Exemple #1
0
        private void Update()
        {
            Indices.Clear();
            LoadedInstanceIds.Clear();
            LoadedGroupIds.Clear();
            LoadedFileTypeIds.Clear();

            foreach (DatabasePackedFile packed in PackageFiles)
            {
                Indices.AddRange(packed.Indices);
            }

            foreach (DatabaseIndex index in Indices)
            {
                if (!LoadedInstanceIds.Contains(index.InstanceId))
                {
                    LoadedInstanceIds.Add(index.InstanceId);
                }

                if (!LoadedGroupIds.Contains(index.GroupId))
                {
                    LoadedGroupIds.Add(index.GroupId);
                }

                if (!LoadedFileTypeIds.Contains(index.TypeId))
                {
                    LoadedFileTypeIds.Add(index.TypeId);
                }
            }

            Indices.Changed();
            PackageFiles.Changed();
        }
Exemple #2
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        } = 3;                                 // по Z

        /// <summary>
        /// Добавляет коробку с заданными гранями, выровненными по заданным осям.
        /// </summary>
        /// <param name="c">Точка центра куба.</param>
        /// <param name="Length">Длина коробки вдоль оси X.</param>
        /// <param name="Width">Длина коробки вдоль оси Y.</param>
        /// <param name="Height">Длина коробки вдоль оси Z.</param>

        public override void Update()
        {
            //Очистка
            Positions.Clear();
            Indices.Clear();
            Normals.Clear();

            var c = new Vector3(Length, Width, Height) / 2;

            AddCubeFace(c, Vector3.UnitX, Vector3.UnitZ, Length, Width, Height);
            AddCubeFace(c, -Vector3.UnitX, Vector3.UnitZ, Length, Width, Height);
            AddCubeFace(c, -Vector3.UnitY, Vector3.UnitZ, Width, Length, Height);
            AddCubeFace(c, Vector3.UnitY, Vector3.UnitZ, Width, Length, Height);
            AddCubeFace(c, Vector3.UnitZ, Vector3.UnitY, Height, Length, Width);
            AddCubeFace(c, -Vector3.UnitZ, Vector3.UnitY, Height, Length, Width);

            // добавление ребер
            AddEdge(0, 1);
            AddEdge(1, 2);
            AddEdge(2, 3);
            AddEdge(3, 0);

            AddEdge(4, 5);
            AddEdge(5, 6);
            AddEdge(6, 7);
            AddEdge(7, 4);

            AddEdge(0, 5);
            AddEdge(1, 4);
            AddEdge(2, 7);
            AddEdge(3, 6);
        }
Exemple #3
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 /// <summary>
 /// Clears all vertices, indices, bone tables, materials and strips.
 /// </summary>
 public void Clear()
 {
     BoneTable.Clear();
     Vertices.Clear();
     Indices.Clear();
     Materials.Clear();
     Strips.Clear();
 }
Exemple #4
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 public void Clear()
 {
     Vertices.Clear();
     UVs.Clear();
     Indices.Clear();
     Normals.Clear();
     Colours.Clear();
 }
Exemple #5
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        public T Build(GraphicsDevice graphicsDevice, Texture2D texture)
        {
            var model = CreateModel(graphicsDevice, texture);

            Vertices.Clear();
            Indices.Clear();
            ClearBuffers();
            return(model);
        }
Exemple #6
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 /// <summary>
 /// Clears all geometry data.
 /// </summary>
 public void ClearAllGeometryData()
 {
     Positions?.Clear();
     Positions?.TrimExcess();
     Indices?.Clear();
     Indices?.TrimExcess();
     Colors?.Clear();
     Colors?.TrimExcess();
     OnClearAllGeometryData();
 }
        /// <summary>
        /// Creates the indices for a scatter plot.
        /// </summary>
        /// <returns>The indices for a scatter plot.</returns>
        /// <param name="numberOfPoints">Number of points.</param>
        private void createIndicesScatterPlot(int numberOfPoints)
        {
            Indices.Clear();
            Indices.Capacity = numberOfPoints;

