Example #1
0
    public static void GenerateMeshes(List <Vector3> vertices, List <Vector3> normals,
                                      List <int> triangles, List <Color32> colors, int[] ss,
                                      string tag = "RibbonObj", string gameobj = "Ribbons")
    {
        //	DuplicateVertices(vertices, normals, triangles, colors);
        tag = Ribbons.ribbontag;
        AddFirstFrontalFace(vertices, normals, triangles, colors, ss);
        AddLastFrontalFace(vertices, normals, triangles, colors, ss);
        MeshData mData = new MeshData();


        mData.vertices  = vertices.ToArray();
        mData.normals   = normals.ToArray();
        mData.triangles = triangles.ToArray();
        mData.colors    = colors.ToArray();

        /*
         * for(int i=0; i<mData.vertices.Length; i++) {
         *      mData.vertices[i] += Molecule.Model.MoleculeModel.Offset;
         * }
         */

        Splitting   split  = new Splitting();
        List <Mesh> meshes = split.Split(mData);

        SubGenerateMeshes(meshes, tag, gameobj);
    }
Example #2
0
    /// <summary>
    /// Creates the surface objects.
    /// </summary>
    /// <param name='voxels'>
    /// Voxels, i.e. the scalar field used to compute the surface.
    /// </param>
    /// <param name='threshold'>
    /// The threshold on which the isosurface is based.
    /// </param>
    /// <param name='delta'>
    /// Delta parameter from the grid, basically the size of each cell.
    /// </param>
    /// <param name='origin'>
    /// Origin of the grid.
    /// </param>
    /// <param name='colors'>
    /// Colors. Kept from previous implementation, but doesn't do anything here. I'm only
    /// keeping it because I'm not sure what it was used for. --- Alexandre
    /// </param>
    /// <param name='tag'>
    /// Tag for the objects to be created.
    /// </param>
    /// <param name='electro'>
    /// True if this is an electrostatic field isosurface.
    /// </param>
    public static void CreateSurfaceObjects(float[,,] voxels, float threshold, Vector3 delta, Vector3 origin,
                                            Color[] colors, string tag = "SurfaceManager", bool electro = false)
    {
        ELECTRO = electro;
        Debug.Log(ELECTRO.ToString());
        if (ELECTRO)
        {
            ReadDX readDX = UI.GUIMoleculeController.readdx;
            origin = readDX.GetOrigin();
            delta  = readDX.GetDelta();
        }

        InitGenMesh(voxels, threshold, delta, origin, tag);
        SetDims();

        float    bMCTime = Time.realtimeSinceStartup;
        MeshData mData   = MarchingCubes.CreateMesh(VOXELS, 0, XDIM, 0, YDIM, 0, ZDIM);

        Debug.Log("Entire surface contains " + mData.vertices.Length.ToString() + " vertices.");
        float elapsed = 10f * (Time.realtimeSinceStartup - bMCTime);

        Debug.Log("GenerateMesh::MarchingCubes time: " + elapsed.ToString());
        OffsetVertices(mData);

        float         bSmooth       = Time.realtimeSinceStartup;
        AdjacencySets adjacencySets = new AdjacencySets(mData.triangles.Length);

        adjacencySets.AddAllTriangles(mData.triangles);
        SmoothFilter.AdjSetsSmoother(mData, adjacencySets);
        elapsed = Time.realtimeSinceStartup - bSmooth;
        Debug.Log("Smoothing time: " + elapsed.ToString());

        ProperlyCalculateNormals(mData);

        // Necessary for electrostatic fields isosurfaces
        Debug.Log(threshold.ToString());
        if (threshold < 0)
        {
            FlipTriangles(mData);
        }

        Splitting   splitting = new Splitting();
        List <Mesh> meshes    = splitting.Split(mData);

        CreateSurfaceObjects(meshes);
    }
Example #3
0
    //imyjimmy
    public void GenerateMeshes(List <Vector3> vertices, List <Vector3> normals,
                               List <int> triangles, List <Color32> colors, int[] ss, List <Residue> residueSeq,
                               string tag = "RibbonObj", string gameobj = "Ribbons")
    {
        //	DuplicateVertices(vertices, normals, triangles, colors);
        tag = Ribbons.ribbontag;
        if (tag == "" || tag == " " || tag == null)
        {
            tag = "RibbonObj";
        }
        Debug.Log("inside PostProcessing.GenerateMeshes");
        Debug.Log("adding first and last frontal faces.");
        this.AddFirstFrontalFace(vertices, normals, triangles, colors, ss);
        this.AddLastFrontalFace(vertices, normals, triangles, colors, ss);
        MeshData mData = new MeshData();

        //imyjimmy
        //MoleculeModel.ribbonColors = colors;

        mData.vertices   = vertices.ToArray();
        mData.normals    = normals.ToArray();
        mData.triangles  = triangles.ToArray();
        mData.colors     = colors.ToArray();
        mData.residueSeq = residueSeq;

        Debug.Log("mData.colors.Length: " + mData.colors.Length);
        Debug.Log("mData.vertices.Length: " + mData.vertices.Length);
        Debug.Log("mData.normals.Length: " + mData.normals.Length);

        /*
         * for(int i=0; i<mData.vertices.Length; i++) {
         *      mData.vertices[i] += Molecule.Model.MoleculeModel.Offset;
         * }
         */

        List <Mesh> meshes = split.Split(mData, this);

        Debug.Log("PostProcessing, number of meshes: " + meshes.Count);

        this.SubGenerateMeshes(meshes, tag, gameobj);
    }