Example #1
0
        /// <summary>
        /// This is the method that actually does the work.
        /// </summary>
        /// <param name="DA">The DA object is used to retrieve from inputs and store in outputs.</param>
        protected override void SolveInstance(IGH_DataAccess DA)
        {
            List <IGH_Goo> X = new List <IGH_Goo>();

            if (!DA.GetDataList(0, X))
            {
                return;
            }

            ThreeJS tJS = new ThreeJS();


            tJS.SetHeader(new Header());
            tJS.SetFooter(new Footer());

            int          i      = 0;
            List <wMesh> Meshes = new List <wMesh>();

            foreach (IGH_Goo Obj in X)
            {
                wMesh M = new wMesh();
                Obj.CastTo(out M);

                fMesh tMesh = new fMesh(M);
                tMesh.BuildThreeGeometry(i);
                tJS.AddGeometry(tMesh);
                i += 1;
            }
            tJS.Assemble();
            DA.SetData(0, tJS);
        }
Example #2
0
        private void OpenGLControl_OpenGLDraw()
        {
            //  Get the OpenGL instance that's been passed to us.
            ObjectGL = ControlGL.OpenGL;

            //  Clear the color and depth buffers.
            ObjectGL.ClearColor(1.0f, 1.0f, 1.0f, 1.0f);
            ObjectGL.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT);
            ObjectGL.Enable(OpenGL.GL_DEPTH_TEST);


            //  Reset the modelview matrix.
            ObjectGL.LoadIdentity();

            //  Move the geometry into a fairly central position.
            ObjectGL.Translate(0.0f, 0.0f, -3.0f);

            //  Start drawing triangles.
            wMesh Mesh = Meshes[0];

            SetMesh(Mesh);

            //  Flush OpenGL.
            ObjectGL.Flush();
        }
Example #3
0
        public wMeshToRhMesh(wMesh inputMesh)
        {
            foreach (wVertex v in inputMesh.Vertices)
            {
                this.Vertices.Add(new Point3d(v.X, v.Y, v.Z));
            }

            foreach (wFace f in inputMesh.Faces)
            {
                this.Faces.AddFace(new MeshFace(f.A, f.B, f.C));
            }

            this.FaceNormals.ComputeFaceNormals();
            this.Normals.ComputeNormals();
            this.Normals.UnitizeNormals();
        }
Example #4
0
        /// <summary>
        /// This is the method that actually does the work.
        /// </summary>
        /// <param name="DA">The DA object is used to retrieve from inputs and store in outputs.</param>
        protected override void SolveInstance(IGH_DataAccess DA)
        {
            // Declare variables
            IGH_Goo X = null;

            // Access the input parameters
            if (!DA.GetData(0, ref X))
            {
                return;
            }

            wMesh M = new wMesh();

            X.CastTo(out M);

            x3Dviewer LayerObject = new x3Dviewer(M);

            DA.SetData(0, LayerObject.OutputBitmap);
        }
Example #5
0
        private void OpenGLControl_OpenGLDraw()
        {
            //  Get the OpenGL instance that's been passed to us.
            ObjectGL = ControlGL.OpenGL;

            //  Clear the color and depth buffers.
            ObjectGL.ClearColor(1.0f, 1.0f, 1.0f, 1.0f);
            ObjectGL.Clear(OpenGL.GL_COLOR_BUFFER_BIT | OpenGL.GL_DEPTH_BUFFER_BIT | OpenGL.GL_STENCIL_BUFFER_BIT);

            //  Reset the modelview matrix.
            ObjectGL.LoadIdentity();

            ObjectGL.Translate(0, 0, -10.0);

            //  Start drawing triangles.
            wMesh Mesh = Meshes[0];

            SetMesh(Mesh);
            //  Flush OpenGL.
            ObjectGL.Flush();
        }
Example #6
0
        public void SetMesh(wMesh Mesh)
        {
            ObjectGL.Begin(OpenGL.GL_TRIANGLES);
            foreach (wFace F in Mesh.Faces)
            {
                wVertex V = Mesh.Vertices[F.A];
                wColor  C = Mesh.Colors[F.A];
                ObjectGL.Color((float)((double)C.R / 255.0), (float)((double)C.G / 255.0), (float)((double)C.B / 255.0));
                ObjectGL.Vertex(V.X, V.Y, V.Z);

                V = Mesh.Vertices[F.B];
                C = Mesh.Colors[F.B];
                ObjectGL.Color((float)((double)C.R / 255.0), (float)((double)C.G / 255.0), (float)((double)C.B / 255.0));
                ObjectGL.Vertex(V.X, V.Y, V.Z);

                V = Mesh.Vertices[F.C];
                C = Mesh.Colors[F.C];
                ObjectGL.Color((float)((double)C.R / 255.0), (float)((double)C.G / 255.0), (float)((double)C.B / 255.0));
                ObjectGL.Vertex(V.X, V.Y, V.Z);
            }
            ObjectGL.End();

            ObjectGL.Disable(OpenGL.GL_CULL_FACE);
        }
Example #7
0
 public fMesh(wMesh InputMesh)
 {
     Mesh = InputMesh;
 }
Example #8
0
        /// <summary>
        /// This is the method that actually does the work.
        /// </summary>
        /// <param name="DA">The DA object is used to retrieve from inputs and store in outputs.</param>
        protected override void SolveInstance(IGH_DataAccess DA)
        {
            string ID   = this.Attributes.InstanceGuid.ToString();
            string name = new GUIDtoAlpha(Convert.ToString(ID + Convert.ToString(this.RunCount)), false).Text;
            int    C    = this.RunCount;

            wObject  WindObject = new wObject();
            pElement Element    = new pElement();
            bool     Active     = Elements.ContainsKey(C);

            var pCtrl = new pMeshViewer(name);

            if (Elements.ContainsKey(C))
            {
                Active = true;
            }

