Example #1
0
        public void MeshVertexAttributes()
        {
            Mesh mesh = new Mesh();

            VertexAttributeHalfFloat halfFloatAttribute = new VertexAttributeHalfFloat("halfFloatAttribute");
            mesh.Attributes.Add(halfFloatAttribute);
            Assert.AreEqual("halfFloatAttribute", mesh.Attributes["halfFloatAttribute"].Name);
            Assert.AreEqual(VertexAttributeType.HalfFloat, mesh.Attributes["halfFloatAttribute"].Datatype);

            VertexAttributeHalfFloatVector2 halfFloatAttribute2 = new VertexAttributeHalfFloatVector2("halfFloatAttribute2");
            mesh.Attributes.Add(halfFloatAttribute2);
            Assert.AreEqual("halfFloatAttribute2", mesh.Attributes["halfFloatAttribute2"].Name);
            Assert.AreEqual(VertexAttributeType.HalfFloatVector2, mesh.Attributes["halfFloatAttribute2"].Datatype);

            VertexAttributeHalfFloatVector3 halfFloatAttribute3 = new VertexAttributeHalfFloatVector3("halfFloatAttribute3");
            mesh.Attributes.Add(halfFloatAttribute3);
            Assert.AreEqual("halfFloatAttribute3", mesh.Attributes["halfFloatAttribute3"].Name);
            Assert.AreEqual(VertexAttributeType.HalfFloatVector3, mesh.Attributes["halfFloatAttribute3"].Datatype);

            VertexAttributeHalfFloatVector4 halfFloatAttribute4 = new VertexAttributeHalfFloatVector4("halfFloatAttribute4");
            mesh.Attributes.Add(halfFloatAttribute4);
            Assert.AreEqual("halfFloatAttribute4", mesh.Attributes["halfFloatAttribute4"].Name);
            Assert.AreEqual(VertexAttributeType.HalfFloatVector4, mesh.Attributes["halfFloatAttribute4"].Datatype);

            ///////////////////////////////////////////////////////////////////

            VertexAttributeFloat floatAttribute = new VertexAttributeFloat("floatAttribute");
            mesh.Attributes.Add(floatAttribute);
            Assert.AreEqual("floatAttribute", mesh.Attributes["floatAttribute"].Name);
            Assert.AreEqual(VertexAttributeType.Float, mesh.Attributes["floatAttribute"].Datatype);

            VertexAttributeFloatVector2 floatAttribute2 = new VertexAttributeFloatVector2("floatAttribute2");
            mesh.Attributes.Add(floatAttribute2);
            Assert.AreEqual("floatAttribute2", mesh.Attributes["floatAttribute2"].Name);
            Assert.AreEqual(VertexAttributeType.FloatVector2, mesh.Attributes["floatAttribute2"].Datatype);

            VertexAttributeFloatVector3 floatAttribute3 = new VertexAttributeFloatVector3("floatAttribute3");
            mesh.Attributes.Add(floatAttribute3);
            Assert.AreEqual("floatAttribute3", mesh.Attributes["floatAttribute3"].Name);
            Assert.AreEqual(VertexAttributeType.FloatVector3, mesh.Attributes["floatAttribute3"].Datatype);

            VertexAttributeFloatVector4 floatAttribute4 = new VertexAttributeFloatVector4("floatAttribute4");
            mesh.Attributes.Add(floatAttribute4);
            Assert.AreEqual("floatAttribute4", mesh.Attributes["floatAttribute4"].Name);
            Assert.AreEqual(VertexAttributeType.FloatVector4, mesh.Attributes["floatAttribute4"].Datatype);

            ///////////////////////////////////////////////////////////////////

            VertexAttributeByte byteAttribute = new VertexAttributeByte("byteAttribute");
            mesh.Attributes.Add(byteAttribute);
            Assert.AreEqual("byteAttribute", mesh.Attributes["byteAttribute"].Name);
            Assert.AreEqual(VertexAttributeType.UnsignedByte, mesh.Attributes["byteAttribute"].Datatype);

