} // 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
public Point1(Position1 position, Normal1 normal) { Position = position; Normal = normal; }
} // 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