            for (int i = 0; i < numberOfPoints; i++)
            {
                Indices.Add(i);
            }
        }
 public void Reset()
 {
     Textures.Clear();
     Indices.Clear();
     Vertices.Clear();
     RenderBatches.Clear();
     OptimizedDraws.Clear();
     UnknownShorts1.Clear();
     UnknownVectors1.Clear();
     TileOccluderInfos.Clear();
 }
Exemple #9
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        private void GenerateIndices()
        {
            List <VertexFormat> tempVertices = new List <VertexFormat>();
            List <int>          tempIndices  = new List <int>();

            foreach (VertexFormat v in Vertices)
            {
                //Search for existing vertex
                int  i     = 0;
                bool found = false;
                foreach (VertexFormat v2 in tempVertices)
                {
                    if (VertexFormat.Compare(v, v2))
                    {
                        //found
                        found = true;
                        break;
                    }
                    i++;
                }

                //In found join the normals
                if (found)
                {
                    tempIndices.Add(i);
                    VertexFormat v2 = tempVertices[i];
                }
                else
                {
                    i = tempVertices.Count;
                    tempVertices.Add(v);
                    tempIndices.Add(i);
                }

                //normal
                VertexFormat vTemp = tempVertices[i];
                vTemp.Normal   += v.Normal;
                tempVertices[i] = vTemp;
            }


            //Normalize all Vertices
            Vertices.Clear();
            foreach (VertexFormat v in tempVertices)
            {
                v.Normal.Normalize();
                Vertices.Add(v);
            }
            Vertices.AddRange(tempVertices);

            Indices.Clear();
            Indices.AddRange(tempIndices);
        }
Exemple #10
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        public void CalculateIndexes()
        {
            Indices.Clear();

            tree.ProcessCell(Indices);
            IndexCount = Indices.Count;
            if (Indices.Count == 0)
            {
                return;
            }

            IndexBuffer.SetData <int>(Indices.ToArray());
        }
Exemple #11
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        public override void Update()
        {
            //Clear
            Positions.Clear();
            Indices.Clear();
            Normals.Clear();

            if (points.Count % 2 != 0)
            {
                throw new InvalidOperationException("The number of points should be even.");
            }
            var p10   = p1 - p0;
            var axisY = Vector3.Cross(axisX, p10);

            axisY.Normalize();
            axisX.Normalize();
            int index0 = Positions.Count;

            for (int i = 0; i < points.Count; i++)
            {
                var p = points[i];
                var d = (axisX * p.X) + (axisY * p.Y);
                Positions.Add(p0 + d);
                Positions.Add(p1 + d);

                if (Normals != null)
                {
                    d.Normalize();
                    Normals.Add(d);
                    Normals.Add(d);
                }
            }

            int n = points.Count - 1;

            for (int i = 0; i < n; i++)
            {
                int i0 = index0 + (i * 2);
                int i1 = i0 + 1;
                int i2 = i0 + 3;
                int i3 = i0 + 2;

                Indices.Add(i0);
                Indices.Add(i1);
                Indices.Add(i2);

                Indices.Add(i2);
                Indices.Add(i3);
                Indices.Add(i0);
            }
        }
Exemple #12
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 protected override void Dispose(bool disposing)
 {
     if (IsDisposed)
     {
         return;
     }
     if (disposing)
     {
         var meshGeometry = ModelMesh;
         Utilities.Dispose(ref meshGeometry);
         Indices.Clear();
         Vertices.Clear();
         Indices  = null;
         Vertices = null;
     }
 }
Exemple #13
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        public void Dispose(AssetManager assetManager)
        {
            Indices.Clear();
            Vertices.Clear();
            RenderBatches.Clear();
            OptimizedDraws.Clear();
            UnknownShorts1.Clear();
            UnknownVectors1.Clear();
            TileOccluderInfos.Clear();

            foreach (Texture texture in Textures)
            {
                assetManager.Dispose(texture.ColorNXMap);
                assetManager.Dispose(texture.SpecNyMap);
            }
        }
Exemple #14
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        private void GenerateIndices()
        {
            Indices.Clear();

            for (int i = 0; i < (Width - 1); i++)
            {
                for (int j = 0; j < (Height - 1); j++)
                {
                    Indices.Add(i * Width + j);
                    Indices.Add(i * Width + j + 1);
                    Indices.Add((i + 1) * Width + j);
                    Indices.Add((i + 1) * Width + j + 1);
                    Indices.Add((i + 1) * Width + j);
                    Indices.Add(i * Width + j + 1);
                }
            }
        }
Exemple #15
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        public Vector3 FindAnyPerpendicular(Vector3 n)
        {
            //Clear
            Positions.Clear();
            Indices.Clear();
            Normals.Clear();

