Example #1
0
        public static Mesh GeneratePyramid(float width, float depth, float height, Point3D loc, Material mat)
        {
            Mesh    m;
            Point3D a = new Point3D(loc.X - width / 2, loc.Y - height / 2, loc.Z);
            Point3D b = new Point3D(loc.X + width / 2, loc.Y - height / 2, loc.Z);
            Point3D c = new Point3D(loc.X + width / 2, loc.Y + height / 2, loc.Z);
            Point3D d = new Point3D(loc.X - width / 2, loc.Y + height / 2, loc.Z);
            Point3D e = new Point3D(loc.X, loc.Y, loc.Z + height / 2);

            Triangle3D tri  = new Triangle3D(d, a, e);
            Triangle3D tri2 = new Triangle3D(a, b, e);
            Triangle3D tri3 = new Triangle3D(b, c, e);
            Triangle3D tri4 = new Triangle3D(c, d, e);
            Triangle3D tri5 = new Triangle3D(c, a, d);
            Triangle3D tri6 = new Triangle3D(b, a, c);

            List <Point3D>    points    = new List <Point3D>();
            List <Triangle3D> triangles = new List <Triangle3D>();

            points.Add(a);
            points.Add(b);
            points.Add(c);
            points.Add(d);
            points.Add(e);
            triangles.Add(tri);
            triangles.Add(tri2);
            triangles.Add(tri3);
            triangles.Add(tri4);
            triangles.Add(tri5);
            triangles.Add(tri6);
            m        = new Mesh(points, triangles, mat);
            m.shaded = false;
            return(m);
        }
        public void Render(Tuple <int, ConsoleColor>[,] screen)
        {
            int screenWidth  = screen.GetLength(0);
            int screenHeight = screen.Length / screen.GetLength(0);

            List <Tuple <Triangle3D, int, ConsoleColor> > orderedTriangles = getTriangles();

            foreach (Tuple <Triangle3D, int, ConsoleColor> t in orderedTriangles)
            {
                Triangle3D tri = t.Item1;
                if (triangleInView(tri))
                {
                    tri.Translate(new Point3D(1, 1, 0));
                    tri.Scale(new Point3D(screenWidth / 2, screenHeight / 2, 1));

                    Triangle2D tri2D = new Triangle2D(new Point2D(tri.V1.X, tri.V1.Y), new Point2D(tri.V2.X, tri.V2.Y), new Point2D(tri.V3.X, tri.V3.Y));

                    // screen, lightvalue, color
                    if (triangleInBounds(tri2D, screen) && tri2D.Area < 4000)
                    {
                        tri2D.drawTriangle(screen, t.Item2, t.Item3);
                    }
                }
            }
        }
 private bool triangleInView(Triangle3D tri)
 {
     return((tri.V1.Z <= 1 && tri.V1.Z >= -1) &&
            (tri.V2.Z <= 1 && tri.V2.Z >= -1) &&
            (tri.V3.Z <= 1 && tri.V3.Z >= -1) &&
            ((tri.V1.X <= 1 && tri.V1.X >= -1) ||
             (tri.V2.X <= 1 && tri.V2.X >= -1) ||
             (tri.V3.X <= 1 && tri.V3.X >= -1)) &&
            ((tri.V1.Y <= 1 && tri.V1.Y >= -1) ||
             (tri.V2.Y <= 1 && tri.V2.Y >= -1) ||
             (tri.V3.Y <= 1 && tri.V3.Y >= -1)));
 }
        private List <Tuple <Triangle3D, int, ConsoleColor> > getTriangles()
        {
            List <Tuple <Triangle3D, int, ConsoleColor> > tri = new List <Tuple <Triangle3D, int, ConsoleColor> >();

            foreach (Mesh m in meshes)
            {
                // get all the faces, in some random order
                List <Triangle3D> faces = m.Faces();
                //List<Triangle3D> temp = new List<Triangle3D>();
                foreach (Triangle3D t in faces)
                {
                    //int lightVal = (int)t.getLightValue(lights);
                    int lightVal = (int)(new Point3D(t.Center.X, t.Center.Y, t.Center.Z, t.Normal)).getLightValue(lights, camera.ViewVector);
                    //convert to camera space
                    //sort this triangle list
                    Matrix conversion     = camera.WorldtoCameraMatrix;
                    Matrix viewConversion = camera.getCameraViewMatrix();

