public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture) { var solid = new Solid(generator.GetNextObjectID()) { Colour = Colour.GetRandomBrushColour() }; // The lower Z plane will be base, the x planes will be triangles var c1 = new Coordinate(box.Start.X, box.Start.Y, box.Start.Z); var c2 = new Coordinate(box.End.X, box.Start.Y, box.Start.Z); var c3 = new Coordinate(box.End.X, box.End.Y, box.Start.Z); var c4 = new Coordinate(box.Start.X, box.End.Y, box.Start.Z); var c5 = new Coordinate(box.Center.X, box.Start.Y, box.End.Z); var c6 = new Coordinate(box.Center.X, box.End.Y, box.End.Z); var faces = new[] { new[] { c1, c2, c3, c4 }, new[] { c2, c1, c5 }, new[] { c5, c6, c3, c2 }, new[] { c4, c3, c6 }, new[] { c6, c5, c1, c4 } }; foreach (var arr in faces) { var face = new Face(generator.GetNextFaceID()) { Parent = solid, Plane = new Plane(arr[0], arr[1], arr[2]), Colour = solid.Colour, Texture = { Texture = texture } }; face.Vertices.AddRange(arr.Select(x => new Vertex(x, face))); face.UpdateBoundingBox(); face.AlignTextureToFace(); solid.Faces.Add(face); } solid.UpdateBoundingBox(); yield return solid; }
public IEnumerable <Face> GetBoxFaces() { var faces = new List <Face>(); if (Children.Any()) { return(faces); } var box = BoundingBox.GetBoxFaces(); var dummySolid = new Solid(-1) { IsCodeHidden = IsCodeHidden, IsRenderHidden2D = IsRenderHidden2D, IsSelected = IsSelected, IsRenderHidden3D = IsRenderHidden3D, IsVisgroupHidden = IsVisgroupHidden }; foreach (var ca in box) { var face = new Face(0) { Plane = new Plane(ca[0], ca[1], ca[2]), Colour = Colour, IsSelected = IsSelected, Parent = dummySolid }; face.Vertices.AddRange(ca.Select(x => new Vertex(x, face))); face.UpdateBoundingBox(); faces.Add(face); } return(faces); }
public static Solid CreateFromIntersectingPlanes(IEnumerable<Plane> planes, IDGenerator generator) { var solid = new Solid(generator.GetNextObjectID()); var list = planes.ToList(); for (var i = 0; i < list.Count; i++) { // Split the polygon by all the other planes var poly = new Polygon(list[i]); for (var j = 0; j < list.Count; j++) { if (i != j) poly.Split(list[j]); } // The final polygon is the face var face = new Face(generator.GetNextFaceID()) { Plane = poly.Plane , Parent = solid }; face.Vertices.AddRange(poly.Vertices.Select(x => new Vertex(x, face))); face.UpdateBoundingBox(); face.AlignTextureToWorld(); solid.Faces.Add(face); } // Ensure all the faces point outwards var origin = solid.GetOrigin(); foreach (var face in solid.Faces) { if (face.Plane.OnPlane(origin) >= 0) face.Flip(); } solid.UpdateBoundingBox(); return solid; }
public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture, int roundDecimals) { var solid = new Solid(generator.GetNextObjectID()) { Colour = Colour.GetRandomBrushColour() }; // The higher Z plane will be triangle, with the lower X value getting the two corners var c1 = new Coordinate(box.Start.X, box.Start.Y, box.End.Z).Round(roundDecimals); var c2 = new Coordinate(box.End.X, box.Start.Y, box.End.Z).Round(roundDecimals); var c3 = new Coordinate(box.Center.X, box.End.Y, box.End.Z).Round(roundDecimals); var c4 = new Coordinate(box.Center.X, box.Center.Y, box.Start.Z).Round(roundDecimals); var faces = new[] { new[] { c3, c2, c1 }, new[] { c3, c1, c4 }, new[] { c2, c3, c4 }, new[] { c1, c2, c4 } }; foreach (var arr in faces) { var face = new Face(generator.GetNextFaceID()) { Parent = solid, Plane = new Plane(arr[0], arr[1], arr[2]), Colour = solid.Colour, Texture = { Texture = texture } }; face.Vertices.AddRange(arr.Select(x => new Vertex(x, face))); face.UpdateBoundingBox(); face.AlignTextureToFace(); solid.Faces.Add(face); } solid.UpdateBoundingBox(); yield return solid; }
