Ejemplo n.º 1
0
        // highlight the selection
        public override void HighlightSelection(MeshGeometry3D meshGeometry, Color selectColor)
        {
            var nDotNo = GetDataNo();

            if (nDotNo == 0)
            {
                return;
            }

            Point mapPt;

            for (var i = 0; i < nDotNo; i++)
            {
                if (m_vertices[i].selected)
                {
                    mapPt = TextureMapping.GetMappingPosition(selectColor, true);
                }
                else
                {
                    mapPt = TextureMapping.GetMappingPosition(m_vertices[i].color, true);
                }
                var nMin = m_vertices[i].nMinI;
                meshGeometry.TextureCoordinates[nMin] = mapPt;
            }
        }
Ejemplo n.º 2
0
        // set this ModelVisual3D object from a array of mesh3D objects
        private void SetModel(ArrayList meshs, Material backMaterial)
        {
            if (meshs == null)
            {
                return;
            }
            var nMeshNo = meshs.Count;

            if (nMeshNo == 0)
            {
                return;
            }

            var triangleMesh = new MeshGeometry3D();
            var nTotalVertNo = 0;

            for (var j = 0; j < nMeshNo; j++)
            {
                var mesh    = (Mesh3D)meshs[j];
                var nVertNo = mesh.GetVertexNo();
                var nTriNo  = mesh.GetTriangleNo();
                if ((nVertNo <= 0) || (nTriNo <= 0))
                {
                    continue;
                }

                var vx = new double[nVertNo];
                var vy = new double[nVertNo];
                var vz = new double[nVertNo];
                for (var i = 0; i < nVertNo; i++)
                {
                    vx[i] = vy[i] = vz[i] = 0;
                }

                // get normal of each vertex
                for (var i = 0; i < nTriNo; i++)
                {
                    var tri = mesh.GetTriangle(i);
                    var vN  = mesh.GetTriangleNormal(i);
                    var n0  = tri.n0;
                    var n1  = tri.n1;
                    var n2  = tri.n2;

                    vx[n0] += vN.X;
                    vy[n0] += vN.Y;
                    vz[n0] += vN.Z;
                    vx[n1] += vN.X;
                    vy[n1] += vN.Y;
                    vz[n1] += vN.Z;
                    vx[n2] += vN.X;
                    vy[n2] += vN.Y;
                    vz[n2] += vN.Z;
                }
                for (var i = 0; i < nVertNo; i++)
                {
                    var length = Math.Sqrt(vx[i] * vx[i] + vy[i] * vy[i] + vz[i] * vz[i]);
                    if (length > 1e-20)
                    {
                        vx[i] /= length;
                        vy[i] /= length;
                        vz[i] /= length;
                    }
                    triangleMesh.Positions.Add(mesh.GetPoint(i));
                    var color = mesh.GetColor(i);
                    var mapPt = m_mapping.GetMappingPosition(color);

                    if (color == Colors.Transparent)
                    {
                        mapPt = TextureMapping.GetMappingPosition(color, false);
                    }

                    //Point mapPt = TextureMapping.GetMappingPosition(color,true);
                    triangleMesh.TextureCoordinates.Add(new Point(mapPt.X, mapPt.Y));
                    triangleMesh.Normals.Add(new Vector3D(vx[i], vy[i], vz[i]));
                }

                for (var i = 0; i < nTriNo; i++)
                {
                    var tri = mesh.GetTriangle(i);
                    var n0  = tri.n0;
                    var n1  = tri.n1;
                    var n2  = tri.n2;

                    triangleMesh.TriangleIndices.Add(nTotalVertNo + n0);
                    triangleMesh.TriangleIndices.Add(nTotalVertNo + n1);
                    triangleMesh.TriangleIndices.Add(nTotalVertNo + n2);
                }
                nTotalVertNo += nVertNo;
            }
            //Material material = new DiffuseMaterial(new SolidColorBrush(Colors.Red));
            Material material = m_mapping.m_material;

            var triangleModel = new GeometryModel3D(triangleMesh, material);

            triangleModel.Transform = new Transform3DGroup();
            if (backMaterial != null)
            {
                triangleModel.BackMaterial = backMaterial;
            }

            Content = triangleModel;
        }