            n.Normalize();
            Vector3 u = Vector3.Cross(new Vector3(0, 1, 0), n);

            if (u.LengthSquared() < 1e-3)
            {
                u = Vector3.Cross(new Vector3(1, 0, 0), n);
            }

            return(u);
        }
Exemple #16
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        public void Destroy()
        {
            if (m_objTransform != null)
            {
                MeshFilter meshFilter = m_objTransform.GetComponent <MeshFilter>();
                meshFilter.mesh.Clear();
                UnityEngine.Object.Destroy(meshFilter.mesh);
                meshFilter.mesh = null;
                UnityEngine.Object.Destroy(meshFilter);
                UnityEngine.Object.Destroy(m_objTransform);
                m_objTransform = null;

                Vertices.Clear();
                Uvs.Clear();
                Colors.Clear();
                Indices.Clear();
            }
        }
Exemple #17
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        public void Unload()
        {
            // Don't empty if loading
            if (Loading || !Expired)
            {
                return;
            }

            Encoding.Clear();
            Root.Clear();
            Indices.Clear();

            Expired = false;
            Loading = false;

            GCSettings.LargeObjectHeapCompactionMode = GCLargeObjectHeapCompactionMode.CompactOnce;
            GC.Collect(2, GCCollectionMode.Forced);

            Scanner.WriteLine($"[{VersionName}] Unloaded.");
        }
        public override void Tessellate()
        {
            // Create vertices.
            Vector3D normal = new Vector3D(0, 1, 0);

            for (int z = 0; z < _length; ++z)
            {
                for (int x = 0; x < _width; ++x)
                {
                    AddVertex(new Point3D(x, 0, (_length - 1) - z), normal);                     // Invert z so that winding order is correct.
                }
            }
            // Create indices.
            for (int z = 0; z < _length - 1; ++z)
            {
                for (int x = 0; x < _width; ++x)
                {
                    // Create vertex for degenerate triangle.
                    if (x == 0 && z > 0)
                    {
                        AddIndex(((z + 0) * _width) + x);
                    }

                    AddIndex(((z + 0) * _width) + x);
                    AddIndex(((z + 1) * _width) + x);

                    // Create vertex for degenerate triangle.
                    if (x == _width - 1 && z < _length - 2)
                    {
                        AddIndex(((z + 1) * _width) + x);
                    }
                }
            }

            // It's easiest to define the plane in terms of a triangle strip,
            // and then convert it.
            Int32Collection newIndices = MeshUtility.ConvertTriangleStripToTriangleList(Indices);
            Indices.Clear();
            Indices.AddRange(newIndices);
        }
Exemple #19
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        /// <summary>
        /// Optimized the vertex index size by removing duplicate vertices
        /// </summary>
        public void Optimize()
        {
            Indices.Clear();

            List <IOVertex>             NewVertices   = new List <IOVertex>();
            Dictionary <IOVertex, uint> vertexToIndex = new Dictionary <IOVertex, uint>();

            foreach (var vertex in Vertices)
            {
                if (!vertexToIndex.ContainsKey(vertex))
                {
                    vertexToIndex.Add(vertex, (uint)NewVertices.Count);
                    NewVertices.Add(vertex);
                }
                Indices.Add(vertexToIndex[vertex]);
            }

            SBConsole.WriteLine($"Optimized {Name} {Vertices.Count} -> {NewVertices.Count}");

            Vertices.Clear();
            Vertices.AddRange(NewVertices);
        }
Exemple #20
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        /// <summary>
        /// Добавление сферы.
        /// </summary>
        /// <param name="с">
        /// Центр сферы.
        /// </param>
        /// <param name="Radius">
        /// Радиус сферы.
        /// </param>
        /// <param name="thetaDiv">
        /// The number of divisions around the ellipsoid.
        /// </param>
        /// <param name="phiDiv">
        /// The number of divisions from top to bottom of the ellipsoid.
        /// </param>
        public override void Update()
        {
            //Очитска
            Positions.Clear();
            Indices.Clear();
            Normals.Clear();

