Beispiel #1
0
        /// <summary>
        /// Construct a new Brep solid (preferebaly closed = regular one).
        /// </summary>
        /// <param name="scene">B-rep scene to be modified</param>
        /// <param name="m">Transform matrix (object-space to world-space)</param>
        /// <param name="param">Shape parameters if needed</param>
        /// <returns>Number of generated faces (0 in case of failure)</returns>
        public int AddMesh(SceneBrep scene, Matrix4 m, string param)
        {
            parseParams(param);
            scene.Reserve(10000000);

            curve = Curve.createCurve(level);

            firstCircle(curve.current_vertices[0], curve.current_vertices[1], scene, m);
            int count = 0;

            for (int i = 1; i < curve.current_vertices.Length - 1; i++)
            {
                if (isBent(curve.current_vertices[i - 1], curve.current_vertices[i], curve.current_vertices[i + 1]))
                {
                    count += createBentPipe(scene, m, curve.current_vertices[i - 1], curve.current_vertices[i], curve.current_vertices[i + 1]);
                }
                else
                {
                    Vector3 dif = curve.current_vertices[i] - curve.current_vertices[i - 1];
                    for (int j = 0; j < cdetail; j++)
                    {
                        last_circle[j] = last_circle[j] + dif;
                    }
                }
            }

            int l = curve.current_vertices.Length;

            count += lastCircle(curve.current_vertices[l - 2], curve.current_vertices[l - 1], scene, m);

            return(count);
        }
        /// <summary>
        /// Construct a new Brep solid (preferebaly closed = regular one).
        /// </summary>
        /// <param name="scene">B-rep scene to be modified</param>
        /// <param name="m">Transform matrix (object-space to world-space)</param>
        /// <param name="param">Shape parameters if needed</param>
        /// <returns>Number of generated faces (0 in case of failure)</returns>
        public int AddMesh(SceneBrep scene, Matrix4 m, string param)
        {
            // !!!{{ TODO: put your Mesh-construction code here

            // if there will be large number of new vertices, reserve space for them to save time:
            scene.Reserve(4);

            return(CreateTetrahedron(scene, m, Vector3.Zero, 1.0f));

            // !!!}}
        }
Beispiel #3
0
        /// <summary>
        /// Construct a new Brep solid (preferebaly closed = regular one).
        /// </summary>
        /// <param name="scene">B-rep scene to be modified</param>
        /// <param name="m">Transform matrix (object-space to world-space)</param>
        /// <param name="param">Shape parameters if needed</param>
        /// <returns>Number of generated faces (0 in case of failure)</returns>
        public int AddMesh(SceneBrep scene, Matrix4 m, string param)
        {
            parseParams(param);
            scene.Reserve(10000000);
            Curve c = new Curve(xFreq, yFreq, zFreq, thickness, vertexFreq, circEdgeSize);

            c.GenerateThingsForScene(m);
            c.RenderSceneSimpleTube(scene);
            // c.RenderSceneJustCurve(scene);

            return(c.GeneratedFaces);
        }
Beispiel #4
0
        /// <summary>
        /// Construct a new Brep solid (preferebaly closed = regular one).
        /// </summary>
        /// <param name="scene">B-rep scene to be modified</param>
        /// <param name="m">Transform matrix (object-space to world-space)</param>
        /// <param name="param">Shape parameters if needed</param>
        /// <returns>Number of generated faces (0 in case of failure)</returns>
        public int AddMesh(SceneBrep scene, Matrix4 m, string param)
        {
            // {{ TODO: put your Mesh-construction code here

            parseParams(param);

            // If there will be large number of new vertices, reserve space for them to save time.
            scene.Reserve(segments + 1);

            double t  = 0.0;
            double dt = maxT / segments;
            double s  = 0.0; // for both texture coordinate & color ramp
            double ds = 1.0 / segments;

            int     vPrev = 0;
            Vector3 A;

            for (int i = 0; i <= segments; i++)
            {
                // New vertex's coordinates.
                A.X = (float)(radius * Math.Cos(kx * t + dx));
                A.Y = (float)(radius * Math.Cos(ky * t + dy));
                A.Z = (float)(radius * Math.Cos(kz * t + dz));

                // New vertex.
                int v = scene.AddVertex(Vector3.TransformPosition(A, m));

                // Vertex attributes.
                scene.SetTxtCoord(v, new Vector2((float)s, (float)s));
                System.Drawing.Color c = Raster.Draw.ColorRamp(0.5 * (s + 1.0));
                scene.SetColor(v, new Vector3(c.R / 255.0f, c.G / 255.0f, c.B / 255.0f));

