public void AddTriangle2 <AltVertex>(ref List <AltVertex> newVerts, ref List <uint> newIndices, int v1index, ref Vector3 v2, ref Vector3 v3) where AltVertex : struct, IVertex { AltVertex[] triVerts = new AltVertex[3]; triVerts.Initialize(); Vector3 v1Pos = MeshAttr.GetPosition(ref mesh.vertices[v1index]); MeshAttr.SetPosition(ref triVerts[0], ref v1Pos); MeshAttr.SetPosition(ref triVerts[1], ref v2); MeshAttr.SetPosition(ref triVerts[2], ref v3); v1Pos.Normalize(); for (int i = 0; i < 3; i++) { MeshAttr.SetNormal(ref triVerts[i], ref v1Pos); } Vector2 uv0 = new Vector2(0.5f, 1); Vector2 uv1 = new Vector2(0, 0); Vector2 uv2 = new Vector2(1, 0); MeshAttr.SetUV(ref triVerts[0], ref uv0); MeshAttr.SetUV(ref triVerts[1], ref uv1); MeshAttr.SetUV(ref triVerts[2], ref uv2); Vector4 c0 = MeshAttr.GetColor(ref mesh.vertices[v1index]); Vector4 c1 = MeshAttr.GetColor(ref mesh.vertices[v1index]); Vector4 c2 = MeshAttr.GetColor(ref mesh.vertices[v1index]); MeshAttr.SetColor(ref triVerts[0], ref c0); MeshAttr.SetColor(ref triVerts[1], ref c1); MeshAttr.SetColor(ref triVerts[2], ref c2); newVerts[v1index] = triVerts[0]; int index = newVerts.Count; newVerts.Add(triVerts[1]); newVerts.Add(triVerts[2]); newIndices.Add((uint)v1index); newIndices.Add((uint)index++); newIndices.Add((uint)index++); }
public void AddTriangle <AltVertex>(ref List <AltVertex> newVerts, ref List <uint> newIndices, ref Vector3 v1, ref Vector3 v2, ref Vector3 v3, bool isAnticlockwise) where AltVertex : struct, IVertex { AltVertex[] triVerts = new AltVertex[3]; triVerts.Initialize(); MeshAttr.SetPosition(ref triVerts[0], ref v1); MeshAttr.SetPosition(ref triVerts[1], ref v2); MeshAttr.SetPosition(ref triVerts[2], ref v3); Vector3 v1N = v1; v1N.Normalize(); for (int i = 0; i < 3; i++) { MeshAttr.SetNormal(ref triVerts[i], ref v1N); } Vector2 uv0 = new Vector2(0.5f, 1); Vector2 uv1 = new Vector2(0, 0); Vector2 uv2 = new Vector2(1, 0); MeshAttr.SetUV(ref triVerts[0], ref uv0); MeshAttr.SetUV(ref triVerts[1], ref uv1); MeshAttr.SetUV(ref triVerts[2], ref uv2); int index = newVerts.Count; for (int i = 0; i < 3; i++) { newVerts.Add(triVerts[i]); } if (isAnticlockwise) { newIndices.Add((uint)index); newIndices.Add((uint)index + 1); newIndices.Add((uint)index + 2); } else { newIndices.Add((uint)index); newIndices.Add((uint)index + 2); newIndices.Add((uint)index + 1); } }
public void AddNormals() { // TODO Currently assuming that we are using triangles, and have // maximised the vertices. if (mesh.vertices[0].GetType().GetInterface("INormalVertex") != null) { for (int i = 0; i < indices.Length; i += 3) { Vector3 pos1 = MeshAttr.GetPosition(ref mesh.vertices[i]); Vector3 pos2 = MeshAttr.GetPosition(ref mesh.vertices[i + 1]); Vector3 pos3 = MeshAttr.GetPosition(ref mesh.vertices[i + 2]); Vector3 a = pos2 - pos1; Vector3 b = pos3 - pos1; Vector3 normal = Vector3.Cross(a, b); normal.Normalize(); MeshAttr.SetNormal(ref mesh.vertices[i], ref normal); MeshAttr.SetNormal(ref mesh.vertices[i + 1], ref normal); MeshAttr.SetNormal(ref mesh.vertices[i + 2], ref normal); } } }
public void SetNormal(int index, ref Vector3 normal) { MeshAttr.SetNormal(ref vertices[index], ref normal); }