Ejemplo n.º 1
0
 /// <summary>
 /// The general case: smooth or faceted and any colouring scheme
 /// </summary>
 protected unsafe void UpdateVertsAndIndsGeneral(bool updateVerticesOnly, bool oneSided)
 {
     Vector3[] tempVertexPositions;
     Vector3[] tempVertexNormals;
     int index = 0;
     Point3D worldPoint;
     int numVertices;
     numVertices = 6 * (lengthU - 1) * (lengthV - 1);
     if (vertices.Length != numVertices) vertices = new VertexPositionNormalColor[numVertices];
     // First, obtain all vertices in World space 
     tempVertexPositions = new Vector3[lengthU * lengthV];
     tempVertexNormals = new Vector3[lengthU * lengthV];
     MatrixTransform3D modelToWorld = ModelToWorld;
     for (int v = 0; v < lengthV; v++)
     {
         for (int u = 0; u < lengthU; u++)
         {
             worldPoint = modelToWorld.Transform(modelVertices[index]);
             tempVertexPositions[index] = new Vector3((float)worldPoint.X, (float)worldPoint.Y, (float)worldPoint.Z);
             index++;
         }
     }
     // Next, go through all triangles, assigning vertices and indices
     // If shading is faceted then also assign normals. If smooth, then work out contribution to the 
     // shared normals and then assign           
     index = 0;
     int currentVertInd = 0;
     Vector3 point1, point2, point3, point4;
     Vector3 normal1, normal2, normal3, normal4;
     if (SurfaceShading == SurfaceShading.Smooth)
     {
         for (int v = 0; v < lengthV - 1; v++)
         {
             for (int u = 0; u < lengthU - 1; u++)
             {
                 point1 = tempVertexPositions[index];
                 point2 = tempVertexPositions[index + 1];
                 point3 = tempVertexPositions[index + lengthU + 1];
                 point4 = tempVertexPositions[index + lengthU];
                 normal1 = Vector3.Cross(point3 - point2, point1 - point2);
                 normal2 = Vector3.Cross(point1 - point4, point3 - point4);
                 normal1 += normal2;
                 //
                 tempVertexNormals[index] += normal1 + normal2;
                 tempVertexNormals[index + 1] += normal1;
                 tempVertexNormals[index + lengthU + 1] += normal1 + normal2;
                 tempVertexNormals[index + lengthU] += normal2;
                 // First triangle
                 vertices[currentVertInd + 0].Position = point1;
                 vertices[currentVertInd + 1].Position = point2;
                 vertices[currentVertInd + 2].Position = point3;
                 // Second triangle
                 vertices[currentVertInd + 3].Position = point3;
                 vertices[currentVertInd + 4].Position = point4;
                 vertices[currentVertInd + 5].Position = point1;
                 currentVertInd += 6;
                 index++;
             }
             index++;
         }
         index = 0;
         currentVertInd = 0;
         for (int v = 0; v < lengthV - 1; v++)
         {
             for (int u = 0; u < lengthU - 1; u++)
             {
                 normal1 = tempVertexNormals[index];
                 normal2 = tempVertexNormals[index + 1];
                 normal3 = tempVertexNormals[index + lengthU + 1];
                 normal4 = tempVertexNormals[index + lengthU];
                 vertices[currentVertInd + 0].Normal = normal1;
                 vertices[currentVertInd + 1].Normal = normal2;
                 vertices[currentVertInd + 2].Normal = normal3;
                 // Second triangle
                 vertices[currentVertInd + 3].Normal = normal3;
                 vertices[currentVertInd + 4].Normal = normal4;
                 vertices[currentVertInd + 5].Normal = normal1;
                 currentVertInd += 6;
                 index++;
             }
         }
     }
     else
     {
         for (int v = 0; v < lengthV - 1; v++)
         {
             for (int u = 0; u < lengthU - 1; u++)
             {
                 point1 = tempVertexPositions[index];
                 point2 = tempVertexPositions[index + 1];
                 point3 = tempVertexPositions[index + lengthU + 1];
                 point4 = tempVertexPositions[index + lengthU];
                 normal1 = Vector3.Cross(point3 - point2, point1 - point2);
                 normal2 = Vector3.Cross(point1 - point4, point3 - point4);
                 normal1 += normal2;
                 // First triangle
                 vertices[currentVertInd].Position = point1; vertices[currentVertInd].Normal = normal1;
                 vertices[currentVertInd + 1].Position = point2; vertices[currentVertInd + 1].Normal = normal1;
                 vertices[currentVertInd + 2].Position = point3; vertices[currentVertInd + 2].Normal = normal1;
                 // Second triangle
                 vertices[currentVertInd + 3].Position = point3; vertices[currentVertInd + 3].Normal = normal1;
                 vertices[currentVertInd + 4].Position = point4; vertices[currentVertInd + 4].Normal = normal1;