                    Point3D reference     = t.V1;
                    Matrix  cameraVersion = reference * conversion;
                    //Matrix cameraVersion = conversion * reference;
                    Matrix  v1boxCoords = cameraVersion * viewConversion;
                    Point3D boxV1       = v1boxCoords.boxCoordsToPoint3D();

                    reference     = t.V2;
                    cameraVersion = reference * conversion;
                    Matrix  v2boxCoords = cameraVersion * viewConversion;
                    Point3D boxV2       = v2boxCoords.boxCoordsToPoint3D();

                    reference     = t.V3;
                    cameraVersion = reference * conversion;
                    Matrix       v3boxCoords = cameraVersion * viewConversion;
                    Point3D      boxV3       = v3boxCoords.boxCoordsToPoint3D();
                    Triangle3D   boxTriangle = new Triangle3D(boxV1, boxV2, boxV3);
                    ConsoleColor col         = ConsoleColor.White;
                    if (m.Material != null)
                    {
                        col = m.Material.Colour;
                    }
                    //if (Point3D.Dot(camera.ViewVector, t.Normal) > -.5)
                    Tuple <Triangle3D, int, ConsoleColor> tuple = new Tuple <Triangle3D, int, ConsoleColor>(boxTriangle, lightVal, col);
                    tri.Add(tuple);
                }
            }
            List <Tuple <Triangle3D, int, ConsoleColor> > ordered = tri.OrderBy(o => o.Item1.Center.Z).ToList();

            return(ordered);
        }
        public void RenderShaded(Tuple <int, ConsoleColor>[,] screen)
        {
            int screenWidth  = screen.GetLength(0);
            int screenHeight = screen.Length / screen.GetLength(0);

            List <Tuple <Triangle3D, int, int, int, ConsoleColor> > tri = new List <Tuple <Triangle3D, int, int, int, ConsoleColor> >();

            foreach (Mesh m in meshes)
            {
                // get all the faces, in some random order
                List <Triangle3D> faces = m.Faces();
                //List<Triangle3D> temp = new List<Triangle3D>();

                foreach (Triangle3D t in faces)
                {
                    int l1 = (int)t.V1.getLightValue(lights, camera.ViewVector);
                    int l2 = (int)t.V2.getLightValue(lights, camera.ViewVector);
                    int l3 = (int)t.V3.getLightValue(lights, camera.ViewVector);

                    if (!m.Shaded)
                    {
                        l1 = (int)(new Point3D(t.Center.X, t.Center.Y, t.Center.Z, t.Normal)).getLightValue(lights, camera.ViewVector);
                        l2 = l1;
                        l3 = l2;
                    }
                    //int lightVal = (int)t.getLightValue(lights);
                    //convert to camera space
                    //sort this triangle list
                    Matrix conversion     = camera.WorldtoCameraMatrix;
                    Matrix viewConversion = camera.getCameraViewMatrix();

                    Point3D reference     = t.V1;
                    Matrix  cameraVersion = reference * conversion;
                    //Matrix cameraVersion = conversion * reference;
                    Matrix  v1boxCoords = cameraVersion * viewConversion;
                    Point3D boxV1       = v1boxCoords.boxCoordsToPoint3D();

                    reference     = t.V2;
                    cameraVersion = reference * conversion;
                    Matrix  v2boxCoords = cameraVersion * viewConversion;
                    Point3D boxV2       = v2boxCoords.boxCoordsToPoint3D();

                    reference     = t.V3;
                    cameraVersion = reference * conversion;
                    Matrix       v3boxCoords = cameraVersion * viewConversion;
                    Point3D      boxV3       = v3boxCoords.boxCoordsToPoint3D();
                    Triangle3D   boxTriangle = new Triangle3D(boxV1, boxV2, boxV3);
                    ConsoleColor col         = ConsoleColor.White;
                    if (m.Material != null)
                    {
                        col = m.Material.Colour;
                    }
                    //if (Point3D.Dot(camera.ViewVector, t.Normal) > -.5)
                    Tuple <Triangle3D, int, int, int, ConsoleColor> tuple = new Tuple <Triangle3D, int, int, int, ConsoleColor>(boxTriangle, l1, l2, l3, col);
                    tri.Add(tuple);
                }
            }
            List <Tuple <Triangle3D, int, int, int, ConsoleColor> > ordered = tri.OrderBy(o => o.Item1.Center.Z).ToList();

            foreach (Tuple <Triangle3D, int, int, int, ConsoleColor> t in ordered)
            {
                Triangle3D triTemp = t.Item1;
                if (triangleInView(triTemp))
                {
                    triTemp.Translate(new Point3D(1, 1, 0));
                    triTemp.Scale(new Point3D(screenWidth / 2, screenHeight / 2, 1));

                    Triangle2D tri2D = new Triangle2D(new Point2D(triTemp.V1.X, triTemp.V1.Y), new Point2D(triTemp.V2.X, triTemp.V2.Y), new Point2D(triTemp.V3.X, triTemp.V3.Y));

                    // screen, lightvalue, color
                    if (triangleInBounds(tri2D, screen) && tri2D.Area < 4000)
                    {
                        tri2D.drawTriangleShaded(screen, t.Item2, t.Item3, t.Item4, t.Item5);
                    }
                }
            }
        }