            var c = new Vector3(1, 1, 1);
            int thetaDiv = 32; int phiDiv = 32;
            int index0 = this.Positions.Count;
            var dt     = 2 * Math.PI / thetaDiv;
            var dp     = Math.PI / phiDiv;

            for (int pi = 0; pi <= phiDiv; pi++)
            {
                var phi = pi * dp;

                for (int ti = 0; ti <= thetaDiv; ti++)
                {
                    var theta = ti * dt;
                    var x     = Math.Cos(theta) * Math.Sin(phi);
                    var y     = Math.Sin(theta) * Math.Sin(phi);
                    var z     = Math.Cos(phi);

                    var p = new Vector3((float)(c.X + (Radius * x)), (float)(c.Y + (Radius * y)), (float)(c.Z + (Radius * z)));
                    Positions.Add(new Vector3(p.X, p.Y, p.Z));

                    if (Normals != null)
                    {
                        var n = new Vector3((float)x, (float)y, (float)z);
                        Normals.Add(n);
                    }
                }
            }

            this.AddIndices(index0, phiDiv + 1, thetaDiv + 1, true);
        }
Exemple #21
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    protected bool CreateCap(Volume volume, bool partialBuild)
    {
        if ((TypeMask & VolumeFaceMask.Hollow) == 0 &&
            (TypeMask & VolumeFaceMask.Open) == 0 &&
            ((volume.Parameters.PathParameters.Begin == 0.0f) &&
             (volume.Parameters.PathParameters.End == 1.0f)) &&
            (volume.Parameters.ProfileParameters.ProfileType == ProfileType.Square &&
             volume.Parameters.PathParameters.PathType == PathType.Line)
            )
        {
            return(CreateUnCutCubeCap(volume, partialBuild));
        }

        int numVertices = 0, numIndices = 0;

        List <Vector3> mesh    = volume.Points;
        List <Vector3> profile = volume.Profile.Points;

        // All types of caps have the same number of vertices and indices
        numVertices = profile.Count;
        numIndices  = (profile.Count - 2) * 3;

        //if ((TypeMask & VolumeFaceMask.Hollow) == 0 && (TypeMask & VolumeFaceMask.Open) == 0)
        //{
        //	resizeVertices(num_vertices + 1);

        //	//if (!partial_build)
        //	{
        //		resizeIndices(num_indices + 3);
        //	}
        //}
        //else
        //{
        //	resizeVertices(num_vertices);
        //	//if (!partial_build)
        //	{
        //		resizeIndices(num_indices);
        //	}
        //}

        Positions.Clear();
        Normals.Clear();
        Tangents.Clear();
        TexCoords.Clear();
        Indices.Clear();
        Edge.Clear();

        int maxS = volume.Profile.PointCount;
        int maxT = volume.Path.PointCount;

        Centre = Vector3.zero;

        int offset = ((TypeMask & VolumeFaceMask.Top) != 0)
            ? (maxT - 1) * maxS
            : BeginS;

        // Figure out the normal, assume all caps are flat faces.
        // Cross product to get normals.

        Vector2 cuv;
        Vector2 min_uv, max_uv;
        // VFExtents change
        Vector3 min = ExtentsMin;
        Vector3 max = ExtentsMax;

        // Copy the vertices into the array

        int srcIndex = offset;                 // Index in mesh
        int endIndex = srcIndex + numVertices; // Index in mesh

        min = mesh[srcIndex];
        max = min;

        int pIndex = 0;         // Index in profile

        if ((TypeMask & VolumeFaceMask.Top) != 0)
        {
            min_uv.x = profile[pIndex].x + 0.5f;
            min_uv.y = profile[pIndex].y + 0.5f;

            max_uv = min_uv;

            while (srcIndex < endIndex)
            {
                Vector2 tc = new Vector2(profile[pIndex].x + 0.5f, profile[pIndex].y + 0.5f);
                UpdateMinMax(ref min_uv, ref max_uv, tc);
                TexCoords.Add(tc);

                UpdateMinMax(ref min, ref max, mesh[srcIndex]);
                Positions.Add(mesh[srcIndex]);

