Example #1
0
    }     // End of GenerateArrowRibbon

    private void GenerateFlatRibbon(List <Vector3> vertices, List <Vector3> normals, List <int> triangles)
    {
        Vector3 CentPoint0, CentPoint1, Sid1Point0, Sid1Point1, Sid2Point0, Sid2Point1,
                Transversal, Tangent, Normal0, Normal1;
        Vector3 CP0, CP1, S1P0, S1P1, S2P0, S2P1, Norm0, Norm1;
        int     ui;
        float   u = 0f;     // needs to be assigned

        CentPoint0 = CentPoint1 = Sid1Point0 = Sid1Point1 = Sid2Point0 = Sid2Point1 = Transversal = Tangent = Normal0 = Normal1 = Vector3.zero;
        CP0        = CP1 = S1P0 = S1P1 = S2P0 = S2P1 = Norm0 = Norm1 = Vector3.zero;
        // The initial geometry is generated
        splineSide1.Feval(0f, out Sid1Point1);
        splineCenter.Feval(0f, out CentPoint1);
        splineSide2.Feval(0f, out Sid2Point1);

        // The tangents at the three previous points are the same
        splineSide2.Deval(0f, out Tangent);

        // Vector transversal to the ribbon
        Transversal = Sid1Point1 - Sid2Point1;
        Normal1     = Vector3.Cross(Transversal, Tangent);
        Normal1.Normalize();

        Vector3 leftNormal0, leftNormal1, rightNormal0, rightNormal1;

        for (ui = 1; ui <= 10; ui++)
        {
            if (ui % uspacing == 0)
            {
                u = 0.1f * (float)ui;

                // The geometry of the previous iteration is saved
                Sid1Point0 = Sid1Point1;
                CentPoint0 = CentPoint1;
                Sid2Point0 = Sid2Point1;
                Normal0    = Normal1;

                // The new geometry is generated
                splineSide1.Feval(u, out Sid1Point1);
                splineCenter.Feval(u, out CentPoint1);
                splineSide2.Feval(u, out Sid2Point1);

                // The tangents at the three previous points are the same
                splineSide2.Deval(u, out Tangent);
                // Vector transversal to the ribbon
                Transversal = Sid1Point1 - Sid2Point1;
                Normal1     = Vector3.Cross(Transversal, Tangent);
                Normal1.Normalize();

                // The x coordinates must be flipped, but the original vectors can't be
                // modified because they will be reused in the next iteration.
                S1P0 = new Vector3(-Sid1Point0.x, Sid1Point0.y, Sid1Point0.z);
                S1P1 = new Vector3(-Sid1Point1.x, Sid1Point1.y, Sid1Point1.z);

                S2P0 = new Vector3(-Sid2Point0.x, Sid2Point0.y, Sid2Point0.z);
                S2P1 = new Vector3(-Sid2Point1.x, Sid2Point1.y, Sid2Point1.z);

                CP0 = new Vector3(-CentPoint0.x, CentPoint0.y, CentPoint0.z);
                CP1 = new Vector3(-CentPoint1.x, CentPoint1.y, CentPoint1.z);

                Norm0 = new Vector3(-Normal0.x, Normal0.y, Normal0.z);
                Norm1 = new Vector3(-Normal1.x, Normal1.y, Normal1.z);

                // Left and right may be reversed, but either way,
                // these normals point outwards from the ribbons, horizontally.
                leftNormal0 = (S1P0 - CP0).normalized;
                leftNormal1 = (S1P1 - CP1).normalized;

                rightNormal0 = (S2P0 - CP0).normalized;
                rightNormal1 = (S2P1 - CP1).normalized;

                // The (Sid1Point0, Sid1Point1, CentPoint1) triangle is added.
                vertices.Add(S1P0);
                normals.Add(Norm0);

                vertices.Add(S1P1);
                normals.Add(Norm1);

                vertices.Add(CP1);
                normals.Add(Norm1);

                triangles.Add(vIndex);
                triangles.Add(vIndex + 1);
                triangles.Add(vIndex + 2);

