private bool MergeModels(IFeatureClass fc, string geometryField, int[] oidList, IResourceManager resMgr, ref IModelPoint desModelPoint) { bool flag = true; bool result; try { if (fc == null || oidList == null) { result = false; return(result); } Gvitech.CityMaker.Resource.IModel model = resMgr.GetModel(desModelPoint.ModelName); IMatrix matrix = desModelPoint.AsMatrix().Clone(); matrix.Inverse(); int position = fc.GetFields().IndexOf(geometryField); IFdeCursor rows = fc.GetRows(oidList, false); IVector3 src = new Vector3Class(); IVector3 vector = new Vector3Class(); System.Collections.Generic.Dictionary <IMatrix, string> dictionary = new System.Collections.Generic.Dictionary <IMatrix, string>(); IRowBuffer rowBuffer; while ((rowBuffer = rows.NextRow()) != null) { IModelPoint modelPoint = rowBuffer.GetValue(position) as IModelPoint; if (modelPoint != null) { dictionary[modelPoint.AsMatrix().Clone()] = modelPoint.ModelName; System.Runtime.InteropServices.Marshal.ReleaseComObject(modelPoint); } } foreach (IMatrix current in dictionary.Keys) { string name = dictionary[current]; Gvitech.CityMaker.Resource.IModel model2 = resMgr.GetModel(name); for (int i = 0; i < model2.GroupCount; i++) { Gvitech.CityMaker.Resource.IDrawGroup drawGroup = new DrawGroupClass(); Gvitech.CityMaker.Resource.IDrawGroup group = model2.GetGroup(i); for (int j = 0; j < group.PrimitiveCount; j++) { Gvitech.CityMaker.Resource.IDrawPrimitive primitive = group.GetPrimitive(j); if (primitive.PrimitiveType == Gvitech.CityMaker.Resource.gviPrimitiveType.gviPrimitiveBillboardZ) { flag = false; result = flag; return(result); } Gvitech.CityMaker.Resource.IDrawPrimitive drawPrimitive = new DrawPrimitiveClass(); IFloatArray vertexArray = primitive.VertexArray; IFloatArray floatArray = new FloatArrayClass(); int num = 0; while ((long)num < (long)((ulong)vertexArray.Length)) { vector.X = (double)vertexArray.Get(num); vector.Y = (double)vertexArray.Get(num + 1); vector.Z = (double)vertexArray.Get(num + 2); current.MultiplyVector(vector, ref src); matrix.MultiplyVector(src, ref vector); floatArray.Append((float)vector.X); floatArray.Append((float)vector.Y); floatArray.Append((float)vector.Z); num += 3; } drawPrimitive.VertexArray = floatArray; drawPrimitive.BakedTexcoordArray = primitive.BakedTexcoordArray; drawPrimitive.ColorArray = primitive.ColorArray; drawPrimitive.IndexArray = primitive.IndexArray; drawPrimitive.Material = primitive.Material; drawPrimitive.NormalArray = primitive.NormalArray; drawPrimitive.PrimitiveMode = primitive.PrimitiveMode; drawPrimitive.PrimitiveType = primitive.PrimitiveType; drawPrimitive.TexcoordArray = primitive.TexcoordArray; drawGroup.AddPrimitive(drawPrimitive); } drawGroup.CompleteMapFactor = group.CompleteMapFactor; drawGroup.CompleteMapTextureName = group.CompleteMapTextureName; drawGroup.LightMapTextureName = group.LightMapTextureName; model.AddGroup(drawGroup); } System.Runtime.InteropServices.Marshal.ReleaseComObject(model2); } System.Runtime.InteropServices.Marshal.ReleaseComObject(rows); desModelPoint.ModelEnvelope = model.Envelope.Clone(); resMgr.UpdateModel(desModelPoint.ModelName, model); resMgr.RebuildSimplifiedModel(desModelPoint.ModelName); System.Runtime.InteropServices.Marshal.ReleaseComObject(matrix); System.Runtime.InteropServices.Marshal.ReleaseComObject(model); } catch (System.Runtime.InteropServices.COMException ex) { flag = false; XtraMessageBox.Show(ex.Message); } catch (System.Exception e) { flag = false; LoggingService.Error(e); } result = flag; return(result); }