                ++pIndex;
                ++srcIndex;
            }
        }
        else
        {
            min_uv.x = profile[pIndex].x + 0.5f;
            min_uv.y = 0.5f - profile[pIndex].y;
            max_uv   = min_uv;

            while (srcIndex < endIndex)
            {
                // Mirror for underside.
                Vector2 tc = new Vector2(profile[pIndex].x + 0.5f, 0.5f - profile[pIndex].y);
                UpdateMinMax(ref min_uv, ref max_uv, tc);
                TexCoords.Add(tc);

                UpdateMinMax(ref min, ref max, mesh[srcIndex]);
                Positions.Add(mesh[srcIndex]);

                ++pIndex;
                ++srcIndex;
            }
        }

        Centre = (min + max) * 0.5f;
        cuv    = (min_uv + max_uv) * 0.5f;

        VertexData vd = new VertexData
        {
            Position = Centre,
            TexCoord = cuv
        };

        if ((TypeMask & VolumeFaceMask.Hollow) == 0 && (TypeMask & VolumeFaceMask.Open) == 0)
        {
            Positions.Add(Centre);
            TexCoords.Add(cuv);
            numVertices++;
        }

        //if (partial_build)
        //{
        //	return TRUE;
        //}

        if ((TypeMask & VolumeFaceMask.Hollow) != 0)
        {
            CreateHollowCap(numVertices, profile, (TypeMask & VolumeFaceMask.Top) == 0);
        }
        else
        {
            // Not hollow, generate the triangle fan.
            CreateSolidCap(numVertices);
        }

        Vector3 d0 = Positions[Indices[1]] - Positions[Indices[0]];
        Vector3 d1 = Positions[Indices[2]] - Positions[Indices[0]];

        Vector3 normal = Vector3.Cross(d0, d1);

        if (Vector3.Dot(normal, normal) > 0.00001f)
        {
            normal.Normalize();
        }
        else
        {
            //degenerate, make up a value
            normal = normal.z >= 0 ? new Vector3(0f, 0f, 1f) : new Vector3(0f, 0f, -1f);
        }

        //llassert(llfinite(normal.getF32ptr()[0]));
        //llassert(llfinite(normal.getF32ptr()[1]));
        //llassert(llfinite(normal.getF32ptr()[2]));

        //llassert(!llisnan(normal.getF32ptr()[0]));
        //llassert(!llisnan(normal.getF32ptr()[1]));
        //llassert(!llisnan(normal.getF32ptr()[2]));

        for (int i = 0; i < numVertices; i++)
        {
            Normals.Add(normal);
        }

        return(true);
    }
Exemple #22
0
 internal void Clear()
 {
     Indices.Clear();
     Vertices.Clear();
 }
Exemple #23
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        public void CalculateIndexes(float threshold)
        {
            if (!FlatShading)
            {
                Indices.Clear();
            }
            else
            {
                Indices = new List <int>();
            }
            List <int> tri_count = new List <int>();

            tree.ProcessCell(Indices, tri_count, threshold);
            if (!FlatShading)
            {
                IndexCount = Indices.Count;
                if (Indices.Count == 0)
                {
                    return;
                }
            }

            if (!FlatShading)
            {
                IndexBuffer.SetData <int>(Indices.ToArray());
            }
            else
            {
                List <VertexPositionColorNormal> new_vertices = new List <VertexPositionColorNormal>();
                int t_index = 0;
                for (int i = 0; i < Indices.Count; i += 3)
                {
                    int     count = tri_count[t_index++];
                    Vector3 n     = Vector3.Zero;
                    if (count == 1)
                    {
                        n = GetNormalQ(Vertices, Indices[i + 2], Indices[i + 0], Indices[i + 1]);
                    }
                    else
                    {
                        n = GetNormalQ(Vertices, Indices[i + 2], Indices[i + 0], Indices[i + 1], Indices[i + 5], Indices[i + 3], Indices[i + 4]);
                    }
                    Vector3 nc = n * 0.5f + Vector3.One * 0.5f;
                    nc.Normalize();
                    Color c = new Color(nc);

                    VertexPositionColorNormal v0 = new VertexPositionColorNormal(Vertices[Indices[i + 0]].Position, c, n);
                    VertexPositionColorNormal v1 = new VertexPositionColorNormal(Vertices[Indices[i + 1]].Position, c, n);
                    VertexPositionColorNormal v2 = new VertexPositionColorNormal(Vertices[Indices[i + 2]].Position, c, n);

                    new_vertices.Add(v0);
                    new_vertices.Add(v1);
                    new_vertices.Add(v2);

                    if (count > 1)
                    {
                        VertexPositionColorNormal v3 = new VertexPositionColorNormal(Vertices[Indices[i + 3]].Position, c, n);
                        VertexPositionColorNormal v4 = new VertexPositionColorNormal(Vertices[Indices[i + 4]].Position, c, n);
                        VertexPositionColorNormal v5 = new VertexPositionColorNormal(Vertices[Indices[i + 5]].Position, c, n);

