Example #1
0
        public Geometry Output()
        {
            Geometry geo = new Geometry();

            // Vertices and normals
            geo.Vertices = new Vector3 [] {
                new Vector3( Size.x / 2, 0, -Size.y / 2), // bottom right
                new Vector3(-Size.x / 2, 0, -Size.y / 2), // bottom left
                new Vector3(-Size.x / 2, 0,  Size.y / 2), // top left
                new Vector3( Size.x / 2, 0,  Size.y / 2)  // top right
            };

            Vector3 normal = new Vector3(0f, 1f, 0f);
            geo.Normals = new Vector3 [] {normal, normal, normal, normal};
            Vector4 tangent = new Vector4(1f, 0f, 0f, -1f);
            geo.Tangents = new Vector4 [] {tangent, tangent, tangent, tangent};
            geo.Polygons = new int[] {0, 4};

            // UV
            geo.UV = new Vector2 [] {
                new Vector2(1f, 1f),
                new Vector2(0f, 0f),
                new Vector2(0f, 1f),
                new Vector2(1f, 1f)
            };

            // Surface
            switch (Surface) {
                case Surface.None:
                    geo.Triangles = new int[0];
                    break;
                case Surface.Triangulate:
                    geo.Triangles = new int [] {
                        0, 1, 2,
                        2, 3, 0
                    };
                    break;
                case Surface.Converge:
                    var conv = new Converge(geo);
                    conv.Point = Center;
                    conv.RecalculateNormals = false;
                    geo = conv.Output();
                    break;
            }

            geo.ApplyOrientation(Orientation);
            geo.Offset(Center);

            // Orientation
            return geo;
        }
Example #2
0
        [Output] public Geometry Output()
        {
            Geometry geo = new Geometry();

            Orientation ori = Forge.Orientation.FromPreset(Orientation);

            // Vertices
            geo.Vertices = new Vector3[] {
                ori.Vector3(-Size.x / 2, -Size.y / 2),
                ori.Vector3(-Size.x / 2, +Size.y / 2),
                ori.Vector3(+Size.x / 2, +Size.y / 2),
                ori.Vector3(+Size.x / 2, -Size.y / 2)
            };

            // Normals
            geo.Normals = new Vector3[] {
                ori.Vector3(0f, 0f, 1f),
                ori.Vector3(0f, 0f, 1f),
                ori.Vector3(0f, 0f, 1f),
                ori.Vector3(0f, 0f, 1f)
            };

            // Tangents
            Vector4 tangent = Vector4.zero;

            tangent[(int)ori.Horizontal] = 1f;
            tangent.w    = -1f;
            geo.Tangents = new Vector4 [] { tangent, tangent, tangent, tangent };

            // Polygons
            geo.Polygons = new int[] { 0, 4 };

            // UV
            if (ori.Normal == Axis.Z)
            {
                geo.UV = new Vector2[] {
                    new Vector2(1f, 0f),
                    new Vector2(1f, 1f),
                    new Vector2(0f, 1f),
                    new Vector2(0f, 0f)
                };
            }
            else
            {
                geo.UV = new Vector2[] {
                    new Vector2(0f, 0f),
                    new Vector2(0f, 1f),
                    new Vector2(1f, 1f),
                    new Vector2(1f, 0f)
                };
            }

            // Surface
            switch (Surface)
            {
            case Surface.None:
                geo.Triangles = new int[0];
                break;

            case Surface.Triangulate:
                if (ori.Normal == Axis.Z)
                {
                    geo.Triangles = new int[] {
                        2, 1, 0,
                        0, 3, 2
                    };
                }
                else
                {
                    geo.Triangles = new int[] {
                        0, 1, 2,
                        2, 3, 0
                    };
                }
                break;

            case Surface.Converge:
                var conv = new Converge(geo);
                conv.Point = Center;
                conv.RecalculateNormals = true;
                geo = conv.Output();
                break;
            }

            geo.Offset(Center);

            return(geo);
        }
Example #3
0
		public Geometry Process(Geometry geometry) {
			Converge converge = new Converge();
			converge.Input(geometry);
			return converge.Output();
		}
Example #4
0
 public Geometry Process(Geometry geometry)
 {
     Converge converge = new Converge();
     converge.Input(geometry);
     return converge.Output();
 }