public override bool Draw(out IModelPoint mp, out IModel fmodel, out IModel smodel) { int index = -1; IDrawPrimitive primitive = null; IDoubleArray vArray = null; IUInt16Array indexArray = null; IFloatArray array3 = null; IDoubleArray norms = null; base.Draw(out mp, out fmodel, out smodel); try { object renderInfo = (base._renderType == RenderType.Texture) ? ((object)base._tcNames) : ((object)base._colors); int[] numArray = new int[2]; numArray[1] = 1; if (!base.NewEmptyModel(numArray, base._renderType, renderInfo, out fmodel)) { return(false); } primitive = fmodel.GetGroup(0).GetPrimitive(0); if (DrawGeometry.ConvertPolygon(base._vtx, 0.0, 0, out vArray, out indexArray, out array3, out norms)) { for (index = 0; index < vArray.Length; index++) { primitive.VertexArray.Append((float)vArray.Array[index]); } for (index = 0; index < indexArray.Length; index++) { primitive.IndexArray.Append(indexArray.Array[index]); } double naN = double.NaN; double ty = double.NaN; for (index = 0; index < (vArray.Length / 3); index++) { base.GetTexcoord(vArray.Array[index * 3], vArray.Array[(index * 3) + 1], out naN, out ty); primitive.TexcoordArray.Append((float)naN); primitive.TexcoordArray.Append((float)ty); } for (index = 0; index < norms.Length; index++) { primitive.NormalArray.Append((float)norms.Array[index]); } } primitive = fmodel.GetGroup(0).GetPrimitive(1); if (DrawGeometry.ConvertPolygon(base._vtx, -this._depth, 1, out vArray, out indexArray, out array3, out norms)) { for (index = 0; index < vArray.Length; index++) { primitive.VertexArray.Append((float)vArray.Array[index]); } for (index = 0; index < indexArray.Length; index++) { primitive.IndexArray.Append(indexArray.Array[index]); } for (index = 0; index < (vArray.Length / 3); index++) { float num2 = (float)vArray.Array[index * 3]; primitive.TexcoordArray.Append(num2); num2 = (float)vArray.Array[(index * 3) + 1]; primitive.TexcoordArray.Append(num2); } for (index = 0; index < norms.Length; index++) { primitive.NormalArray.Append((float)norms.Array[index]); } } int num5 = base._vtx.Length / 2; List <ushort> list = new List <ushort>(); for (index = 0; index < num5; index++) { primitive.VertexArray.Append((float)base._vtx[index * 2]); primitive.VertexArray.Append((float)base._vtx[(index * 2) + 1]); primitive.VertexArray.Append(0f); list.Add((ushort)((primitive.VertexArray.Length / 3) - 1)); primitive.VertexArray.Append((float)base._vtx[index * 2]); primitive.VertexArray.Append((float)base._vtx[(index * 2) + 1]); primitive.VertexArray.Append(-((float)this._depth)); list.Add((ushort)((primitive.VertexArray.Length / 3) - 1)); primitive.TexcoordArray.Append((index * 4f) / ((float)(num5 - 1))); primitive.TexcoordArray.Append(0f); primitive.TexcoordArray.Append((index * 4f) / ((float)(num5 - 1))); primitive.TexcoordArray.Append((float)this._depth); primitive.NormalArray.Append((float)Math.Sin((6.2831853071795862 * index) / 24.0)); primitive.NormalArray.Append((float)Math.Cos((6.2831853071795862 * index) / 24.0)); primitive.NormalArray.Append(0f); primitive.NormalArray.Append((float)Math.Sin((6.2831853071795862 * index) / 24.0)); primitive.NormalArray.Append((float)Math.Cos((6.2831853071795862 * index) / 24.0)); primitive.NormalArray.Append(0f); } for (index = 0; index < (num5 - 1); index++) { primitive.IndexArray.Append(list[index * 2]); primitive.IndexArray.Append(list[((index + 1) * 2) + 1]); primitive.IndexArray.Append(list[(index * 2) + 1]); primitive.IndexArray.Append(list[index * 2]); primitive.IndexArray.Append(list[(index + 1) * 2]); primitive.IndexArray.Append(list[((index + 1) * 2) + 1]); } return(true); } catch (Exception exception) { return(false); } }