                        new_vertices.Add(v3);
                        new_vertices.Add(v4);
                        new_vertices.Add(v5);

                        i += 3;
                    }
                }

                if (new_vertices.Count > 0)
                {
                    VertexBuffer.SetData <VertexPositionColorNormal>(new_vertices.ToArray());
                }
                VertexCount = new_vertices.Count;
            }
        }
Exemple #24
0
        public override void Update()
        {
            //Clear
            Positions.Clear();
            Indices.Clear();
            Normals.Clear();
            Vector3 point1 = new Vector3(0, 0, 0); //origin
            Vector3 point2 = new Vector3(0, 2, 0);
            Vector3 n      = point2 - point1;      //direction
            var     l      = Math.Sqrt(n.X * n.X + n.Y * n.Y + n.Z * n.Z);

            n.Normalize();
            int thetaDiv = 32;                   //
            var pc       = new List <Vector2>(); //points

            pc.Add(new Vector2(0, 0));
            pc.Add(new Vector2(0, Radius));
            pc.Add(new Vector2((float)l, Radius));
            pc.Add(new Vector2((float)l, 0));
            n.Normalize();
            Vector3 u = Vector3.Cross(new Vector3(0, 1, 0), n);

            if (u.LengthSquared() < 1e-3)
            {
                u = Vector3.Cross(new Vector3(1, 0, 0), n);
            }
            var v = Vector3.Cross(n, u);

            u.Normalize();
            v.Normalize();
            var circle     = AddCircle(thetaDiv);
            int index0     = Positions.Count;
            int counter    = pc.Count;
            int totalNodes = (pc.Count - 1) * 2 * thetaDiv;
            int rowNodes   = (pc.Count - 1) * 2;

            for (int i = 0; i < thetaDiv; i++)
            {
                var w = (v * circle[i].X) + (u * circle[i].Y);

                for (int j = 0; j + 1 < counter; j++)
                {
                    var q1 = point1 + (n * pc[j].X) + (w * pc[j].Y);
                    var q2 = point1 + (n * pc[j + 1].X) + (w * pc[j + 1].Y);
                    Positions.Add(new Vector3((float)q1.X, (float)q1.Y, (float)q1.Z));
                    Positions.Add(new Vector3((float)q2.X, (float)q2.Y, (float)q2.Z));

                    if (Normals != null)
                    {
                        var tx     = pc[j + 1].X - pc[j].X;
                        var ty     = pc[j + 1].Y - pc[j].Y;
                        var normal = (-n * ty) + (w * tx);
                        normal.Normalize();

                        Normals.Add(normal);
                        Normals.Add(normal);
                    }


                    int i0 = index0 + (i * rowNodes) + (j * 2);
                    int i1 = i0 + 1;
                    int i2 = index0 + ((((i + 1) * rowNodes) + (j * 2)) % totalNodes);
                    int i3 = i2 + 1;

                    Indices.Add(i1);
                    Indices.Add(i0);
                    Indices.Add(i2);

                    Indices.Add(i1);
                    Indices.Add(i2);
                    Indices.Add(i3);
                }
            }
        }
Exemple #25
0
    protected bool CreateSide(Volume volume, bool partialBuild)
    {
        bool flat = TypeMask.HasFlag(VolumeFaceMask.Flat);

        SculptType  sculptStitching         = volume.Parameters.SculptType;
        SculptFlags sculptFlags             = volume.Parameters.SculptFlags;
        bool        sculptInvert            = sculptFlags.HasFlag(SculptFlags.Invert);
        bool        sculptMirror            = sculptFlags.HasFlag(SculptFlags.Mirror);
        bool        sculptReverseHorizontal = (sculptInvert ? !sculptMirror : sculptMirror);   // XOR

        int numVertices, numIndices;