public static Solid CreateFromIntersectingPlanes(IEnumerable<Plane> planes, IDGenerator generator) { var solid = new Solid(generator.GetNextObjectID()); var list = planes.ToList(); for (var i = 0; i < list.Count; i++) { // Split the polygon by all the other planes var poly = new Polygon(list[i]); for (var j = 0; j < list.Count; j++) { if (i != j) poly.Split(list[j]); } // The final polygon is the face var face = new Face(generator.GetNextFaceID()) { Plane = poly.Plane , Parent = solid }; face.Vertices.AddRange(poly.Vertices.Select(x => new Vertex(x, face))); face.UpdateBoundingBox(); face.AlignTextureToWorld(); solid.Faces.Add(face); } // Ensure all the faces point outwards var origin = solid.GetOrigin(); foreach (var face in solid.Faces) { if (face.Plane.OnPlane(origin) >= 0) face.Flip(); } solid.UpdateBoundingBox(); return solid; }
public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture) { var numsides = (int) _numSides.GetValue(); if (numsides < 3) yield break; // This is all very similar to the cylinder brush. var width = box.Width; var length = box.Length; var major = width / 2; var minor = length / 2; var angle = 2 * DMath.PI / numsides; var points = new Coordinate[numsides]; for (var i = 0; i < numsides; i++) { var a = i * angle; var xval = box.Center.X + major * DMath.Cos(a); var yval = box.Center.Y + minor * DMath.Sin(a); var zval = box.Start.Z; points[i] = new Coordinate(xval, yval, zval).Round(0); } var faces = new List<Coordinate[]>(); var point = new Coordinate(box.Center.X, box.Center.Y, box.End.Z); for (var i = 0; i < numsides; i++) { var next = (i + 1) % numsides; faces.Add(new[] {points[i], point, points[next]}); } faces.Add(points.ToArray()); var solid = new Solid(generator.GetNextObjectID()) { Colour = Colour.GetRandomBrushColour() }; foreach (var arr in faces) { var face = new Face(generator.GetNextFaceID()) { Parent = solid, Plane = new Plane(arr[0], arr[1], arr[2]), Colour = solid.Colour, Texture = { Texture = texture } }; face.Vertices.AddRange(arr.Select(x => new Vertex(x, face))); face.UpdateBoundingBox(); face.AlignTextureToFace(); solid.Faces.Add(face); } solid.UpdateBoundingBox(); yield return solid; }
public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture, int roundDecimals) { var solid = new Solid(generator.GetNextObjectID()) { Colour = Colour.GetRandomBrushColour() }; foreach (var arr in box.GetBoxFaces()) { var face = new Face(generator.GetNextFaceID()) { Parent = solid, Plane = new Plane(arr[0], arr[1], arr[2]), Colour = solid.Colour, Texture = { Texture = texture } }; face.Vertices.AddRange(arr.Select(x => new Vertex(x.Round(roundDecimals), face))); face.UpdateBoundingBox(); face.AlignTextureToFace(); solid.Faces.Add(face); } solid.UpdateBoundingBox(); yield return solid; }
