Example #1
0
        /// <summary>
        /// Draws the graph on a canvas.
        /// </summary>
        /// <param name="Canvas">Canvas to draw on.</param>
        /// <param name="Points">Points to draw.</param>
        /// <param name="Normals">Optional normals.</param>
        /// <param name="Parameters">Graph-specific parameters.</param>
        /// <param name="PrevPoints">Points of previous graph of same type (if available), null (if not available).</param>
        /// <param name="PrevNormals">Optional normals of previous graph of same type (if available), null (if not available).</param>
        /// <param name="PrevParameters">Parameters of previous graph of same type (if available), null (if not available).</param>
        /// <param name="DrawingVolume">Current drawing volume.</param>
        public void DrawGraph(Graphs3D.Canvas3D Canvas, Vector4[,] Points, Vector4[,] Normals,
                              object[] Parameters, Vector4[,] PrevPoints, Vector4[,] PrevNormals,
                              object[] PrevParameters, DrawingVolume DrawingVolume)
        {
            int       i, c = Points.GetLength(0);
            int       j, d = Points.GetLength(1);
            I3DShader Shader   = Graph3D.ToShader(Parameters[0]);
            bool      TwoSided = Expression.ToDouble(Parameters[1]) != 0;

            Vector4[] Nodes = new Vector4[4];

            c--;
            d--;

            for (i = 0; i < c; i++)
            {
                for (j = 0; j < d; j++)
                {
                    Nodes[0] = Points[i, j];
                    Nodes[1] = Points[i + 1, j];
                    Nodes[2] = Points[i + 1, j + 1];
                    Nodes[3] = Points[i, j + 1];

                    Canvas.Polygon(Nodes, Shader, TwoSided);
                }
            }
        }
Example #2
0
        /// <summary>
        /// Draws the graph on a canvas.
        /// </summary>
        /// <param name="Canvas">Canvas to draw on.</param>
        /// <param name="Points">Points to draw.</param>
        /// <param name="Normals">Optional normals.</param>
        /// <param name="Parameters">Graph-specific parameters.</param>
        /// <param name="PrevPoints">Points of previous graph of same type (if available), null (if not available).</param>
        /// <param name="PrevNormals">Optional normals of previous graph of same type (if available), null (if not available).</param>
        /// <param name="PrevParameters">Parameters of previous graph of same type (if available), null (if not available).</param>
        /// <param name="DrawingVolume">Current drawing volume.</param>
        public void DrawGraph(Graphs3D.Canvas3D Canvas, Vector4[,] Points, Vector4[,] Normals,
                              object[] Parameters, Vector4[,] PrevPoints, Vector4[,] PrevNormals,
                              object[] PrevParameters, DrawingVolume DrawingVolume)
        {
            int     i, c = Points.GetLength(0);
            int     j, d = Points.GetLength(1);
            SKColor Color = Graph.ToColor(Parameters[0]);

            Vector4[] Nodes = new Vector4[4];

            c--;
            d--;

            for (i = 0; i < c; i++)
            {
                for (j = 0; j < d; j++)
                {
                    Nodes[0] = Points[i, j];
                    Nodes[1] = Points[i + 1, j];
                    Nodes[2] = Points[i + 1, j + 1];
                    Nodes[3] = Points[i, j + 1];

                    if (Normals is null)
                    {
                        Canvas.PolyLine(Nodes, Color);
                    }
                }
            }
        }
Example #3
0
        /// <summary>
        /// Draws the graph on a canvas.
        /// </summary>
        /// <param name="Canvas">Canvas to draw on.</param>
        /// <param name="Points">Points to draw.</param>
        /// <param name="Normals">Optional normals.</param>
        /// <param name="Parameters">Graph-specific parameters.</param>
        /// <param name="PrevPoints">Points of previous graph of same type (if available), null (if not available).</param>
        /// <param name="PrevNormals">Optional normals of previous graph of same type (if available), null (if not available).</param>
        /// <param name="PrevParameters">Parameters of previous graph of same type (if available), null (if not available).</param>
        /// <param name="DrawingVolume">Current drawing volume.</param>
        public void DrawGraph(Graphs3D.Canvas3D Canvas, Vector4[,] Points, Vector4[,] Normals,
                              object[] Parameters, Vector4[,] PrevPoints, Vector4[,] PrevNormals,
                              object[] PrevParameters, DrawingVolume DrawingVolume)
        {
            int       i, c = Points.GetLength(0);
            int       j, d = Points.GetLength(1);
            I3DShader Shader = Graph3D.ToShader(Parameters[0]);
            Vector3   P1, P2;
            float     dx, dz;
            int       i0, j0;

            double[] v      = DrawingVolume.ScaleY(new DoubleVector(0));
            float    OrigoY = (float)v[0];

            for (i = 0; i < c; i++)
            {
                i0 = i == 0 ? i : i - 1;

                for (j = 0; j < d; j++)
                {
                    j0 = j == 0 ? j : j - 1;

