Exemple #1
0
            public override ColoredMesh GetMesh()
            {
                // Here we gonna generate mesh with duplicated triangles to avoid vertex color interpolation.
                Vector3F[] initialPositions = DemoHelper.GenerateSinPoints(Resolution);
                int[]      initialIndices   = GridHelper.GetStructuredTriangleListIndices(0, Resolution, Resolution, 1);

                var vertices = new List <Vector3F>();
                var normals  = new List <Vector3F>();
                var indices  = new List <int>();
                var colors   = new List <Vector3F>();

                int index = 0;

                void SubmitVertex(Vector3F position, Vector3F normal, Vector3F color)
                {
                    vertices.Add(position);
                    normals.Add(normal);
                    colors.Add(color);
                    indices.Add(index++);
                }

                int triangleCount = initialIndices.Length / 3;

                for (int i = 0; i < triangleCount; i++)
                {
                    Vector3F color = DemoHelper.GetRandomColor();
                    Vector3F
                        p0          = initialPositions[initialIndices[i * 3]],
                        p1          = initialPositions[initialIndices[i * 3 + 1]],
                        p2          = initialPositions[initialIndices[i * 3 + 2]];
                    Vector3F normal = NormalProcessor.GetNormal(p0, p1, p2);

                    SubmitVertex(p0, normal, color);
                    SubmitVertex(p1, normal, color);
                    SubmitVertex(p2, normal, color);
                }

                int[] indicesArray = indices.ToArray();
                return(new ColoredMesh(vertices.ToArray(), colors.ToArray(), normals.ToArray(),
                                       indicesArray, GridHelper.GetWireframeIndices(indicesArray)));
            }