                 vertices[currentVertInd + 5].Position = point1; vertices[currentVertInd + 5].Normal = normal1;
                 currentVertInd += 6;
                 index++;
             }
             index++;
         }
     }
     currentVertInd = 0;
     if (!updateVerticesOnly)
     {
         int currentInd = 0;
         for (int v = 0; v < lengthV - 1; v++)
         {
             for (int u = 0; u < lengthU - 1; u++)
             {
                 // First triangle
                 indices[currentInd] = currentVertInd + 2;
                 indices[currentInd + 1] = currentVertInd + 1;
                 indices[currentInd + 2] = currentVertInd + 0;
                 // Second triangle
                 indices[currentInd + 3] = currentVertInd + 5;
                 indices[currentInd + 4] = currentVertInd + 4;
                 indices[currentInd + 5] = currentVertInd + 3;
                 currentVertInd += 6;
                 currentInd += 6;
             }
         }
         if (!oneSided)
         {
             currentVertInd = 0;
             for (int v = 0; v < lengthV - 1; v++)
             {
                 for (int u = 0; u < lengthU - 1; u++)
                 {
                     // First triangle
                     indices[currentInd] = currentVertInd + 0;
                     indices[currentInd + 1] = currentVertInd + 1;
                     indices[currentInd + 2] = currentVertInd + 2;
                     // Second triangle
                     indices[currentInd + 3] = currentVertInd + 3;
                     indices[currentInd + 4] = currentVertInd + 4;
                     indices[currentInd + 5] = currentVertInd + 5;
                     currentVertInd += 6;
                     currentInd += 6;
                 }
             }
         }
     }
 }
Ejemplo n.º 2
0
        /// <summary>
        /// The general case: smooth or faceted and any colouring scheme
        /// </summary>
        protected unsafe void UpdateVertsAndIndsGeneral(bool updateVerticesOnly, bool oneSided)
        {
            Vector3[] tempVertexPositions;
            Vector3[] tempVertexNormals;
            int       index = 0;
            Point3D   worldPoint;
            int       numVertices;

            numVertices = 6 * (lengthU - 1) * (lengthV - 1);
            if (vertices.Length != numVertices)
            {
                vertices = new VertexPositionNormalColor[numVertices];
            }
            // First, obtain all vertices in World space
            tempVertexPositions = new Vector3[lengthU * lengthV];
            tempVertexNormals   = new Vector3[lengthU * lengthV];
            MatrixTransform3D modelToWorld = ModelToWorld;

            for (int v = 0; v < lengthV; v++)
            {
                for (int u = 0; u < lengthU; u++)
                {
                    worldPoint = modelToWorld.Transform(modelVertices[index]);
                    tempVertexPositions[index] = new Vector3((float)worldPoint.X, (float)worldPoint.Y, (float)worldPoint.Z);
                    index++;
                }
            }
            // Next, go through all triangles, assigning vertices and indices
            // If shading is faceted then also assign normals. If smooth, then work out contribution to the
            // shared normals and then assign
            index = 0;
            int     currentVertInd = 0;
            Vector3 point1, point2, point3, point4;
            Vector3 normal1, normal2, normal3, normal4;

            if (SurfaceShading == SurfaceShading.Smooth)
            {
                for (int v = 0; v < lengthV - 1; v++)
                {
                    for (int u = 0; u < lengthU - 1; u++)
                    {
                        point1   = tempVertexPositions[index];
                        point2   = tempVertexPositions[index + 1];
                        point3   = tempVertexPositions[index + lengthU + 1];
                        point4   = tempVertexPositions[index + lengthU];
                        normal1  = Vector3.Cross(point3 - point2, point1 - point2);
                        normal2  = Vector3.Cross(point1 - point4, point3 - point4);
                        normal1 += normal2;
                        //
                        tempVertexNormals[index]               += normal1 + normal2;
                        tempVertexNormals[index + 1]           += normal1;
                        tempVertexNormals[index + lengthU + 1] += normal1 + normal2;
                        tempVertexNormals[index + lengthU]     += normal2;
                        // First triangle
                        vertices[currentVertInd + 0].Position = point1;
                        vertices[currentVertInd + 1].Position = point2;
                        vertices[currentVertInd + 2].Position = point3;
                        // Second triangle
                        vertices[currentVertInd + 3].Position = point3;