            //Check if control already exists
            if (Active)
            {
                if (Elements[C] != null)
                {
                    WindObject = Elements[C];
                    Element    = (pElement)WindObject.Element;
                    pCtrl      = (pMeshViewer)Element.ParrotControl;
                }
            }
            else
            {
                pCtrl.SetProperties();
                Elements.Add(C, WindObject);
            }

            //Set Unique Control Properties

            List <IGH_Goo> X = new List <IGH_Goo>();
            List <IGH_Goo> Y = new List <IGH_Goo>();
            IGH_Goo        U = null;

            if (Params.Input[1].VolatileDataCount < 1)
            {
                UpdateLightInput(1);
            }
            //if (Params.Input[2].VolatileDataCount < 1) { UpdateCameraInput(2); }

            if (!DA.GetDataList(0, X))
            {
                return;
            }
            if (!DA.GetDataList(1, Y))
            {
                return;
            }
            if (!DA.GetData(2, ref U))
            {
                return;
            }

            wCamera V = new wCamera();

            U.CastTo(out V);

            List <wMesh> Meshes = new List <wMesh>();

            foreach (IGH_Goo Obj in X)
            {
                wMesh M = new wMesh();
                Obj.CastTo(out M);
                Meshes.Add(M);
            }

            pCtrl.SetMeshes(Meshes);

            List <wLight> Lights = new List <wLight>();

            foreach (IGH_Goo Obj in Y)
            {
                wLight L = new wLight();
                Obj.CastTo(out L);
                Lights.Add(L);
            }

            pCtrl.SetLights(Lights);

            pCtrl.BuildScene();

            pCtrl.SetCamera(V);

            pCtrl.SetNavigation(HasNavigation);
            pCtrl.SetGizmo(HasGizmo);
            pCtrl.SetCoordinateSystem(HasCoordinates);

            //if (V.IsPreset) { pCtrl.ZoomExtents(1.0); }

            if (ZoomExtents)
            {
                pCtrl.ZoomExtents(1.0);
                ZoomExtents = false;
            }

            //Set Parrot Element and Wind Object properties
            if (!Active)
            {
                Element = new pElement(pCtrl.Element, pCtrl, pCtrl.Type);
            }

            WindObject          = new wObject(Element, "Parrot", Element.Type);
            WindObject.GUID     = this.InstanceGuid;
            WindObject.Instance = C;

            Elements[this.RunCount] = WindObject;

            DA.SetData(0, WindObject);
        }
Example #9
0
        /// <summary>
        /// This is the method that actually does the work.
        /// </summary>
        /// <param name="DA">The DA object is used to retrieve from inputs and store in outputs.</param>
        protected override void SolveInstance(IGH_DataAccess DA)
        {
            Mesh    M = new Mesh();
            Plane   P = Plane.WorldXY;
            IGH_Goo X = null;

            if (Params.Input[2].VolatileDataCount < 1)
            {
                UpdateMaterial(2);
            }

            if (!DA.GetData(0, ref M))
            {
                return;
            }
            if (!DA.GetData(1, ref P))
            {
                return;
            }
            if (!DA.GetData(2, ref X))
            {
                return;
            }

            X.CastTo(out Shader);
            wShader Sh = new wShader();

            Sh.DiffuseColor  = new wColor(Shader.Diffuse);
            Sh.SpecularColor = new wColor(Shader.Specular);
            Sh.SpecularValue = Shader.Shine;
            Sh.EmissiveColor = new wColor(Shader.Emission);
            Sh.Transparency  = (1.0 - Shader.Transparency);
            Sh.SetDiffuseTransparency();

            M.Faces.ConvertQuadsToTriangles();
            M.Normals.ComputeNormals();

            if (M.VertexColors.Count != M.Vertices.Count)
            {
                M.VertexColors.CreateMonotoneMesh(System.Drawing.Color.LightGray);
            }

            wMesh MeshObject = new wMesh();

            MeshObject.Material = Sh;

            for (int i = 0; i < M.Vertices.Count; i++)
            {
                MeshObject.AddVertex(M.Vertices[i].X, M.Vertices[i].Y, M.Vertices[i].Z, i, new wColor(M.VertexColors[i]));
                MeshObject.AddNormal(M.Normals[i].X, M.Normals[i].Y, M.Normals[i].Z, i);
            }

            for (int i = 0; i < M.Faces.Count; i++)
            {
                MeshObject.AddTriangularFace(M.Faces[i].A, M.Faces[i].B, M.Faces[i].C, i);
                MeshObject.AddFaceNormal(M.FaceNormals[i].X, M.FaceNormals[i].Y, M.FaceNormals[i].Z, i);
            }

            for (int i = 0; i < M.TopologyEdges.Count; i++)
            {
                MeshObject.AddEdges(M.TopologyVertices.MeshVertexIndices(M.TopologyEdges.GetTopologyVertices(i).I)[0], M.TopologyVertices.MeshVertexIndices(M.TopologyEdges.GetTopologyVertices(i).J)[0]);
            }

            DA.SetData(0, MeshObject);
        }
Example #10
0
 private void wMeshToRhMesh(wMesh msh)
 {
     throw new NotImplementedException();
 }