public override bool Draw(out IModelPoint mp, out IModel fmodel, out IModel smodel) { int index = -1; IDrawPrimitive primitive = null; IDoubleArray vArray = null; IUInt16Array indexArray = null; IFloatArray array3 = null; IDoubleArray norms = null; base.Draw(out mp, out fmodel, out smodel); try { object renderInfo = (base._renderType == RenderType.Texture) ? ((object)base._tcNames) : ((object)base._colors); int[] numArray = new int[2]; numArray[1] = 1; if (!base.NewEmptyModel(numArray, base._renderType, renderInfo, out fmodel)) { return(false); } //绘制底部 primitive = fmodel.GetGroup(0).GetPrimitive(0); if (DrawGeometry.ConvertPolygon(this._vtx2, 0.0, 0, out vArray, out indexArray, out array3, out norms)) { for (index = 0; index < vArray.Length; index++) { primitive.VertexArray.Append((float)vArray.Array[index]); } for (index = 0; index < indexArray.Length; index++) { primitive.IndexArray.Append(indexArray.Array[index]); } for (index = 0; index < (vArray.Length / 3); index++) { float num2 = (float)vArray.Array[index * 3]; primitive.TexcoordArray.Append(num2); num2 = (float)vArray.Array[(index * 3) + 1]; primitive.TexcoordArray.Append(num2); } for (index = 0; index < norms.Length; index++) { primitive.NormalArray.Append((float)norms.Array[index]); } } double num3 = 0.0; int num4 = base._vtx.Length / 2; List <ushort> list = new List <ushort>(); primitive = fmodel.GetGroup(0).GetPrimitive(1); for (index = 0; index < num4; index++) { primitive.VertexArray.Append((float)base._vtx[index * 2]); primitive.VertexArray.Append((float)base._vtx[(index * 2) + 1]); primitive.VertexArray.Append((float)(this._terrainLine[index] - base._hBottom)); list.Add((ushort)((primitive.VertexArray.Length / 3) - 1)); primitive.VertexArray.Append((float)this._vtx2[index * 2]); primitive.VertexArray.Append((float)this._vtx2[(index * 2) + 1]); primitive.VertexArray.Append(0f); list.Add((ushort)((primitive.VertexArray.Length / 3) - 1)); num3 = (index == 0) ? num3 : (num3 += this._segLenth[index - 1]); primitive.TexcoordArray.Append((float)num3); primitive.TexcoordArray.Append((float)(this._terrainLine[index] - base._hBottom)); primitive.TexcoordArray.Append((float)num3); primitive.TexcoordArray.Append(0f); IVector3 vector = new Vector3Class { X = base._vtx[index * 2], Y = base._vtx[(index * 2) + 1], Z = 0.0 }; vector.Normalize(); primitive.NormalArray.Append((float)vector.X); primitive.NormalArray.Append((float)vector.Y); primitive.NormalArray.Append((float)vector.Z); //工程开挖挖洞效果贴图模型出错,添加法向量数组,使其与顶点数组数量一致 primitive.NormalArray.Append((float)vector.X); primitive.NormalArray.Append((float)vector.Y); primitive.NormalArray.Append((float)vector.Z); } for (index = 0; index < (num4 - 1); index++) { primitive.IndexArray.Append(list[index * 2]); primitive.IndexArray.Append(list[(index * 2) + 1]); primitive.IndexArray.Append(list[((index + 1) * 2) + 1]); primitive.IndexArray.Append(list[index * 2]); primitive.IndexArray.Append(list[((index + 1) * 2) + 1]); primitive.IndexArray.Append(list[(index + 1) * 2]); } return(true); } catch (Exception exception) { return(false); } }