public void BenchmarkSolidConstruction() { var idg = new IDGenerator(); var box = new Box(Coordinate.One * -100, Coordinate.One * 100); var planes = new CylinderBrush().Create(idg, box, null, 2).OfType<Solid>().SelectMany(x => x.Faces).Select(x => x.Plane).ToList(); var stopwatch = new Stopwatch(); stopwatch.Start(); for (var b = 0; b < 1000; b++) { Solid.CreateFromIntersectingPlanes(planes, idg); } stopwatch.Stop(); Debug.WriteLine(stopwatch.Elapsed); stopwatch.Restart(); for (var b = 0; b < 1000; b++) { var polys = new List<Polygon>(); for (var i = 0; i < planes.Count; i++) { var poly = new Polygon(planes[i]); for (var j = 0; j < planes.Count; j++) { if (i != j) poly.Split(planes[j]); } polys.Add(poly); } var solid = new Solid(idg.GetNextObjectID()); foreach (var polygon in polys) { var face = new Face(idg.GetNextFaceID()) {Plane = polygon.Plane}; face.Vertices.AddRange(polygon.Vertices.Select(x => new Vertex(x, face))); face.UpdateBoundingBox(); face.AlignTextureToWorld(); solid.Faces.Add(face); } solid.UpdateBoundingBox(); } stopwatch.Stop(); Debug.WriteLine(stopwatch.Elapsed); }
private IEnumerable<Face> GetSides() { if (_state == SketchState.None || _state == SketchState.Ready || _base == null) yield break; var b = new Face(0) {Plane = _base.Plane}; b.Vertices.AddRange(_base.Vertices.Select(x => new Vertex(x, b))); b.UpdateBoundingBox(); yield return b; if (_state != SketchState.DrawingVolume) yield break; var t = new Face(0) { Plane = new Plane(_base.Plane.Normal, _base.Plane.PointOnPlane + _base.Plane.Normal * _depth) }; t.Vertices.AddRange(_base.Vertices.Select(x => new Vertex(x + _base.Plane.Normal * _depth, t))); t.UpdateBoundingBox(); yield return t; }
public IEnumerable<Face> GetBoxFaces() { var faces = new List<Face>(); if (Children.Any()) return faces; var box = BoundingBox.GetBoxFaces(); var dummySolid = new Solid(-1) { IsCodeHidden = IsCodeHidden, IsRenderHidden2D = IsRenderHidden2D, IsSelected = IsSelected, IsRenderHidden3D = IsRenderHidden3D, IsVisgroupHidden = IsVisgroupHidden }; foreach (var ca in box) { var face = new Face(0) { Plane = new Plane(ca[0], ca[1], ca[2]), Colour = Colour, IsSelected = IsSelected, Parent = dummySolid }; face.Vertices.AddRange(ca.Select(x => new Vertex(x, face))); face.UpdateBoundingBox(); faces.Add(face); } return faces; }
private Solid SolidifyFace(DataStructures.MapObjects.Map map, Face face) { var solid = new Solid(map.IDGenerator.GetNextObjectID()); solid.Colour = Colour.GetRandomBrushColour(); solid.Faces.Add(face); face.Parent = solid; var center = face.Vertices.Aggregate(Coordinate.Zero, (sum, v) => sum + v.Location) / face.Vertices.Count; var offset = center - face.Plane.Normal * 5; for (var i = 0; i < face.Vertices.Count; i++) { var v1 = face.Vertices[i]; var v2 = face.Vertices[(i + 1) % face.Vertices.Count]; var f = new Face(map.IDGenerator.GetNextFaceID()); f.Parent = solid; f.Plane = new Plane(v1.Location, offset, v2.Location); f.Parent = solid; f.Vertices.Add(new Vertex(offset, f)); f.Vertices.Add(new Vertex(v2.Location, f)); f.Vertices.Add(new Vertex(v1.Location, f)); f.UpdateBoundingBox(); solid.Faces.Add(f); } return solid; }
private IEnumerable<Solid> CreateSolids(DataStructures.MapObjects.Map map, List<Coordinate> points, IEnumerable<ObjFace> objFaces) { var faces = objFaces.Select(x => CreateFace(map, points, x)).ToList(); // See if the solid is valid var solid = new Solid(map.IDGenerator.GetNextObjectID()); solid.Colour = Colour.GetRandomBrushColour(); solid.Faces.AddRange(faces); faces.ForEach(x => x.Parent = solid); if (solid.IsValid()) { // Do an additional check to ensure that all edges are shared var edges = solid.Faces.SelectMany(x => x.GetEdges()).ToList(); if (edges.All(x => edges.Count(y => x.EquivalentTo(y)) == 2)) { // Valid! let's get out of here! yield return solid; yield break; } } // Not a valid solid, decompose into tetrahedrons/etc