        List <Vector3>        mesh     = volume.Points;
        List <Vector3>        profile  = volume.Profile.Points;
        List <Path.PathPoint> pathData = volume.Path.Points;

        int maxS = volume.Profile.PointCount;

        int   s, t, i;
        float ss, tt;

        numVertices = NumS * NumT;
        numIndices  = (NumS - 1) * (NumT - 1) * 6;

        // TODO: How does partial builds work?
        //partial_build = (num_vertices > NumVertices || num_indices > NumIndices) ? false : partial_build;

        //if (!partial_build)
        //{
        //	resizeVertices(num_vertices);
        //	resizeIndices(num_indices);

        //	if (!volume->isMeshAssetLoaded())
        //	{
        //		mEdge.resize(num_indices);
        //	}
        //}
        Positions.Clear();
        Normals.Clear();
        Indices.Clear();
        Edge.Clear();


        float beginStex = Mathf.Floor(profile[BeginS][2]);
        bool  test      = TypeMask.HasFlag(VolumeFaceMask.Inner | VolumeFaceMask.Flat) && NumS > 2;
        int   numS      = test ? NumS / 2 : NumS;

        int curVertex = 0;
        int endT      = BeginT + NumT;

        // Copy the vertices into the array
        for (t = BeginT; t < endT; t++)
        {
            tt = pathData[t].ExtrusionT;
            for (s = 0; s < numS; s++)
            {
                if (TypeMask.HasFlag(VolumeFaceMask.End))
                {
                    ss = s > 0 ? 1f : 0f;
                }
                else
                {
                    // Get s value for tex-coord.
                    if (!flat)
                    {
                        ss = profile[BeginS + s][2];
                    }
                    else
                    {
                        ss = profile[BeginS + s][2] - beginStex;
                    }
                }

                if (sculptReverseHorizontal)
                {
                    ss = 1f - ss;
                }

                // Check to see if this triangle wraps around the array.
                if (BeginS + s >= maxS)
                {
                    // We're wrapping
                    i = BeginS + s + maxS * (t - 1);
                }
                else
                {
                    i = BeginS + s + maxS * t;
                }

                Positions.Add(mesh[i]);
                Normals.Add(Vector3.zero);                  // This will be calculated later
                TexCoords.Add(new Vector2(ss, tt));

                curVertex++;

                if (test && s > 0)
                {
                    Positions.Add(mesh[i]);
                    Normals.Add(Vector3.zero); // This will be calculated later
                    TexCoords.Add(new Vector2(ss, tt));
                    curVertex++;
                }
            }

            if (test)
            {
                s = TypeMask.HasFlag(VolumeFaceMask.Open) ? numS - 1 : 0;

                i  = BeginS + s + maxS * t;
                ss = profile[BeginS + s][2] - beginStex;

                Positions.Add(mesh[i]);
                Normals.Add(Vector3.zero); // This will be calculated later
                TexCoords.Add(new Vector2(ss, tt));

                curVertex++;
            }
        }

        Centre = Vector3.zero;

        int curPos = 0;
        int endPos = Positions.Count;

        //get bounding box for this side
        Vector3 faceMin;
        Vector3 faceMax;

        faceMin = faceMax = Positions[curPos++];

        while (curPos < endPos)
        {
            UpdateMinMax(ref faceMin, ref faceMax, Positions[curPos++]);
        }
        // VFExtents change
        ExtentsMin = faceMin;
        ExtentsMax = faceMax;

        int tcCount = NumVertices;

        if (tcCount % 2 == 1)
        {         //odd number of texture coordinates, duplicate last entry to padded end of array
            tcCount++;
            TexCoords.Add(TexCoords[NumVertices - 1]);
        }

        int curTc = 0;
        int endTc = TexCoords.Count;

        Vector3 tcMin;
        Vector3 tcMax;

        tcMin = tcMax = TexCoords[curTc++];

        while (curTc < endTc)
        {
            UpdateMinMax(ref tcMin, ref tcMax, TexCoords[curTc++]);
        }

        //TODO: TexCoordExtents are weird this assumes Vector4
        //TexCoordExtentsMin.x = llmin(minp[0], minp[2]);
        //TexCoordExtentsMin.y = llmin(minp[1], minp[3]);
        //TexCoordExtentsMax.x = llmax(maxp[0], maxp[2]);
        //TexCoordExtentsMax.y = llmax(maxp[1], maxp[3]);