                    P1 = Graphs3D.Canvas3D.ToVector3(Points[i0, j0]);
                    P2 = Graphs3D.Canvas3D.ToVector3(Points[i0 + 1, j0 + 1]);

                    dx = P2.X - P1.X;
                    dz = P2.Z - P1.Z;

                    P1  = Graphs3D.Canvas3D.ToVector3(Points[i, j]);
                    dx /= 2;
                    dz /= 2;

                    Canvas.Box(P1.X - dx, OrigoY, P1.Z - dz, P1.X + dx, P1.Y, P1.Z + dz, Shader);
                }
            }
        }
Example #4
0
        /// <summary>
        /// Draws the graph on a canvas.
        /// </summary>
        /// <param name="Canvas">Canvas to draw on.</param>
        /// <param name="Points">Points to draw.</param>
        /// <param name="Normals">Optional normals.</param>
        /// <param name="Parameters">Graph-specific parameters.</param>
        /// <param name="PrevPoints">Points of previous graph of same type (if available), null (if not available).</param>
        /// <param name="PrevNormals">Optional normals of previous graph of same type (if available), null (if not available).</param>
        /// <param name="PrevParameters">Parameters of previous graph of same type (if available), null (if not available).</param>
        /// <param name="DrawingVolume">Current drawing volume.</param>
        public void DrawGraph(Graphs3D.Canvas3D Canvas, Vector4[,] Points, Vector4[,] Normals,
                              object[] Parameters, Vector4[,] PrevPoints, Vector4[,] PrevNormals,
                              object[] PrevParameters, DrawingVolume DrawingVolume)
        {
            int       i, c = Points.GetLength(0);
            int       j, d = Points.GetLength(1);
            I3DShader Shader   = Graph3D.ToShader(Parameters[0]);
            bool      TwoSided = Expression.ToDouble(Parameters[1]) != 0;

            Vector4[] Nodes       = new Vector4[4];
            Vector4[] NodeNormals = new Vector4[4];

            c--;
            d--;

            if (Normals is null)
            {
                Vector4[,] N = new Vector4[c + 1, d + 1];
                Vector4 P1, P2, P3;
                int     n;

                for (i = 0; i < c; i++)
                {
                    for (j = 0; j < d; j++)
                    {
                        P1 = Points[i, j];
                        P2 = Points[i + 1, j];
                        if (P1 == P2)
                        {
                            P2 = Points[i + 1, j + 1];
                        }
                        P3 = Points[i, j + 1];
                        if (P1 == P3)
                        {
                            P3 = Points[i + 1, j + 1];
                        }

                        N[i, j] = Graphs3D.Canvas3D.CalcNormal(P1, P2, P3);
                    }

                    if (Vector4.Distance(Points[i, d], Points[i, 0]) < 1e-10f)
                    {
                        N[i, d] = N[i, 0];
                    }
                    else
                    {
                        N[i, d] = N[i, d - 1];
                    }
                }

                for (j = 0; j <= d; j++)
                {
                    if (Vector4.Distance(Points[c, j], Points[0, j]) < 1e-10f)
                    {
                        N[c, j] = N[0, j];
                    }
                    else
                    {
                        N[c, j] = N[c - 1, j];
                    }
                }

                Normals = new Vector4[c + 1, d + 1];

                for (i = 0; i <= c; i++)
                {
                    for (j = 0; j <= d; j++)
                    {
                        P1 = N[i, j];
                        n  = 1;

                        if (i > 0)
                        {
                            P1 += N[i - 1, j];
                            n++;

                            if (j > 0)
                            {
                                P1 += N[i - 1, j - 1];
                                n++;
                            }
                        }

                        if (j > 0)
                        {
                            P1 += N[i, j - 1];
                            n++;
                        }

                        Normals[i, j] = P1 / n;
                    }
                }
            }

            for (i = 0; i < c; i++)
            {
                for (j = 0; j < d; j++)
                {
                    Nodes[0] = Points[i, j];
                    Nodes[1] = Points[i + 1, j];
                    Nodes[2] = Points[i + 1, j + 1];
                    Nodes[3] = Points[i, j + 1];

                    NodeNormals[0] = Normals[i, j];
                    NodeNormals[1] = Normals[i + 1, j];
                    NodeNormals[2] = Normals[i + 1, j + 1];
                    NodeNormals[3] = Normals[i, j + 1];

                    Canvas.Polygon(Nodes, NodeNormals, Shader, TwoSided);
                }
            }
        }