Example #1
0
        //------------------------------------------------------------------------------
        // create
        private void create()
        {
            int u;
            int v;

            _point = new Vectors[_n][];
            for (v = 0; v < _n; v++)
            {
                _point[v] = new Vectors[_m];
                for (u = 0; u < _m; u++)
                {
                    _point[v][u] = new Vectors((double)u / (double)(_m - 1) - 0.5,
                                               (double)v / (double)(_n - 1) - 0.5, 0.0);
                }
            }
            _patch = new Patch3D[_n - 1][];
            for (v = 0; v < _n - 1; v++)
            {
                _patch[v] = new Patch3D[_m - 1];
                for (u = 0; u < _m - 1; u++)
                {
                    _patch[v][u] = new Patch3D(u, v, _tiles);
                }
            }
        }
Example #2
0
 //------------------------------------------------------------------------------
 // copy
 private void copy(Patch3D patch3D)
 {
     _u     = patch3D._u;
     _v     = patch3D._v;
     _valid = patch3D._valid;
     _tiles = patch3D._tiles;
     for (int i = 0; i < C.CONST.ORDER; i++)
     {
         for (int j = 0; j < C.CONST.ORDER; j++)
         {
             _matrix[i][j] = patch3D._matrix[i][j];
         }
     }
     create();
     for (int v = 0; v < (_tiles + 1); v++)
     {
         for (int u = 0; u < (_tiles + 1); u++)
         {
             _vertex[v][u] = patch3D._vertex[v][u];
             _normal[v][u] = patch3D._normal[v][u];
         }
     }
 }
Example #3
0
 //------------------------------------------------------------------------------
 // copy constructor
 public Patch3D(Patch3D patch3D)
 {
     copy(patch3D);
 }
Example #4
0
 //------------------------------------------------------------------------------
 // remove
 public void remove()
 {
     if (_u > 0 && _u < _m - 1 && _v > 0 && _v < _n - 1 && _m > 2 && _n > 2)
     {
         int u;
         int v;
         // copy old z
         int         nOld     = _n;
         Vectors[][] pointOld = _point;
         for (v = 0; v < _n; v++)
         {
             pointOld[v] = _point[v];
             for (u = 0; u < _m; u++)
             {
                 pointOld[v][u] = _point[v][u];
             }
         }
         for (v = 0; v < _n - 1; v++)
         {
             for (u = 0; u < _m - 1; u++)
             {
                 _patch[v][u] = null;
             }
             _patch[v] = null;
         }
         _patch = null;
         _m--;
         _n--;
         // create new z
         _point = new Vectors[_n][];
         for (v = 0; v < _n; v++)
         {
             _point[v] = new Vectors[_m];
             for (u = 0; u < _m; u++)
             {
                 if (v < _v)
                 {
                     if (u < _u)
                     {
                         _point[v][u] = pointOld[v][u];
                     }
                     else
                     {
                         _point[v][u] = pointOld[v][u + 1];
                     }
                 }
                 else
                 {
                     if (u < _u)
                     {
                         _point[v][u] = pointOld[v + 1][u];
                     }
                     else
                     {
                         _point[v][u] = pointOld[v + 1][u + 1];
                     }
                 }
             }
         }
         _patch = new Patch3D[_n - 1][];
         for (v = 0; v < _n - 1; v++)
         {
             _patch[v] = new Patch3D[_m - 1];
             for (u = 0; u < _m - 1; u++)
             {
                 _patch[v][u] = new Patch3D(u, v, _tiles);
             }
         }
         // erase old z
         for (v = 0; v < nOld; v++)
         {
             pointOld[v] = null;
         }
         pointOld = null;
         _u--;
         _v--;
     }
 }
Example #5
0
        //------------------------------------------------------------------------------
        // insert
        public void insert()
        {
            if (_u < _m - 1 && _v < _n - 1)
            {
                int u;
                int v;
                // copy old z
                int         nOld     = _n;
                Vectors[][] pointOld = _point;
                for (v = 0; v < _n; v++)
                {
                    pointOld[v] = _point[v];
                    for (u = 0; u < _m; u++)
                    {
                        pointOld[v][u] = _point[v][u];
                    }
                }
                _m++;
                _n++;
                // create new z
                _point = new Vectors[_n][];
                for (v = 0; v < _n; v++)
                {
                    _point[v] = new Vectors[_m];
                    for (u = 0; u < _m; u++)
                    {
                        if (v <= _v)
                        {
                            if (u <= _u)
                            {
                                _point[v][u] = pointOld[v][u];
                            }
                            else if (u == _u + 1)
                            {
                                _point[v][u] = 0.5d * (pointOld[v][u - 1] + pointOld[v][u]);
                            }
                            else
                            {
                                _point[v][u] = pointOld[v][u - 1];
                            }
                        }
                        else if (v == _v + 1)
                        {
                            if (u <= _u)
                            {
                                _point[v][u] = 0.5d * (pointOld[v - 1][u] + pointOld[v][u]);
                            }
                            else if (u == _u + 1)
                            {
                                _point[v][u] = 0.25d * (pointOld[v - 1][u - 1] + pointOld[v - 1][u]
                                                        + pointOld[v][u - 1] + pointOld[v][u]);
                            }
                            else
                            {
                                _point[v][u] = 0.5d * (pointOld[v - 1][u - 1] + pointOld[v][u - 1]);
                            }
                        }
                        else
                        {
                            if (u <= _u)
                            {
                                _point[v][u] = pointOld[v - 1][u];
                            }
                            else if (u == _u + 1)
                            {
                                _point[v][u] = 0.5d * (pointOld[v - 1][u - 1] + pointOld[v - 1][u]);
                            }
                            else
                            {
                                _point[v][u] = pointOld[v - 1][u - 1];
                            }
                        }
                    }
                }
                // erase patch
                for (v = 0; v < _n - 2; v++)
                {
                    for (u = 0; u < _m - 2; u++)
                    {
                        _patch[v][u] = null;
                    }
                    _patch[v] = null;
                }
                _patch = null;

                // create patch
                _patch = new Patch3D[_n - 1][];
                for (v = 0; v < _n - 1; v++)
                {
                    _patch[v] = new Patch3D[_m - 1];
                    for (u = 0; u < _m - 1; u++)
                    {
                        _patch[v][u] = new Patch3D(u, v, _tiles);
                    }
                }
                // erase old z
                for (v = 0; v < nOld; v++)
                {
                    pointOld[v] = null;
                }
                pointOld = null;
                _u++;
                _v++;
            }
        }