                // and duplicated above
                vertices.Add(S1P0 + THICKNESS * Norm0);
                normals.Add(-Norm0);

                vertices.Add(S1P1 + THICKNESS * Norm1);
                normals.Add(-Norm1);

                vertices.Add(CP1 + THICKNESS * Norm1);
                normals.Add(-Norm1);

                triangles.Add(vIndex + 3);
                triangles.Add(vIndex + 4);
                triangles.Add(vIndex + 5);

                // The (Sid1Point0, CentPoint1, CentPoint0) triangle is added.
                vertices.Add(S1P0);
                normals.Add(Norm0);

                vertices.Add(CP1);
                normals.Add(Norm1);

                vertices.Add(CP0);
                normals.Add(Norm0);

                triangles.Add(vIndex + 6);
                triangles.Add(vIndex + 7);
                triangles.Add(vIndex + 8);

                // and duplicated above
                vertices.Add(S1P0 + THICKNESS * Norm0);
                normals.Add(-Norm0);

                vertices.Add(CP1 + THICKNESS * Norm1);
                normals.Add(-Norm1);

                vertices.Add(CP0 + THICKNESS * Norm0);
                normals.Add(-Norm0);

                triangles.Add(vIndex + 9);
                triangles.Add(vIndex + 10);
                triangles.Add(vIndex + 11);

                // (Sid2Point0, Sid2Point1, CentPoint1) triangle is added.
                vertices.Add(S2P0);
                normals.Add(Norm0);

                vertices.Add(S2P1);
                normals.Add(Norm1);

                vertices.Add(CP1);
                normals.Add(Norm1);

                triangles.Add(vIndex + 12);
                triangles.Add(vIndex + 13);
                triangles.Add(vIndex + 14);

                // and duplicated above
                vertices.Add(S2P0 + THICKNESS * Norm0);
                normals.Add(-Norm0);

                vertices.Add(S2P1 + THICKNESS * Norm1);
                normals.Add(-Norm1);

                vertices.Add(CP1 + THICKNESS * Norm1);
                normals.Add(-Norm1);

                triangles.Add(vIndex + 15);
                triangles.Add(vIndex + 16);
                triangles.Add(vIndex + 17);

                // (Sid2Point0, CentPoint1, CentPoint0) triangle is added.
                vertices.Add(S2P0);
                normals.Add(Norm0);

                vertices.Add(CP1);
                normals.Add(Norm1);

                vertices.Add(CP0);
                normals.Add(Norm0);

                triangles.Add(vIndex + 18);
                triangles.Add(vIndex + 19);
                triangles.Add(vIndex + 20);

                // and duplicated above
                vertices.Add(S2P0 + THICKNESS * Norm0);
                normals.Add(-Norm0);

                vertices.Add(CP1 + THICKNESS * Norm1);
                normals.Add(-Norm1);

                vertices.Add(CP0 + THICKNESS * Norm0);
                normals.Add(-Norm0);

                triangles.Add(vIndex + 21);
                triangles.Add(vIndex + 22);
                triangles.Add(vIndex + 23);

                // Duplicating the side vertices and giving them the proper normals
                // for the sides of the thick ribbons
                vertices.Add(S1P0);
                normals.Add(leftNormal0);

                vertices.Add(S1P1);
                normals.Add(leftNormal1);

                vertices.Add(S2P0);
                normals.Add(rightNormal0);

                vertices.Add(S2P1);
                normals.Add(rightNormal1);

                // and duplicating them again, this time raising them as well
                vertices.Add(S1P0 + THICKNESS * Norm0);
                normals.Add(leftNormal0);

                vertices.Add(S1P1 + THICKNESS * Norm1);
                normals.Add(leftNormal1);

                vertices.Add(S2P0 + THICKNESS * Norm0);
                normals.Add(rightNormal0);

                vertices.Add(S2P1 + THICKNESS * Norm1);
                normals.Add(rightNormal1);

