public static Mesh Compute(int numberOfSubdivisions)
        {
            if (numberOfSubdivisions < 0)
            {
                throw new ArgumentOutOfRangeException("numberOfSubdivisions");
            }

            Mesh mesh = new Mesh();

            mesh.PrimitiveType         = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3(
                "position", SubdivisionUtility.NumberOfVertices(numberOfSubdivisions));

            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedInt indices = new IndicesUnsignedInt(3 * SubdivisionUtility.NumberOfTriangles(numberOfSubdivisions));

            mesh.Indices = indices;

            //
            // Initial tetrahedron
            //
            double       negativeRootTwoOverThree = -Math.Sqrt(2.0) / 3.0;
            const double negativeOneThird         = -1.0 / 3.0;
            double       rootSixOverThree         = Math.Sqrt(6.0) / 3.0;

            IList <Vector3D> positions = positionsAttribute.Values;

            positions.Add(new Vector3D(0, 0, 1));
            positions.Add(new Vector3D(0, (2.0 * Math.Sqrt(2.0)) / 3.0, negativeOneThird));
            positions.Add(new Vector3D(-rootSixOverThree, negativeRootTwoOverThree, negativeOneThird));
            positions.Add(new Vector3D(rootSixOverThree, negativeRootTwoOverThree, negativeOneThird));

            Subdivide(positions, indices, new TriangleIndicesUnsignedInt(0, 1, 2), numberOfSubdivisions);
            Subdivide(positions, indices, new TriangleIndicesUnsignedInt(0, 2, 3), numberOfSubdivisions);
            Subdivide(positions, indices, new TriangleIndicesUnsignedInt(0, 3, 1), numberOfSubdivisions);
            Subdivide(positions, indices, new TriangleIndicesUnsignedInt(1, 3, 2), numberOfSubdivisions);

            return(mesh);
        }
Ejemplo n.º 2
0
        public static Mesh Compute(Ellipsoid ellipsoid, int numberOfSubdivisions, SubdivisionEllipsoidVertexAttributes vertexAttributes)
        {
            if (numberOfSubdivisions < 0)
            {
                throw new ArgumentOutOfRangeException("numberOfSubdivisions");
            }

            if ((vertexAttributes & SubdivisionEllipsoidVertexAttributes.Position) != SubdivisionEllipsoidVertexAttributes.Position)
            {
                throw new ArgumentException("Positions must be provided.", "vertexAttributes");
            }

            Mesh mesh = new Mesh();

            mesh.PrimitiveType         = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfVertices = SubdivisionUtility.NumberOfVertices(numberOfSubdivisions);
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);

            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedInt indices = new IndicesUnsignedInt(3 * SubdivisionUtility.NumberOfTriangles(numberOfSubdivisions));

            mesh.Indices = indices;

            SubdivisionMesh subdivisionMesh = new SubdivisionMesh();

            subdivisionMesh.Ellipsoid = ellipsoid;
            subdivisionMesh.Positions = positionsAttribute.Values;
            subdivisionMesh.Indices   = indices;

            if ((vertexAttributes & SubdivisionEllipsoidVertexAttributes.Normal) == SubdivisionEllipsoidVertexAttributes.Normal)
            {
                VertexAttributeHalfFloatVector3 normalsAttribute = new VertexAttributeHalfFloatVector3("normal", numberOfVertices);
                mesh.Attributes.Add(normalsAttribute);
                subdivisionMesh.Normals = normalsAttribute.Values;
            }

            if ((vertexAttributes & SubdivisionEllipsoidVertexAttributes.TextureCoordinate) == SubdivisionEllipsoidVertexAttributes.TextureCoordinate)
            {
                VertexAttributeHalfFloatVector2 textureCoordinateAttribute = new VertexAttributeHalfFloatVector2("textureCoordinate", numberOfVertices);
                mesh.Attributes.Add(textureCoordinateAttribute);
                subdivisionMesh.TextureCoordinate = textureCoordinateAttribute.Values;
            }

            //
            // Initial tetrahedron
            //
            double       negativeRootTwoOverThree = -Math.Sqrt(2.0) / 3.0;
            const double negativeOneThird         = -1.0 / 3.0;
            double       rootSixOverThree         = Math.Sqrt(6.0) / 3.0;

            Vector3D n0 = new Vector3D(0, 0, 1);
            Vector3D n1 = new Vector3D(0, (2.0 * Math.Sqrt(2.0)) / 3.0, negativeOneThird);
            Vector3D n2 = new Vector3D(-rootSixOverThree, negativeRootTwoOverThree, negativeOneThird);
            Vector3D n3 = new Vector3D(rootSixOverThree, negativeRootTwoOverThree, negativeOneThird);

            Vector3D p0 = n0.MultiplyComponents(ellipsoid.Radii);
            Vector3D p1 = n1.MultiplyComponents(ellipsoid.Radii);
            Vector3D p2 = n2.MultiplyComponents(ellipsoid.Radii);
            Vector3D p3 = n3.MultiplyComponents(ellipsoid.Radii);

            subdivisionMesh.Positions.Add(p0);
            subdivisionMesh.Positions.Add(p1);
            subdivisionMesh.Positions.Add(p2);
            subdivisionMesh.Positions.Add(p3);

            if ((subdivisionMesh.Normals != null) || (subdivisionMesh.TextureCoordinate != null))
            {
                Vector3D d0 = ellipsoid.GeodeticSurfaceNormal(p0);
                Vector3D d1 = ellipsoid.GeodeticSurfaceNormal(p1);
                Vector3D d2 = ellipsoid.GeodeticSurfaceNormal(p2);
                Vector3D d3 = ellipsoid.GeodeticSurfaceNormal(p3);

                if (subdivisionMesh.Normals != null)
                {
                    subdivisionMesh.Normals.Add(d0.ToVector3H());
                    subdivisionMesh.Normals.Add(d1.ToVector3H());
                    subdivisionMesh.Normals.Add(d2.ToVector3H());
                    subdivisionMesh.Normals.Add(d3.ToVector3H());
                }

                if (subdivisionMesh.TextureCoordinate != null)
                {
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d0));
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d1));
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d2));
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d3));
                }
            }

            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(0, 1, 2), numberOfSubdivisions);
            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(0, 2, 3), numberOfSubdivisions);
            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(0, 3, 1), numberOfSubdivisions);
            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(1, 3, 2), numberOfSubdivisions);

            return(mesh);
        }