foreach (var face in faces) { var polygon = new Polygon(face.Vertices.Select(x => x.Location)); if (!polygon.IsValid() || !polygon.IsConvex()) { // tetrahedrons foreach (var triangle in face.GetTriangles()) { var tf = new Face(map.IDGenerator.GetNextFaceID()); tf.Plane = new Plane(triangle[0].Location, triangle[1].Location, triangle[2].Location); tf.Vertices.AddRange(triangle.Select(x => new Vertex(x.Location, tf))); tf.UpdateBoundingBox(); yield return SolidifyFace(map, tf); } } else { // cone/pyramid/whatever yield return SolidifyFace(map, face); } } }
private Face CreateFace(DataStructures.MapObjects.Map map, List<Coordinate> points, ObjFace objFace) { var verts = objFace.Vertices.Select(x => points[x]).ToList(); var f = new Face(map.IDGenerator.GetNextFaceID()); f.Plane = new Plane(verts[2], verts[1], verts[0]); f.Vertices.AddRange(verts.Select(x => new Vertex(x, f)).Reverse()); f.UpdateBoundingBox(); return f; }
public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture, int roundDecimals) { var width = box.Width; var length = Math.Max(1, Math.Abs((int) box.Length)); var height = box.Height; var flatten = (float) _flattenFactor.Value; var text = _text.GetValue(); var family = _fontChooser.GetFontFamily(); var style = Enum.GetValues(typeof (FontStyle)).OfType<FontStyle>().FirstOrDefault(fs => family.IsStyleAvailable(fs)); if (!family.IsStyleAvailable(style)) family = FontFamily.GenericSansSerif; var set = new PolygonSet(); var sizes = new List<RectangleF>(); using (var bmp = new Bitmap(1,1)) { using (var g = System.Drawing.Graphics.FromImage(bmp)) { using (var font = new Font(family, length, style, GraphicsUnit.Pixel)) { for (var i = 0; i < text.Length; i += 32) { using (var sf = new StringFormat(StringFormat.GenericTypographic)) { var rem = Math.Min(text.Length, i + 32) - i; var range = Enumerable.Range(0, rem).Select(x => new CharacterRange(x, 1)).ToArray(); sf.SetMeasurableCharacterRanges(range); var reg = g.MeasureCharacterRanges(text.Substring(i, rem), font, new RectangleF(0, 0, float.MaxValue, float.MaxValue), sf); sizes.AddRange(reg.Select(x => x.GetBounds(g))); } } } } } var xOffset = box.Start.DX; var yOffset = box.End.DY; for (var ci = 0; ci < text.Length; ci++) { var c = text[ci]; var size = sizes[ci]; var gp = new GraphicsPath(); gp.AddString(c.ToString(CultureInfo.InvariantCulture), family, (int)style, length, new PointF(0, 0), StringFormat.GenericTypographic); gp.Flatten(new System.Drawing.Drawing2D.Matrix(), flatten); var polygons = new List<Polygon>(); var poly = new List<PolygonPoint>(); for (var i = 0; i < gp.PointCount; i++) { var type = gp.PathTypes[i]; var point = gp.PathPoints[i]; poly.Add(new PolygonPoint(point.X + xOffset, -point.Y + yOffset)); if ((type & 0x80) == 0x80) { polygons.Add(new Polygon(poly)); poly.Clear(); } } var tri = new List<Polygon>(); Polygon polygon = null; foreach (var p in polygons) { if (polygon == null) { polygon = p; tri.Add(p); } else if (p.CalculateWindingOrder() != polygon.CalculateWindingOrder()) { polygon.AddHole(p); } else { polygon = null; tri.Add(p); } } foreach (var pp in tri) { try { P2T.Triangulate(pp); set.Add(pp); } catch { // Ignore } } xOffset += size.Width; } var zOffset = box.Start.Z; foreach (var polygon in set.Polygons) { foreach (var t in polygon.Triangles) { var points = t.Points.Select(x => new Coordinate((decimal) x.X, (decimal) x.Y, zOffset).Round(roundDecimals)).ToList(); var faces = new List<Coordinate[]>(); // Add