public static bool ConvertPolygon(double[] vtx, double height, int flag, out IDoubleArray VArray, out IUInt16Array IndexArray, out IFloatArray TextureArrayU1V1, out IDoubleArray Norms) { bool flag2; VArray = new DoubleArrayClass(); IndexArray = new UInt16ArrayClass(); TextureArrayU1V1 = new FloatArrayClass(); IFloatArray array = null; Norms = new DoubleArrayClass(); IPolygon polygon = null; ITriMesh o = null; try { if (((vtx == null) || ((vtx.Length % 2) != 0)) || (vtx.Length < 8)) { return(false); } polygon = geoFactory.CreateGeometry(gviGeometryType.gviGeometryPolygon, gviVertexAttribute.gviVertexAttributeZ) as IPolygon; if (polygon == null) { return(false); } int num = vtx.Length / 2; for (int i = 0; i < num; i++) { IPoint pointValue = geoFactory.CreatePoint(gviVertexAttribute.gviVertexAttributeZ); if (flag == 1) { pointValue.X = vtx[i * 2]; pointValue.Y = vtx[(i * 2) + 1]; pointValue.Z = height; } else { pointValue.X = vtx[((num - i) - 1) * 2]; pointValue.Y = vtx[(((num - i) - 1) * 2) + 1]; pointValue.Z = height; } polygon.ExteriorRing.AppendPoint(pointValue); } if (!polygon.IsClosed) { polygon.Close(); } o = geoConvertor.PolygonToTriMesh(polygon); if (o == null) { return(false); } if (!o.BatchExport(ref VArray, ref IndexArray, ref TextureArrayU1V1, ref array, ref Norms)) { return(false); } flag2 = true; } catch (Exception) { flag2 = false; } finally { if (polygon != null) { Marshal.ReleaseComObject(polygon); } if (o != null) { Marshal.ReleaseComObject(o); } } return(flag2); }
public override bool Draw(out IModelPoint mp, out IModel fmodel, out IModel smodel) { List <ushort> list2 = new List <ushort>(); IPolygon polygon = null; IPolygon polygon2 = null; IPolygon polygon3 = null; IPoint pointValue = null; ITriMesh mesh = null; IDoubleArray vArray = null; IUInt16Array indexArray = null; IFloatArray array3 = null; IFloatArray array4 = null; IDoubleArray norms = null; IDrawGroup group = null; IDrawPrimitive primitive = null; IDrawPrimitive primitive2 = null; IDrawPrimitive primitive3 = null; double naN = double.NaN; double ty = double.NaN; base.Draw(out mp, out fmodel, out smodel); try { int num; int num2; List <Vector> list; polygon = DrawGeometry.geoFactory.CreateGeometry(gviGeometryType.gviGeometryPolygon, gviVertexAttribute.gviVertexAttributeZ) as IPolygon; polygon2 = DrawGeometry.geoFactory.CreateGeometry(gviGeometryType.gviGeometryPolygon, gviVertexAttribute.gviVertexAttributeZ) as IPolygon; polygon3 = DrawGeometry.geoFactory.CreateGeometry(gviGeometryType.gviGeometryPolygon, gviVertexAttribute.gviVertexAttributeZ) as IPolygon; if (this._route.Count > 2) { list = Maths.DisperseLine(this._route, this._pillarSection.Diameter); } else { list = this._route; } double[] vtxs = this._pillarSection.GetVtxs(); SystemLog.Instance.Log("顶点个数:" + vtxs.Length); double[] numArray = new double[list.Count]; for (num = 0; num < list.Count; num++) { if (num == 0) { numArray[num] = 0.0; } else { numArray[num] = (list[num] - list[num - 1]).Length + numArray[num - 1]; } } object renderInfo = (this._renderType == RenderType.Texture) ? ((object)this._tcNames) : ((object)this._colors); int[] index = new int[3]; index[1] = 1; index[2] = 2; if (!base.NewEmptyModel(index, this._renderType, renderInfo, out