            VertexAttributeRGBA colorAttribute = new VertexAttributeRGBA("colorAttribute");
            mesh.Attributes.Add(colorAttribute);
            Assert.AreEqual("colorAttribute", mesh.Attributes["colorAttribute"].Name);
            Assert.AreEqual(VertexAttributeType.UnsignedByte, mesh.Attributes["colorAttribute"].Datatype);

            colorAttribute.AddColor(Color.FromArgb(3, 0, 1, 2));
            Assert.AreEqual(0, colorAttribute.Values[0]);
            Assert.AreEqual(1, colorAttribute.Values[1]);
            Assert.AreEqual(2, colorAttribute.Values[2]);
            Assert.AreEqual(3, colorAttribute.Values[3]);
        }
        public static Mesh Compute(Ellipsoid ellipsoid, int numberOfPartitions, CubeMapEllipsoidVertexAttributes vertexAttributes)
        {
            if (numberOfPartitions < 0)
            {
                throw new ArgumentOutOfRangeException("numberOfPartitions");
            }

            if ((vertexAttributes & CubeMapEllipsoidVertexAttributes.Position) != CubeMapEllipsoidVertexAttributes.Position)
            {
                throw new ArgumentException("Positions must be provided.", "vertexAttributes");
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfVertices = NumberOfVertices(numberOfPartitions);
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);
            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedInt indices = new IndicesUnsignedInt(3 * NumberOfTriangles(numberOfPartitions));
            mesh.Indices = indices;

            CubeMapMesh CubeMapMesh = new CubeMapMesh();
            CubeMapMesh.Ellipsoid = ellipsoid;
            CubeMapMesh.NumberOfPartitions = numberOfPartitions;
            CubeMapMesh.Positions = positionsAttribute.Values;
            CubeMapMesh.Indices = indices;

            if ((vertexAttributes & CubeMapEllipsoidVertexAttributes.Normal) == CubeMapEllipsoidVertexAttributes.Normal)
            {
                VertexAttributeHalfFloatVector3 normalsAttribute = new VertexAttributeHalfFloatVector3("normal", numberOfVertices);
                mesh.Attributes.Add(normalsAttribute);
                CubeMapMesh.Normals = normalsAttribute.Values;
            }

            if ((vertexAttributes & CubeMapEllipsoidVertexAttributes.TextureCoordinate) == CubeMapEllipsoidVertexAttributes.TextureCoordinate)
            {
                VertexAttributeHalfFloatVector2 textureCoordinateAttribute = new VertexAttributeHalfFloatVector2("textureCoordinate", numberOfVertices);
                mesh.Attributes.Add(textureCoordinateAttribute);
                CubeMapMesh.TextureCoordinate = textureCoordinateAttribute.Values;
            }

            //
            // Initial cube.  In the plane, z = -1:
            //
            //                   +y
            //                    |
            //             Q2     * p3     Q1
            //                  / | \
            //              p0 *--+--* p2   +x
            //                  \ | /
            //             Q3     * p1     Q4
            //                    |
            //
            // Similarly, p4 to p7 are in the plane z = 1.
            //
            CubeMapMesh.Positions.Add(new Vector3D(-1, 0, -1));
            CubeMapMesh.Positions.Add(new Vector3D(0, -1, -1));
            CubeMapMesh.Positions.Add(new Vector3D(1, 0, -1));
            CubeMapMesh.Positions.Add(new Vector3D(0, 1, -1));
            CubeMapMesh.Positions.Add(new Vector3D(-1, 0, 1));
            CubeMapMesh.Positions.Add(new Vector3D(0, -1, 1));
            CubeMapMesh.Positions.Add(new Vector3D(1, 0, 1));
            CubeMapMesh.Positions.Add(new Vector3D(0, 1, 1));