                // Side triangles
                triangles.Add(vIndex + 24);
                triangles.Add(vIndex + 25);
                triangles.Add(vIndex + 28);

                triangles.Add(vIndex + 25);
                triangles.Add(vIndex + 28);
                triangles.Add(vIndex + 29);

                triangles.Add(vIndex + 26);
                triangles.Add(vIndex + 27);
                triangles.Add(vIndex + 30);

                triangles.Add(vIndex + 27);
                triangles.Add(vIndex + 30);
                triangles.Add(vIndex + 31);

                vIndex += 32;
            }
        }
    }     // End of GenerateFlatRibbons
Example #2
0
 public Point1(Position1 position, Normal1 normal)
 {
     Position = position;
     Normal   = normal;
 }
Example #3
0
    }     // End of GenerateSpline

    private void GenerateArrowRibbon(List <Vector3> vertices, List <Vector3> normals, List <int> triangles)
    {
        Vector3 CentPoint0, CentPoint1, Sid1Point0, Sid1Point1, Sid2Point0, Sid2Point1,
                Transversal, Tangent, Normal0, Normal1;
        Vector3 CP0, CP1, S1P0, S1P1, S2P0, S2P1, Norm0, Norm1;
        Vector3 leftVect0, rightVect0, leftVect1, rightVect1;
        Vector3 Forward, LeftDiag0, RightDiag0, LeftDiag1, RightDiag1;

        Forward   = LeftDiag0 = RightDiag0 = LeftDiag1 = RightDiag1 = Vector3.zero;
        leftVect0 = leftVect1 = rightVect0 = rightVect1 = Vector3.zero;
        int   ui;
        float u = 0f;       // needs to be assigned

        CentPoint0 = CentPoint1 = Sid1Point0 = Sid1Point1 = Sid2Point0 = Sid2Point1 = Transversal = Tangent = Normal0 = Normal1 = Vector3.zero;
        CP0        = CP1 = S1P0 = S1P1 = S2P0 = S2P1 = Norm0 = Norm1 = Vector3.zero;
        // The initial geometry is generated
        splineSide1.Feval(0f, out Sid1Point1);
        splineCenter.Feval(0f, out CentPoint1);
        splineSide2.Feval(0f, out Sid2Point1);

        // The tangents at the three previous points are the same
        splineSide2.Deval(0f, out Tangent);

        // Vector transversal to the ribbon
        Transversal = Sid1Point1 - Sid2Point1;
        Normal1     = Vector3.Cross(Transversal, Tangent);
        Normal1.Normalize();
        float extraWidthFactor   = ARROW_WIDTH;
        float pointOneAdjustment = 0.1f * ARROW_WIDTH;
        float pointOneWidthFactor;

        Vector3 leftNormal0, leftNormal1, rightNormal0, rightNormal1;

        for (ui = 1; ui <= 10; ui++)
        {
            if (ui % uspacing == 0)
            {
                u = 0.1f * (float)ui;
                pointOneWidthFactor = extraWidthFactor - pointOneAdjustment;

                // The geometry of the previous iteration is saved
                Sid1Point0 = Sid1Point1;
                CentPoint0 = CentPoint1;
                Sid2Point0 = Sid2Point1;
                Normal0    = Normal1;

                // The new geometry is generated
                splineSide1.Feval(u, out Sid1Point1);
                splineCenter.Feval(u, out CentPoint1);
                splineSide2.Feval(u, out Sid2Point1);

                // The tangents at the three previous points are the same
                splineSide2.Deval(u, out Tangent);
                // Vector transversal to the ribbon
                Transversal = Sid1Point1 - Sid2Point1;
                Normal1     = Vector3.Cross(Transversal, Tangent);
                Normal1.Normalize();


                S1P0 = new Vector3(-Sid1Point0.x, Sid1Point0.y, Sid1Point0.z);
                S1P1 = new Vector3(-Sid1Point1.x, Sid1Point1.y, Sid1Point1.z);

                S2P0 = new Vector3(-Sid2Point0.x, Sid2Point0.y, Sid2Point0.z);
                S2P1 = new Vector3(-Sid2Point1.x, Sid2Point1.y, Sid2Point1.z);