the vertical faces var z = new Coordinate(0, 0, height).Round(roundDecimals); for (var j = 0; j < points.Count; j++) { var next = (j + 1) % points.Count; faces.Add(new[] {points[j], points[j] + z, points[next] + z, points[next]}); } // Add the top and bottom faces faces.Add(points.ToArray()); faces.Add(points.Select(x => x + z).Reverse().ToArray()); // Nothing new here, move along var solid = new Solid(generator.GetNextObjectID()) {Colour = Colour.GetRandomBrushColour()}; foreach (var arr in faces) { var face = new Face(generator.GetNextFaceID()) { Parent = solid, Plane = new Plane(arr[0], arr[1], arr[2]), Colour = solid.Colour, Texture = {Texture = texture} }; face.Vertices.AddRange(arr.Select(x => new Vertex(x, face))); face.UpdateBoundingBox(); face.AlignTextureToFace(); solid.Faces.Add(face); } solid.UpdateBoundingBox(); yield return solid; } } }
private static Face ReadFace(BinaryReader br, IDGenerator generator) { var face = new Face(generator.GetNextFaceID()); var textureName = br.ReadFixedLengthString(Encoding.UTF8, 256); br.ReadBytes(4); // Unused face.Texture.Name = textureName; face.Texture.UAxis = br.ReadCoordinate(); face.Texture.XShift = br.ReadSingleAsDecimal(); face.Texture.VAxis = br.ReadCoordinate(); face.Texture.YShift = br.ReadSingleAsDecimal(); face.Texture.Rotation = br.ReadSingleAsDecimal(); face.Texture.XScale = br.ReadSingleAsDecimal(); face.Texture.YScale = br.ReadSingleAsDecimal(); br.ReadBytes(16); // Unused var numVerts = br.ReadInt32(); for (var i = 0; i < numVerts; i++) { face.Vertices.Add(new Vertex(br.ReadCoordinate(), face)); } face.Plane = br.ReadPlane(); face.UpdateBoundingBox(); return face; }
public void CalculateDecalGeometry() { _decalGeometry = new List<Face>(); if (Decal == null) return; // Texture not found var boxRadius = Coordinate.One * 4; // Decals apply to all faces that intersect within an 8x8x8 bounding box // centered at the origin of the decal var box = new Box(Origin - boxRadius, Origin + boxRadius); var root = GetRoot(Parent); // Get the faces that intersect with the decal's radius var faces = root.GetAllNodesIntersectingWith(box).OfType<Solid>() .SelectMany(x => x.Faces).Where(x => x.IntersectsWithBox(box)); var idg = new IDGenerator(); // Dummy generator foreach (var face in faces) { // Project the decal onto the face var center = face.Plane.Project(Origin); var texture = face.Texture.Clone(); texture.Name = Decal.Name; texture.Texture = Decal; texture.XShift = -Decal.Width / 2m; texture.YShift = -Decal.Height / 2m; var decalFace = new Face(idg.GetNextFaceID()) { Colour = Colour, IsSelected = IsSelected, IsHidden = IsCodeHidden, Plane = face.Plane, Texture = texture }; // Re-project the vertices in case the texture axes are not on the face plane var xShift = face.Texture.UAxis * face.Texture.XScale * Decal.Width / 2; var yShift = face.Texture.VAxis * face.Texture.YScale * Decal.Height / 2; var verts = new[] { new Vertex(face.Plane.Project(center + xShift - yShift), decalFace), // Bottom Right new Vertex(face.Plane.Project(center + xShift + yShift), decalFace), // Top Right new Vertex(face.Plane.Project(center - xShift + yShift), decalFace), // Top Left new Vertex(face.Plane.Project(center - xShift - yShift), decalFace) // Bottom Left }; // Because the texture axes don't have to align to the face, we might have a reversed face here // If so, reverse the points to get a valid face for the plane. // TODO: Is there a better way