            //
            // Edges
            //
            // 0 -> 1, 1 -> 2, 2 -> 3, 3 -> 0.  Plane z = -1
            // 4 -> 5, 5 -> 6, 6 -> 7, 7 -> 4.  Plane z = 1
            // 0 -> 4, 1 -> 5, 2 -> 6, 3 -> 7.  From plane z = -1 to plane z - 1
            //
            int[] edge0to1 = AddEdgePositions(0, 1, CubeMapMesh);
            int[] edge1to2 = AddEdgePositions(1, 2, CubeMapMesh);
            int[] edge2to3 = AddEdgePositions(2, 3, CubeMapMesh);
            int[] edge3to0 = AddEdgePositions(3, 0, CubeMapMesh);

            int[] edge4to5 = AddEdgePositions(4, 5, CubeMapMesh);
            int[] edge5to6 = AddEdgePositions(5, 6, CubeMapMesh);
            int[] edge6to7 = AddEdgePositions(6, 7, CubeMapMesh);
            int[] edge7to4 = AddEdgePositions(7, 4, CubeMapMesh);

            int[] edge0to4 = AddEdgePositions(0, 4, CubeMapMesh);
            int[] edge1to5 = AddEdgePositions(1, 5, CubeMapMesh);
            int[] edge2to6 = AddEdgePositions(2, 6, CubeMapMesh);
            int[] edge3to7 = AddEdgePositions(3, 7, CubeMapMesh);

            AddFaceTriangles(edge0to4, edge0to1, edge1to5, edge4to5, CubeMapMesh); // Q3 Face
            AddFaceTriangles(edge1to5, edge1to2, edge2to6, edge5to6, CubeMapMesh); // Q4 Face
            AddFaceTriangles(edge2to6, edge2to3, edge3to7, edge6to7, CubeMapMesh); // Q1 Face
            AddFaceTriangles(edge3to7, edge3to0, edge0to4, edge7to4, CubeMapMesh); // Q2 Face
            AddFaceTriangles(ReversedArray(edge7to4), edge4to5, edge5to6, ReversedArray(edge6to7), CubeMapMesh); // Plane z = 1
            AddFaceTriangles(edge1to2, ReversedArray(edge0to1), ReversedArray(edge3to0), edge2to3, CubeMapMesh); // Plane z = -1

            CubeToEllipsoid(CubeMapMesh);
            return mesh;
        }
        public static Mesh Compute(Ellipsoid ellipsoid, int numberOfSubdivisions, SubdivisionEllipsoidVertexAttributes vertexAttributes)
        {
            if (numberOfSubdivisions < 0)
            {
                throw new ArgumentOutOfRangeException("numberOfSubdivisions");
            }

            if ((vertexAttributes & SubdivisionEllipsoidVertexAttributes.Position) != SubdivisionEllipsoidVertexAttributes.Position)
            {
                throw new ArgumentException("Positions must be provided.", "vertexAttributes");
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfVertices = SubdivisionUtility.NumberOfVertices(numberOfSubdivisions);
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);
            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedInt indices = new IndicesUnsignedInt(3 * SubdivisionUtility.NumberOfTriangles(numberOfSubdivisions));
            mesh.Indices = indices;

            SubdivisionMesh subdivisionMesh = new SubdivisionMesh();
            subdivisionMesh.Ellipsoid = ellipsoid;
            subdivisionMesh.Positions = positionsAttribute.Values;
            subdivisionMesh.Indices = indices;

            if ((vertexAttributes & SubdivisionEllipsoidVertexAttributes.Normal) == SubdivisionEllipsoidVertexAttributes.Normal)
            {
                VertexAttributeHalfFloatVector3 normalsAttribute = new VertexAttributeHalfFloatVector3("normal", numberOfVertices);
                mesh.Attributes.Add(normalsAttribute);
                subdivisionMesh.Normals = normalsAttribute.Values;
            }

            if ((vertexAttributes & SubdivisionEllipsoidVertexAttributes.TextureCoordinate) == SubdivisionEllipsoidVertexAttributes.TextureCoordinate)
            {
                VertexAttributeHalfFloatVector2 textureCoordinateAttribute = new VertexAttributeHalfFloatVector2("textureCoordinate", numberOfVertices);
                mesh.Attributes.Add(textureCoordinateAttribute);
                subdivisionMesh.TextureCoordinate = textureCoordinateAttribute.Values;
            }