                CP0 = new Vector3(-CentPoint0.x, CentPoint0.y, CentPoint0.z);
                CP1 = new Vector3(-CentPoint1.x, CentPoint1.y, CentPoint1.z);

                Norm0 = new Vector3(-Normal0.x, Normal0.y, Normal0.z);
                Norm1 = new Vector3(-Normal1.x, Normal1.y, Normal1.z);

                leftVect0 = S1P0 - CP0;
                leftVect1 = S1P1 - CP1;

                rightVect0 = S2P0 - CP0;
                rightVect1 = S2P1 - CP1;

                leftNormal0 = leftVect0.normalized;
                leftNormal1 = leftVect1.normalized;

                rightNormal0 = rightVect0.normalized;
                rightNormal1 = rightVect1.normalized;

                /*
                 * Forward = (CP1 - CP0).normalized;
                 * LeftDiag = (Forward + leftNormal0).normalized;
                 * RightDiag = (Forward + rightNormal0).normalized;
                 */

                Forward    = CP1 - CP0;
                LeftDiag0  = (Forward.magnitude * Forward + (leftVect0.magnitude + ARROW_WIDTH) * leftVect0).normalized;
                LeftDiag1  = (Forward.magnitude * Forward + (leftVect1.magnitude + ARROW_WIDTH) * leftVect1).normalized;
                RightDiag0 = (Forward.magnitude * Forward + (rightVect0.magnitude + ARROW_WIDTH) * rightVect0).normalized;
                RightDiag1 = (Forward.magnitude * Forward + (rightVect1.magnitude + ARROW_WIDTH) * rightVect1).normalized;


                // The (Sid1Point0, Sid1Point1, CentPoint1) triangle is added.
                vertices.Add(S1P0 + extraWidthFactor * leftNormal0);
                normals.Add(Norm0);

                vertices.Add(S1P1 + pointOneWidthFactor * leftNormal1);
                normals.Add(Norm1);

                vertices.Add(CP1);
                normals.Add(Norm1);

                triangles.Add(vIndex);
                triangles.Add(vIndex + 1);
                triangles.Add(vIndex + 2);

                // and duplicated above
                vertices.Add(S1P0 + THICKNESS * Norm0 + extraWidthFactor * leftNormal0);
                normals.Add(-Norm0);

                vertices.Add(S1P1 + THICKNESS * Norm1 + pointOneWidthFactor * leftNormal1);
                normals.Add(-Norm1);

                vertices.Add(CP1 + THICKNESS * Norm1);
                normals.Add(-Norm1);

                triangles.Add(vIndex + 3);
                triangles.Add(vIndex + 4);
                triangles.Add(vIndex + 5);

                // The (Sid1Point0, CentPoint1, CentPoint0) triangle is added.
                vertices.Add(S1P0 + extraWidthFactor * leftNormal0);
                normals.Add(Norm0);

                vertices.Add(CP1);
                normals.Add(Norm1);

                vertices.Add(CP0);
                normals.Add(Norm0);

                triangles.Add(vIndex + 6);
                triangles.Add(vIndex + 7);
                triangles.Add(vIndex + 8);

                // and duplicated above
                vertices.Add(S1P0 + THICKNESS * Norm0 + extraWidthFactor * leftNormal0);
                normals.Add(-Norm0);

                vertices.Add(CP1 + THICKNESS * Norm1);
                normals.Add(-Norm1);

                vertices.Add(CP0 + THICKNESS * Norm0);
                normals.Add(-Norm0);

                triangles.Add(vIndex + 9);
                triangles.Add(vIndex + 10);
                triangles.Add(vIndex + 11);

                // (Sid2Point0, Sid2Point1, CentPoint1) triangle is added.
                vertices.Add(S2P0 + extraWidthFactor * rightNormal0);
                normals.Add(Norm0);

                vertices.Add(S2P1 + pointOneWidthFactor * rightNormal1);
                normals.Add(Norm1);

                vertices.Add(CP1);
                normals.Add(Norm1);

                triangles.Add(vIndex + 12);
                triangles.Add(vIndex + 13);
                triangles.Add(vIndex + 14);