                        vertices[currentVertInd + 4].Position = point4;
                        vertices[currentVertInd + 5].Position = point1;
                        currentVertInd += 6;
                        index++;
                    }
                    index++;
                }
                index          = 0;
                currentVertInd = 0;
                for (int v = 0; v < lengthV - 1; v++)
                {
                    for (int u = 0; u < lengthU - 1; u++)
                    {
                        normal1 = tempVertexNormals[index];
                        normal2 = tempVertexNormals[index + 1];
                        normal3 = tempVertexNormals[index + lengthU + 1];
                        normal4 = tempVertexNormals[index + lengthU];
                        vertices[currentVertInd + 0].Normal = normal1;
                        vertices[currentVertInd + 1].Normal = normal2;
                        vertices[currentVertInd + 2].Normal = normal3;
                        // Second triangle
                        vertices[currentVertInd + 3].Normal = normal3;
                        vertices[currentVertInd + 4].Normal = normal4;
                        vertices[currentVertInd + 5].Normal = normal1;
                        currentVertInd += 6;
                        index++;
                    }
                }
            }
            else
            {
                for (int v = 0; v < lengthV - 1; v++)
                {
                    for (int u = 0; u < lengthU - 1; u++)
                    {
                        point1   = tempVertexPositions[index];
                        point2   = tempVertexPositions[index + 1];
                        point3   = tempVertexPositions[index + lengthU + 1];
                        point4   = tempVertexPositions[index + lengthU];
                        normal1  = Vector3.Cross(point3 - point2, point1 - point2);
                        normal2  = Vector3.Cross(point1 - point4, point3 - point4);
                        normal1 += normal2;
                        // First triangle
                        vertices[currentVertInd].Position     = point1; vertices[currentVertInd].Normal = normal1;
                        vertices[currentVertInd + 1].Position = point2; vertices[currentVertInd + 1].Normal = normal1;
                        vertices[currentVertInd + 2].Position = point3; vertices[currentVertInd + 2].Normal = normal1;
                        // Second triangle
                        vertices[currentVertInd + 3].Position = point3; vertices[currentVertInd + 3].Normal = normal1;
                        vertices[currentVertInd + 4].Position = point4; vertices[currentVertInd + 4].Normal = normal1;
                        vertices[currentVertInd + 5].Position = point1; vertices[currentVertInd + 5].Normal = normal1;
                        currentVertInd += 6;
                        index++;
                    }
                    index++;
                }
            }
            currentVertInd = 0;
            if (!updateVerticesOnly)
            {
                int currentInd = 0;
                for (int v = 0; v < lengthV - 1; v++)
                {
                    for (int u = 0; u < lengthU - 1; u++)
                    {
                        // First triangle
                        indices[currentInd]     = currentVertInd + 2;
                        indices[currentInd + 1] = currentVertInd + 1;
                        indices[currentInd + 2] = currentVertInd + 0;
                        // Second triangle
                        indices[currentInd + 3] = currentVertInd + 5;
                        indices[currentInd + 4] = currentVertInd + 4;
                        indices[currentInd + 5] = currentVertInd + 3;
                        currentVertInd         += 6;
                        currentInd += 6;
                    }
                }
                if (!oneSided)
                {
                    currentVertInd = 0;
                    for (int v = 0; v < lengthV - 1; v++)
                    {
                        for (int u = 0; u < lengthU - 1; u++)
                        {
                            // First triangle
                            indices[currentInd]     = currentVertInd + 0;
                            indices[currentInd + 1] = currentVertInd + 1;
                            indices[currentInd + 2] = currentVertInd + 2;
                            // Second triangle
                            indices[currentInd + 3] = currentVertInd + 3;
                            indices[currentInd + 4] = currentVertInd + 4;
                            indices[currentInd + 5] = currentVertInd + 5;
                            currentVertInd         += 6;
                            currentInd += 6;
                        }
                    }
                }
            }
        }