            //
            // Initial tetrahedron
            //
            double negativeRootTwoOverThree = -Math.Sqrt(2.0) / 3.0;
            const double negativeOneThird = -1.0 / 3.0;
            double rootSixOverThree = Math.Sqrt(6.0) / 3.0;

            Vector3D n0 = new Vector3D(0, 0, 1);
            Vector3D n1 = new Vector3D(0, (2.0 * Math.Sqrt(2.0)) / 3.0, negativeOneThird);
            Vector3D n2 = new Vector3D(-rootSixOverThree, negativeRootTwoOverThree, negativeOneThird);
            Vector3D n3 = new Vector3D(rootSixOverThree, negativeRootTwoOverThree, negativeOneThird);

            Vector3D p0 = n0.MultiplyComponents(ellipsoid.Radii);
            Vector3D p1 = n1.MultiplyComponents(ellipsoid.Radii);
            Vector3D p2 = n2.MultiplyComponents(ellipsoid.Radii);
            Vector3D p3 = n3.MultiplyComponents(ellipsoid.Radii);
            
            subdivisionMesh.Positions.Add(p0);
            subdivisionMesh.Positions.Add(p1);
            subdivisionMesh.Positions.Add(p2);
            subdivisionMesh.Positions.Add(p3);

            if ((subdivisionMesh.Normals != null) || (subdivisionMesh.TextureCoordinate != null))
            {
                Vector3D d0 = ellipsoid.GeodeticSurfaceNormal(p0);
                Vector3D d1 = ellipsoid.GeodeticSurfaceNormal(p1);
                Vector3D d2 = ellipsoid.GeodeticSurfaceNormal(p2);
                Vector3D d3 = ellipsoid.GeodeticSurfaceNormal(p3);

                if (subdivisionMesh.Normals != null)
                {
                    subdivisionMesh.Normals.Add(d0.ToVector3H());
                    subdivisionMesh.Normals.Add(d1.ToVector3H());
                    subdivisionMesh.Normals.Add(d2.ToVector3H());
                    subdivisionMesh.Normals.Add(d3.ToVector3H());
                }

                if (subdivisionMesh.TextureCoordinate != null)
                {
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d0));
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d1));
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d2));
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d3));
                }
            }

            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(0, 1, 2), numberOfSubdivisions);
            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(0, 2, 3), numberOfSubdivisions);
            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(0, 3, 1), numberOfSubdivisions);
            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(1, 3, 2), numberOfSubdivisions);

            return mesh;
        }
        public static Mesh Compute(Ellipsoid ellipsoid, int numberOfSlicePartitions, int numberOfStackPartitions, GeographicGridEllipsoidVertexAttributes vertexAttributes)
        {
            if (numberOfSlicePartitions < 3)
            {
                throw new ArgumentOutOfRangeException("numberOfSlicePartitions");
            }

            if (numberOfStackPartitions < 2)
            {
                throw new ArgumentOutOfRangeException("numberOfStackPartitions");
            }

            if ((vertexAttributes & GeographicGridEllipsoidVertexAttributes.Position) != GeographicGridEllipsoidVertexAttributes.Position)
            {
                throw new ArgumentException("Positions must be provided.", "vertexAttributes");
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfVertices = NumberOfVertices(numberOfSlicePartitions, numberOfStackPartitions);
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);
            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedInt indices = new IndicesUnsignedInt(3 * NumberOfTriangles(numberOfSlicePartitions, numberOfStackPartitions));
            mesh.Indices = indices;

            IList<Vector3H> normals = null;
            if ((vertexAttributes & GeographicGridEllipsoidVertexAttributes.Normal) == GeographicGridEllipsoidVertexAttributes.Normal)
            {
                VertexAttributeHalfFloatVector3 normalsAttribute = new VertexAttributeHalfFloatVector3("normal", numberOfVertices);
                mesh.Attributes.Add(normalsAttribute);
                normals = normalsAttribute.Values;
            }