to do this? var vertPlane = new Plane(verts[0].Location, verts[1].Location, verts[2].Location); if (!face.Plane.Normal.EquivalentTo(vertPlane.Normal)) { Array.Reverse(verts); } decalFace.Vertices.AddRange(verts); decalFace.UpdateBoundingBox(); // Calculate the X and Y shift bases on the first vertex location (assuming U/V of first vertex is zero) - we dont want these to change var vtx = decalFace.Vertices[0]; decalFace.Texture.XShift = -(vtx.Location.Dot(decalFace.Texture.UAxis)) / decalFace.Texture.XScale; decalFace.Texture.YShift = -(vtx.Location.Dot(decalFace.Texture.VAxis)) / decalFace.Texture.YScale; decalFace.CalculateTextureCoordinates(); // Next, the decal geometry needs to be clipped to the face so it doesn't spill into the void // Create a fake solid out of the decal geometry and clip it against all the brush planes var fake = CreateFakeDecalSolid(decalFace); foreach (var f in face.Parent.Faces.Except(new[] { face })) { Solid back, front; fake.Split(f.Plane, out back, out front, idg); fake = back ?? fake; } // Extract out the original face decalFace = fake.Faces.First(x => x.Plane.EquivalentTo(face.Plane, 0.05m)); // Add a tiny bit to the normal axis to ensure the decal is rendered in front of the face var normalAdd = face.Plane.Normal * 0.2m; decalFace.Transform(new UnitTranslate(normalAdd), TransformFlags.TextureLock); _decalGeometry.Add(decalFace); } }
private Solid MakeSolid(IDGenerator generator, IEnumerable<Coordinate[]> faces, ITexture texture, Color col) { var solid = new Solid(generator.GetNextObjectID()) { Colour = col }; foreach (var arr in faces) { var face = new Face(generator.GetNextFaceID()) { Parent = solid, Plane = new Plane(arr[0], arr[1], arr[2]), Colour = solid.Colour, Texture = { Texture = texture } }; face.Vertices.AddRange(arr.Select(x => new Vertex(x, face))); face.UpdateBoundingBox(); face.AlignTextureToWorld(); solid.Faces.Add(face); } solid.UpdateBoundingBox(); return solid; }
private void CreateFace(Polygon polygon, Solid parent, Face original) { var verts = polygon.Vertices; var f = new Face(Document.Map.IDGenerator.GetNextFaceID()) { Parent = parent, Plane = new Plane(verts[0], verts[1], verts[2]), Colour = parent.Colour, Texture = original.Texture.Clone() }; f.Vertices.AddRange(verts.Select(x => new Vertex(x, f))); f.UpdateBoundingBox(); f.CalculateTextureCoordinates(true); parent.Faces.Add(f); }
private void PokeFace(Face face, int num) { var solid = face.Parent; // Remove the face solid.Faces.Remove(face); face.Parent = null; _selection.Remove(face); var center = face.BoundingBox.Center + face.Plane.Normal * num; foreach (var edge in face.GetEdges()) { var v1 = face.Vertices.First(x => x.Location == edge.Start); var v2 = face.Vertices.First(x => x.Location == edge.End); var verts = new[] { v1.Location, v2.Location, center }; var f = new Face(Document.Map.IDGenerator.GetNextFaceID()) { Parent = solid, Plane = new Plane(verts[0], verts[1], verts[2]), Colour = solid.Colour, Texture = face.Texture.Clone() }; f.Vertices.AddRange(verts.Select(x => new Vertex(x, face))); f.UpdateBoundingBox(); f.AlignTextureToFace(); solid.Faces.Add(f); _selection.Add(f); } solid.UpdateBoundingBox(); UpdateSelection(); MainTool.SetDirty(true, true); }
