
            retVal.B2PercentL = WeaponDNA.GetKeyValue("B2PercentL", from, to, rand.NextPercent(.4, .25));

            #endregion

            return(retVal);
        }
Beispiel #11
0
        // Second design
        private static Model3DGroup GetModel_Second(WeaponAxeDNA dna, WeaponAxeDNA finalDNA, WeaponMaterialCache materials, bool hasBeard)
        {
            Model3DGroup retVal = new Model3DGroup();
            var          from   = dna.KeyValues;
            var          to     = finalDNA.KeyValues;

            // Define the curves
            AxeSecondProps arg = GetModel_Second_Props(from, to, hasBeard);

            BezierSegment3D[][] segmentSets = GetModel_Second_Curves(arg);

            //TODO: Use WeaponMaterialCache
            MaterialGroup materialMiddle = new MaterialGroup();

            materialMiddle.Children.Add(new DiffuseMaterial(new SolidColorBrush(Colors.DimGray)));
            Color derivedColor = UtilityWPF.AlphaBlend(Colors.DimGray, Colors.White, .8d);

            materialMiddle.Children.Add(new SpecularMaterial(new SolidColorBrush(Color.FromArgb(128, derivedColor.R, derivedColor.G, derivedColor.B)), 2d));

            MaterialGroup materialEdge = new MaterialGroup();

            materialEdge.Children.Add(new DiffuseMaterial(new SolidColorBrush(Colors.GhostWhite)));
            materialEdge.Children.Add(new SpecularMaterial(new SolidColorBrush(UtilityWPF.AlphaBlend(Colors.GhostWhite, Colors.White, .5d)), 5d));

            #region Axe Blade (right)

            Model3D model = GetModel_Second_Axe(segmentSets, materialMiddle, materialEdge);

            double scale = dna.SizeSingle / (((arg.EndBL_2 ?? arg.EndBL_1).Y - arg.EndTL.Y) * 2);

            Transform3DGroup transform = new Transform3DGroup();
            transform.Children.Add(new TranslateTransform3D(-arg.EndTL.X, 0, 0));
            transform.Children.Add(new ScaleTransform3D(scale, scale, scale));

            model.Transform = transform;
            retVal.Children.Add(model);

            #endregion

            if (dna.Sides == WeaponAxeSides.Double)
            {
                #region Axe Blade (left)

                model = GetModel_Second_Axe(segmentSets, materialMiddle, materialEdge);

                transform = new Transform3DGroup();
                transform.Children.Add(new TranslateTransform3D(-arg.EndTL.X, 0, 0));
                transform.Children.Add(new RotateTransform3D(new AxisAngleRotation3D(new Vector3D(0, 1, 0), 180)));
                transform.Children.Add(new ScaleTransform3D(scale, scale, scale));

                model.Transform = transform;

                retVal.Children.Add(model);

                #endregion
            }

            Point3D topLeft    = segmentSets[2][0].EndPoint0;
            Point3D bottomLeft = segmentSets[2][segmentSets[2].Length - 1].EndPoint1;
            double  z          = Math.Abs(segmentSets[0][0].EndPoint0.Z);

            if (dna.Sides == WeaponAxeSides.Single_BackSpike)
            {
                // Spike
                retVal.Children.Add(GetAxeSpike(z * .9, Math.Abs(topLeft.Y - bottomLeft.Y) * WeaponDNA.GetKeyValue("spikeLength", from, to, StaticRandom.NextDouble(.9, 1.4)), scale, -.2, materialMiddle, materialEdge));
            }

            if (dna.Sides != WeaponAxeSides.Double)     // double centerfilled is the only case that shouldn't have a collar
            {
                // Collar
                retVal.Children.Add(GetAxeCylinder(z * 1.33, Math.Abs(topLeft.Y - bottomLeft.Y) * 1.15, scale, -.2, materialMiddle));
            }

            return(retVal);
        }
Beispiel #12
0
        private static AxeSymetricalProps GetModel_Symetrical_Props(SortedList <string, double> from, SortedList <string, double> to)
        {
            AxeSymetricalProps retVal = new AxeSymetricalProps();

            Random rand = StaticRandom.GetRandomForThread();

            // Center Filled
            retVal.isCenterFilled = WeaponDNA.GetKeyValue_Bool("isCenterFilled", from, to, rand.NextBool());

            // Edge
            retVal.edgeAngle   = WeaponDNA.GetKeyValue("edgeAngle", from, to, rand.NextPercent(45, 1));
            retVal.edgePercent = WeaponDNA.GetKeyValue("edgePercent", from, to, rand.NextPercent(.33, .75));

            // Left
            retVal.leftAway = WeaponDNA.GetKeyValue_Bool("leftAway", from, to, rand.NextBool());

            if (retVal.leftAway)
            {
                retVal.leftAngle   = WeaponDNA.GetKeyValue("leftAngle", from, to, rand.NextDouble(0, 15));
                retVal.leftPercent = WeaponDNA.GetKeyValue("leftPercent", from, to, rand.NextPercent(.25, .5));
            }
            else
            {
                retVal.leftAngle   = WeaponDNA.GetKeyValue("leftAngle", from, to, rand.NextPercent(20, .5));
                retVal.leftPercent = WeaponDNA.GetKeyValue("leftPercent", from, to, rand.NextPercent(.25, .75));
            }

            // Right
            retVal.rightAway = retVal.leftAway ? true : WeaponDNA.GetKeyValue_Bool("rightAway", from, to, rand.NextBool());        // it looks like a vase when left is away, and right is toward

            if (retVal.rightAway)
            {
                retVal.rightAngle   = WeaponDNA.GetKeyValue("rightAngle", from, to, rand.NextDouble(0, 15));
                retVal.rightPercent = WeaponDNA.GetKeyValue("rightPercent", from, to, rand.NextPercent(.25, .5));
            }
            else
            {
                retVal.rightAngle   = WeaponDNA.GetKeyValue("rightAngle", from, to, rand.NextPercent(20, .75));
                retVal.rightPercent = WeaponDNA.GetKeyValue("rightPercent", from, to, rand.NextPercent(.25, .75));
            }

            // Points
            retVal.leftX = -WeaponDNA.GetKeyValue("leftX", from, to, rand.NextDouble(1, 3));
            if (retVal.leftAway)
            {
                retVal.leftY = WeaponDNA.GetKeyValue("leftY", from, to, rand.NextDouble(2, 2.5));
            }
            else
            {
                retVal.leftY = WeaponDNA.GetKeyValue("leftY", from, to, rand.NextDouble(1.25, 2.5));
            }

            retVal.rightX = 2;
            retVal.rightY = 3.4;

            // Z
            retVal.Scale1X = WeaponDNA.GetKeyValue("Scale1X", from, to, rand.NextDouble(.6, .8));
            retVal.Scale1Y = WeaponDNA.GetKeyValue("Scale1Y", from, to, rand.NextDouble(.8, .95));
            retVal.Z1      = WeaponDNA.GetKeyValue("Z1", from, to, rand.NextPercent(.2, .5));

            retVal.Scale2X = WeaponDNA.GetKeyValue("Scale2X", from, to, rand.NextPercent(.4, .25));
            retVal.Scale2Y = WeaponDNA.GetKeyValue("Scale2Y", from, to, rand.NextPercent(.4, .25));
            retVal.Z2L     = WeaponDNA.GetKeyValue("Z2L", from, to, rand.NextPercent(.55, .25));
            retVal.Z2R     = WeaponDNA.GetKeyValue("Z2R", from, to, rand.NextPercent(.33, .25));

            return(retVal);
        }