            IList<Vector2H> textureCoordinates = null;
            if ((vertexAttributes & GeographicGridEllipsoidVertexAttributes.TextureCoordinate) == GeographicGridEllipsoidVertexAttributes.TextureCoordinate)
            {
                VertexAttributeHalfFloatVector2 textureCoordinateAttribute = new VertexAttributeHalfFloatVector2("textureCoordinate", numberOfVertices);
                mesh.Attributes.Add(textureCoordinateAttribute);
                textureCoordinates = textureCoordinateAttribute.Values;
            }

            //
            // Create lookup table
            //
            double[] cosTheta = new double[numberOfSlicePartitions];
            double[] sinTheta = new double[numberOfSlicePartitions];

            for (int j = 0; j < numberOfSlicePartitions; ++j)
            {
                double theta = Trig.TwoPi * (((double)j) / numberOfSlicePartitions);
                cosTheta[j] = Math.Cos(theta);
                sinTheta[j] = Math.Sin(theta);
            }

            //
            // Create positions
            //
            IList<Vector3D> positions = positionsAttribute.Values;
            positions.Add(new Vector3D(0, 0, ellipsoid.Radii.Z));

            for (int i = 1; i < numberOfStackPartitions; ++i)
            {
                double phi = Math.PI * (((double)i) / numberOfStackPartitions);
                double sinPhi = Math.Sin(phi);

                double xSinPhi = ellipsoid.Radii.X * sinPhi;
                double ySinPhi = ellipsoid.Radii.Y * sinPhi;
                double zCosPhi = ellipsoid.Radii.Z * Math.Cos(phi);

                for (int j = 0; j < numberOfSlicePartitions; ++j)
                {
                    positions.Add(new Vector3D(cosTheta[j] * xSinPhi, sinTheta[j] * ySinPhi, zCosPhi));
                }
            }
            positions.Add(new Vector3D(0, 0, -ellipsoid.Radii.Z));

            if ((normals != null) || (textureCoordinates != null))
            {
                for (int i = 0; i < positions.Count; ++i)
                {
                    Vector3D deticSurfaceNormal = ellipsoid.GeodeticSurfaceNormal(positions[i]);

                    if (normals != null)
                    {
                        normals.Add(deticSurfaceNormal.ToVector3H());
                    }

                    if (textureCoordinates != null)
                    {
                        textureCoordinates.Add(SubdivisionUtility.ComputeTextureCoordinate(deticSurfaceNormal));
                    }
                }
            }

            //
            // Triangle fan top row
            //
            for (int j = 1; j < numberOfSlicePartitions; ++j)
            {
                indices.AddTriangle(new TriangleIndicesUnsignedInt(0, j, j + 1));
            }
            indices.AddTriangle(new TriangleIndicesUnsignedInt(0, numberOfSlicePartitions, 1));

            //
            // Middle rows are triangle strips
            //
            for (int i = 0; i < numberOfStackPartitions - 2; ++i)
            {
                int topRowOffset = (i * numberOfSlicePartitions) + 1;
                int bottomRowOffset = ((i + 1) * numberOfSlicePartitions) + 1;

                for (int j = 0; j < numberOfSlicePartitions - 1; ++j)
                {
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + j, bottomRowOffset + j + 1, topRowOffset + j + 1));
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + j, topRowOffset + j + 1, topRowOffset + j));
                }
                indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + numberOfSlicePartitions - 1, bottomRowOffset, topRowOffset));
                indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + numberOfSlicePartitions - 1, topRowOffset, topRowOffset + numberOfSlicePartitions - 1));
            }

            //
            // Triangle fan bottom row
            //
            int lastPosition = positions.Count - 1;
            for (int j = lastPosition - 1; j > lastPosition - numberOfSlicePartitions; --j)
            {
                indices.AddTriangle(new TriangleIndicesUnsignedInt(lastPosition, j, j - 1));
            }
            indices.AddTriangle(new TriangleIndicesUnsignedInt(lastPosition, lastPosition - numberOfSlicePartitions, lastPosition - 1));

            return mesh;
        }