fmodel)) { return(false); } group = fmodel.GetGroup(0); SystemLog.Instance.Log("开始计算正交向量:" + DateTime.Now.ToLongTimeString()); primitive = group.GetPrimitive(0); for (num = 0; num < list.Count; num++) { Vector vector; Vector vector2; Vector vector3; if (num == 0) { vector = list[num + 1] - list[num]; } else if (num == (list.Count - 1)) { vector = list[num] - list[num - 1]; } else { vector = ((list[num] - list[num - 1])).UnitVector() + ((list[num + 1] - list[num])).UnitVector(); } Maths.GenerateComplementBasis(vector, out vector2, out vector3); vector2 = -vector2; num2 = 0; while (num2 <= this._pillarSection.SegCount) { Vector vector6; Vector vector7; (((vtxs[num2 * 2] - this._pillarSection.OffsetX) * vector2) + ((vtxs[(num2 * 2) + 1] - this._pillarSection.OffsetY) * vector3)).UnitVector(); Vector vector4 = list[num] + ((Vector)((vtxs[num2 * 2] * vector2) + (vtxs[(num2 * 2) + 1] * vector3))); Vector vector5 = (Vector)(vector4 * 1.01); if (num == 0) { pointValue = DrawGeometry.geoFactory.CreatePoint(gviVertexAttribute.gviVertexAttributeZ); pointValue.SetCoords(vector4.X, vector4.Y, vector4.Z, 0.0, 0); polygon.ExteriorRing.AppendPoint(pointValue); pointValue = DrawGeometry.geoFactory.CreatePoint(gviVertexAttribute.gviVertexAttributeZ); pointValue.SetCoords(vector5.X, vector5.Y, vector5.Z, 0.0, 0); polygon3.ExteriorRing.AppendPoint(pointValue); } else if (num == (list.Count - 1)) { pointValue = DrawGeometry.geoFactory.CreatePoint(gviVertexAttribute.gviVertexAttributeZ); pointValue.SetCoords(vector4.X, vector4.Y, vector4.Z, 0.0, 0); polygon2.ExteriorRing.AppendPoint(pointValue); } primitive.VertexArray.Append((float)vector4.X); primitive.VertexArray.Append((float)vector4.Y); primitive.VertexArray.Append((float)vector4.Z); list2.Add((ushort)((primitive.VertexArray.Length / 3) - 1)); primitive.VertexArray.Append((float)vector4.X); primitive.VertexArray.Append((float)vector4.Y); primitive.VertexArray.Append((float)vector4.Z); list2.Add((ushort)((primitive.VertexArray.Length / 3) - 1)); if (this._renderType == RenderType.Texture) { primitive.TexcoordArray.Append((float)(num2 * 1.0)); primitive.TexcoordArray.Append((float)(num * 1.0)); primitive.TexcoordArray.Append((float)(num2 * 1.0)); primitive.TexcoordArray.Append((float)(num * 1.0)); } if (num2 == 0) { vector6 = new Vector(vtxs[num2 * 2] - vtxs[(this._pillarSection.SegCount - 1) * 2], vtxs[(num2 * 2) + 1] - vtxs[((this._pillarSection.SegCount - 1) * 2) + 1], 0.0).UnitVector(); vector7 = new Vector(vtxs[(num2 + 1) * 2] - vtxs[num2 * 2], vtxs[((num2 + 1) * 2) + 1] - vtxs[(num2 * 2) + 1], 0.0).UnitVector(); } else if (num2 == this._pillarSection.SegCount) { vector6 = new Vector(vtxs[num2 * 2] - vtxs[(num2 - 1) * 2], vtxs[(num2 * 2) + 1] - vtxs[((num2 - 1) * 2) + 1], 0.0).UnitVector(); vector7 = new Vector(vtxs[2] - vtxs[num2 * 2], vtxs[3] - vtxs[(num2 * 2) + 1], 0.0).UnitVector(); } else { vector6 = new Vector(vtxs[num2 * 2] - vtxs[(num2 - 1) * 2], vtxs[(num2 * 2) + 1] - vtxs[((num2 - 1) * 2) + 1], 0.0).UnitVector(); vector7 = new Vector(vtxs[(num2 + 1) * 2] - vtxs[num2 * 2], vtxs[((num2 + 1) * 2) + 1] - vtxs[(num2 * 2) + 1], 0.0).UnitVector(); } Vector vector8 = new Vector(vector6.Y, -vector6.X, vector6.Z); primitive.NormalArray.Append((float)vector8.X); primitive.NormalArray.Append((float)vector8.Y); primitive.NormalArray.Append((float)vector8.Z); vector8 = new Vector(vector7.Y, -vector7.X, vector7.Z); primitive.NormalArray.Append((float)vector8.X); primitive.NormalArray.Append((float)vector8.Y); primitive.NormalArray.Append((float)vector8.Z); num2++; } } SystemLog.Instance.Log("结束计算正交向量:" + DateTime.Now.ToLongTimeString()); SystemLog.Instance.Log("开始添加索引数组:" + DateTime.Now.ToLongTimeString()); for (num = 0; num < (list.Count - 1); num++) { for (num2 = 0; num2 < this._pillarSection.SegCount; num2++) { primitive.IndexArray.Append(list2[((num * ((this._pillarSection.SegCount + 1) * 2)) + (num2 * 2)) + 1]); primitive.IndexArray.Append(list2[((num + 1) * ((this._pillarSection.SegCount + 1) * 2)) + ((num2 + 1) * 2)]); primitive.IndexArray.Append(list2[(((num + 1) * ((this._pillarSection.SegCount + 1) * 2)) + (num2 * 2)) + 1]); primitive.IndexArray.Append(list2[((num * ((this._pillarSection.SegCount + 1) * 2)) + (num2 * 2)) + 1]); primitive.IndexArray.Append(list2[(num * ((this._pillarSection.SegCount + 1) * 2)) + ((num2 + 1) * 2)]); primitive.IndexArray.Append(list2[((num + 1) * ((this._pillarSection.SegCount + 1) * 2)) + ((num2 + 1) * 2)]); } } SystemLog.Instance.Log("结束添加索引数组:" + DateTime.Now.ToLongTimeString()); SystemLog.Instance.Log("开始画底面顶面和线框:" + DateTime.Now.ToLongTimeString()); vArray = new DoubleArrayClass(); indexArray = new UInt16ArrayClass(); array3 = new FloatArrayClass(); norms = new DoubleArrayClass(); primitive2 = group.GetPrimitive(1); polygon.ExteriorRing.ReverseOrientation(); mesh = DrawGeometry.geoConvertor.PolygonToTriMesh(polygon); if ((mesh != null) && mesh.BatchExport(ref vArray, ref indexArray, ref array3, ref array4, ref norms)) { for (num = 0; num < vArray.Length; num++) { primitive2.VertexArray.Append((float)vArray.Array[num]); } for (num = 0; num < indexArray.Length; num++) { primitive2.IndexArray.Append(indexArray.Array[num]); } for (num = 0; num < norms.Length; num++) { primitive2.NormalArray.Append((float)norms.Array[num]); } if (this._renderType == RenderType.Texture) { for (num = 0; num < (vArray.Length / 3); num++) { this.GetTexcoord(vArray.Array[num * 3], vArray.Array[(num * 3) + 1], out naN, out ty); primitive2.TexcoordArray.Append((float)naN); primitive2.TexcoordArray.Append((float)ty); } } } vArray = new DoubleArrayClass(); indexArray = new UInt16ArrayClass(); array3 = new FloatArrayClass(); norms = new DoubleArrayClass(); primitive3 = group.GetPrimitive(2); mesh = DrawGeometry.geoConvertor.PolygonToTriMesh(polygon2); if ((mesh != null) && mesh.BatchExport(ref vArray, ref indexArray, ref array3, ref array4, ref norms)) { for (num = 0; num < vArray.Length; num++) { primitive3.VertexArray.Append((float)vArray.Array[num]); } for (num = 0; num < indexArray.Length; num++) { primitive3.IndexArray.Append(indexArray.Array[num]); } for (num = 0; num < norms.Length; num++) { primitive3.NormalArray.Append((float)norms.Array[num]); } if (this._renderType == RenderType.Texture) { for (num = 0; num < (vArray.Length / 3); num++) { this.GetTexcoord(vArray.Array[num * 3], vArray.Array[(num * 3) + 1], out naN, out ty); primitive3.TexcoordArray.Append((float)naN); primitive3.TexcoordArray.Append((float)ty); } } } SystemLog.Instance.Log("结束画底面顶面和线框:" + DateTime.Now.ToLongTimeString()); SystemLog.Instance.Log("结束调用Draw:" + DateTime.Now.ToLongTimeString()); return(true); } catch (Exception exception) { SystemLog.Instance.Log(exception); return(false); } }