                // and duplicated above
                vertices.Add(S2P0 + THICKNESS * Norm0 + extraWidthFactor * rightNormal0);
                normals.Add(-Norm0);

                vertices.Add(S2P1 + THICKNESS * Norm1 + pointOneWidthFactor * rightNormal1);
                normals.Add(-Norm1);

                vertices.Add(CP1 + THICKNESS * Norm1);
                normals.Add(-Norm1);

                triangles.Add(vIndex + 15);
                triangles.Add(vIndex + 16);
                triangles.Add(vIndex + 17);

                // (Sid2Point0, CentPoint1, CentPoint0) triangle is added.
                vertices.Add(S2P0 + extraWidthFactor * rightNormal0);
                normals.Add(Norm0);

                vertices.Add(CP1);
                normals.Add(Norm1);

                vertices.Add(CP0);
                normals.Add(Norm0);

                triangles.Add(vIndex + 18);
                triangles.Add(vIndex + 19);
                triangles.Add(vIndex + 20);

                // and duplicated above

                vertices.Add(S2P0 + THICKNESS * Norm0 + extraWidthFactor * rightNormal0);
                normals.Add(-Norm0);

                vertices.Add(CP1 + THICKNESS * Norm1);
                normals.Add(-Norm1);

                vertices.Add(CP0 + THICKNESS * Norm0);
                normals.Add(-Norm0);

                triangles.Add(vIndex + 21);
                triangles.Add(vIndex + 22);
                triangles.Add(vIndex + 23);

                // Duplicating the side vertices and giving them the proper normals
                // for the sides of the thick ribbons
                vertices.Add(S1P0 + extraWidthFactor * leftNormal0);
                normals.Add(LeftDiag0);

                vertices.Add(S1P1 + pointOneWidthFactor * leftNormal1);
                normals.Add(LeftDiag1);

                vertices.Add(S2P0 + extraWidthFactor * rightNormal0);
                normals.Add(RightDiag0);

                vertices.Add(S2P1 + pointOneWidthFactor * rightNormal1);
                normals.Add(RightDiag1);

                // and duplicating them again, this time raising them as well
                vertices.Add(S1P0 + THICKNESS * Norm0 + extraWidthFactor * leftNormal0);
                normals.Add(LeftDiag0);

                vertices.Add(S1P1 + THICKNESS * Norm1 + pointOneWidthFactor * leftNormal1);
                normals.Add(LeftDiag1);

                vertices.Add(S2P0 + THICKNESS * Norm0 + extraWidthFactor * rightNormal0);
                normals.Add(RightDiag0);

                vertices.Add(S2P1 + THICKNESS * Norm1 + pointOneWidthFactor * rightNormal1);
                normals.Add(RightDiag1);

                // Side triangles
                triangles.Add(vIndex + 24);
                triangles.Add(vIndex + 25);
                triangles.Add(vIndex + 28);

                triangles.Add(vIndex + 25);
                triangles.Add(vIndex + 28);
                triangles.Add(vIndex + 29);

                triangles.Add(vIndex + 26);
                triangles.Add(vIndex + 27);
                triangles.Add(vIndex + 30);

                triangles.Add(vIndex + 27);
                triangles.Add(vIndex + 30);
                triangles.Add(vIndex + 31);

                // Backside triangles for the arrow

                /*
                 * triangles.Add(vIndex+24);
                 * triangles.Add(vIndex+8);
                 * triangles.Add(vIndex+28);
                 *
                 * triangles.Add(vIndex+8);
                 * triangles.Add(vIndex+11);
                 * triangles.Add(vIndex+28);
                 *
                 * triangles.Add(vIndex+8);
                 * triangles.Add(vIndex+11);
                 * triangles.Add(vIndex+30);
                 *
                 * triangles.Add(vIndex+8);
                 * triangles.Add(vIndex+26);
                 * triangles.Add(vIndex+30);
                 */
                vIndex          += 32;
                extraWidthFactor = extraWidthFactor - pointOneAdjustment;
            }
        }
    }     // End of GenerateArrowRibbon