private void BevelFace(Face face, int num) { var solid = face.Parent; var vertexCoordinates = face.Vertices.ToDictionary(x => x, x => x.Location); // Scale the face a bit and move it away by the bevel distance face.Transform(new UnitScale(Coordinate.One * 0.9m, face.BoundingBox.Center), TransformFlags.TextureLock); face.Transform(new UnitTranslate(face.Plane.Normal * num), TransformFlags.TextureLock); foreach (var edge in face.GetEdges()) { var v1 = face.Vertices.First(x => x.Location == edge.Start); var v2 = face.Vertices.First(x => x.Location == edge.End); var verts = new[] { vertexCoordinates[v1], vertexCoordinates[v2], v2.Location, v1.Location }; var f = new Face(Document.Map.IDGenerator.GetNextFaceID()) { Parent = solid, Plane = new Plane(verts[0], verts[1], verts[2]), Colour = solid.Colour, Texture = face.Texture.Clone() }; f.Vertices.AddRange(verts.Select(x => new Vertex(x, face))); f.UpdateBoundingBox(); f.AlignTextureToFace(); solid.Faces.Add(f); _selection.Add(f); } solid.UpdateBoundingBox(); UpdateSelection(); MainTool.SetDirty(true, true); }
public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture, int roundDecimals) { var numsides = (int) _numSides.GetValue(); if (numsides < 3) yield break; // Cylinders can be elliptical so use both major and minor rather than just the radius // NOTE: when a low number (< 10ish) of faces are selected this will cause the cylinder to not touch all the edges of the box. var width = box.Width; var length = box.Length; var height = box.Height; var major = width / 2; var minor = length / 2; var angle = 2 * DMath.PI / numsides; // Calculate the X and Y points for the ellipse var points = new Coordinate[numsides]; for (var i = 0; i < numsides; i++) { var a = i * angle; var xval = box.Center.X + major * DMath.Cos(a); var yval = box.Center.Y + minor * DMath.Sin(a); var zval = box.Start.Z; points[i] = new Coordinate(xval, yval, zval).Round(roundDecimals); } var faces = new List<Coordinate[]>(); // Add the vertical faces var z = new Coordinate(0, 0, height).Round(roundDecimals); for (var i = 0; i < numsides; i++) { var next = (i + 1) % numsides; faces.Add(new[] {points[i], points[i] + z, points[next] + z, points[next]}); } // Add the elliptical top and bottom faces faces.Add(points.ToArray()); faces.Add(points.Select(x => x + z).Reverse().ToArray()); // Nothing new here, move along var solid = new Solid(generator.GetNextObjectID()) { Colour = Colour.GetRandomBrushColour() }; foreach (var arr in faces) { var face = new Face(generator.GetNextFaceID()) { Parent = solid, Plane = new Plane(arr[0], arr[1], arr[2]), Colour = solid.Colour, Texture = { Texture = texture } }; face.Vertices.AddRange(arr.Select(x => new Vertex(x, face))); face.UpdateBoundingBox(); face.AlignTextureToFace(); solid.Faces.Add(face); } solid.UpdateBoundingBox(); yield return solid; }
private static Solid CreateFakeDecalSolid(Face face) { var s = new Solid(0) { Colour = face.Colour, IsVisgroupHidden = face.IsHidden, IsSelected = face.IsSelected }; s.Faces.Add(face); var p = face.BoundingBox.Center - face.Plane.Normal * 10; // create a new point underneath the face var p1 = face.Vertices[0].Location; var p2 = face.Vertices[1].Location; var p3 = face.Vertices[2].Location; var p4 = face.Vertices[3].Location; var faces = new[] { new[] { p2, p1, p}, new[] { p3, p2, p}, new[] { p4, p3, p}, new[] { p1, p4, p} }; foreach (var ff in faces) { var f = new Face(-1) { Colour = face.Colour, IsSelected = face.IsSelected, IsHidden = face.IsHidden, Plane = new Plane(ff[0], ff[1], ff[2]) }; f.Vertices.AddRange(ff.Select(x => new Vertex(x, f))); f.UpdateBoundingBox(); s.Faces.Add(f); } s.UpdateBoundingBox(); return s; }