                // New line?
                if (i > 0)
                {
                    scene.AddLine(vPrev, v);
                }

                // Next vertex.
                t    += dt;
                s    += ds;
                vPrev = v;
            }

            // Thick line (for rendering).
            scene.LineWidth = 3.0f;

            return(segments);

            // }}
        }
        private int drawTetrahedron(SceneBrep scene, Matrix4 m, string param)
        {
            segments = 4;
            scene.Reserve(segments + (int)Math.Pow(4, depthParam) + 1);

            /*c.Line(0, 0, 0, c.Height);
             * c.Line(0, c.Height, c.Width, c.Height / 2);
             * c.Line(c.Width, c.Height / 2, 0, 0);
             */
            Vector3 A, B, C, D;
            int     one, two, three, four;

            //float a = 1.0f;
            A.X   = 0;
            A.Y   = 0;
            A.Z   = 0;
            one   = scene.AddVertex(Vector3.TransformPosition(A, m));
            B.X   = 1.0f;
            B.Y   = 1.0f;
            B.Z   = 0;
            two   = scene.AddVertex(Vector3.TransformPosition(B, m));
            C.X   = 0;
            C.Y   = 1.0f;
            C.Z   = 1.0f;
            three = scene.AddVertex(Vector3.TransformPosition(C, m));
            D.X   = 1.0f;
            D.Y   = 0;
            D.Z   = 1.0f;
            four  = scene.AddVertex(Vector3.TransformPosition(D, m));

            scene.AddLine(one, two);
            scene.AddLine(two, three);
            scene.AddLine(three, one);
            scene.AddLine(four, one);
            scene.AddLine(four, two);
            scene.AddLine(four, three);

            drawTetrahedronRecursive(depthParam, scene, m, param, A, B, C, D);

            return(segments + (int)Math.Pow(4, depthParam) + 1);
        }
Beispiel #6
0
        /// <summary>
        /// Construct a new Brep solid (preferebaly closed = regular one).
        /// </summary>
        /// <param name="scene">B-rep scene to be modified</param>
        /// <param name="m">Transform matrix (object-space to world-space)</param>
        /// <param name="param">Shape parameters if needed</param>
        /// <returns>Number of generated faces (0 in case of failure)</returns>
        public int AddMesh(SceneBrep scene, Matrix4 m, string param)
        {
            parseParams(param);

            int elements = 6 + (depth > 0 ? 8 * (int)Math.Pow(3, depth - 1) : 0) + (center ? 1 : 0);

            scene.Reserve(elements);

            int middle = scene.AddVertex(Vector3.TransformPosition(new Vector3(0, 0, 0), m));

            GenerateBaseVertices();
            GenerateSubVertices();

            // Generate int positions
            {
                Queue <Vertex> currentVertices = new Queue <Vertex>(baseVertices);

                while (currentVertices.Count > 0)
                {
                    Vertex currentVertex = currentVertices.Dequeue();
                    currentVertex.Position = scene.AddVertex(Vector3.TransformPosition(currentVertex.Vector3, m));

                    for (int i = 0; i < currentVertex.SubVertices.Count; i++)
                    {
                        currentVertices.Enqueue(currentVertex.SubVertices[i]);
                    }
                }
            }


            if (neighbors)
            {
                Queue <Vertex> currentVertices = new Queue <Vertex>(baseVertices);

                while (currentVertices.Count > 0)
                {
                    Vertex currentVertex = currentVertices.Dequeue();
                    for (int i = 0; i < currentVertex.Neighbors.Count; i++)
                    {
                        scene.AddLine(currentVertex.Position, currentVertex.Neighbors[i].Position);
                    }

                    for (int i = 0; i < currentVertex.SubVertices.Count; i++)
                    {
                        currentVertices.Enqueue(currentVertex.SubVertices[i]);
                    }
                }
            }

            if (center)
            {
                Queue <Vertex> currentVertices = new Queue <Vertex>(baseVertices);

                while (currentVertices.Count > 0)
                {
                    Vertex currentVertex = currentVertices.Dequeue();
                    scene.AddLine(currentVertex.Position, middle);

                    for (int i = 0; i < currentVertex.SubVertices.Count; i++)
                    {
                        currentVertices.Enqueue(currentVertex.SubVertices[i]);
                    }
                }
            }

            scene.LineWidth = 3.0f;

            return(elements);
        }