        Centre = (faceMin + faceMax) * 0.5f;

        bool flatFace = TypeMask.HasFlag(VolumeFaceMask.Flat); //(TypeMask & VolumeFaceMask.Flat) != 0;

        if (!partialBuild)
        {
            // Now we generate the indices.
            for (t = 0; t < (NumT - 1); t++)
            {
                for (s = 0; s < (NumS - 1); s++)
                {
                    Indices.Add(s + NumS * t);                                 //bottom left
                    Indices.Add(s + 1 + NumS * (t + 1));                       //top right
                    Indices.Add(s + NumS * (t + 1));                           //top left
                    Indices.Add(s + NumS * t);                                 //bottom left
                    Indices.Add(s + 1 + NumS * t);                             //bottom right
                    Indices.Add(s + 1 + NumS * (t + 1));                       //top right

                    Edge.Add((NumS - 1) * 2 * t + s * 2 + 1);                  //bottom left/top right neighbor face
                    if (t < NumT - 2)
                    {                                                          //top right/top left neighbor face
                        Edge.Add((NumS - 1) * 2 * (t + 1) + s * 2 + 1);
                    }
                    else if (NumT <= 3 || volume.Path.IsOpen == true)
                    {                     //no neighbor
                        Edge.Add(-1);
                    }
                    else
                    {                     //wrap on T
                        Edge.Add(s * 2 + 1);
                    }
                    if (s > 0)
                    {                                                                       //top left/bottom left neighbor face
                        Edge.Add((NumS - 1) * 2 * t + s * 2 - 1);
                    }
                    else if (flatFace || volume.Profile.IsOpen == true)
                    {                     //no neighbor
                        Edge.Add(-1);
                    }
                    else
                    {                       //wrap on S
                        Edge.Add((NumS - 1) * 2 * t + (NumS - 2) * 2 + 1);
                    }

                    if (t > 0)
                    {                                                                       //bottom left/bottom right neighbor face
                        Edge.Add((NumS - 1) * 2 * (t - 1) + s * 2);
                    }
                    else if (NumT <= 3 || volume.Path.IsOpen == true)
                    {                     //no neighbor
                        Edge.Add(-1);
                    }
                    else
                    {                     //wrap on T
                        Edge.Add((NumS - 1) * 2 * (NumT - 2) + s * 2);
                    }
                    if (s < NumS - 2)
                    {                                                                   //bottom right/top right neighbor face
                        Edge.Add((NumS - 1) * 2 * t + (s + 1) * 2);
                    }
                    else if (flatFace || volume.Profile.IsOpen == true)
                    {                     //no neighbor
                        Edge.Add(-1);
                    }
                    else
                    {                     //wrap on S
                        Edge.Add((NumS - 1) * 2 * t);
                    }
                    Edge.Add((NumS - 1) * 2 * t + s * 2);                                                 //top right/bottom left neighbor face
                }
            }
        }



        //      //clear normals
        //int dst = Normals.Count;
        //int end = dst + NumVertices;
        //Vector3 zero = Vector3.zero;

        //while (dst < end)
        //      {
        //          Normals.Add(zero);
        //	dst++;
        //}

        //generate normals

        // Compute triangle normals:
        int            count           = Indices.Count / 3;
        List <Vector3> triangleNormals = new List <Vector3>();
        int            idx             = 0;

        for (int triangleIndex = 0; triangleIndex < count; triangleIndex++)
        {
            Vector3 p0 = Positions[Indices[idx + 0]];
            Vector3 p1 = Positions[Indices[idx + 1]];
            Vector3 p2 = Positions[Indices[idx + 2]];

            //calculate triangle normal
            Vector3 a = p1 - p0;
            Vector3 b = p2 - p0;

            Vector3 normal = Vector3.Cross(a, b);

            if (Vector3.Dot(normal, normal) > 0.00001f)
            {
                normal.Normalize();
            }
            else
            {
                //degenerate, make up a value
                normal = normal.z >= 0 ? new Vector3(0f, 0f, 1f) : new Vector3(0f, 0f, -1f);
            }

            // This is probably an optimised way to calculate this:
            //LLQuad & vector1 = *((LLQuad*)&v1);
            //LLQuad & vector2 = *((LLQuad*)&v2);

            //LLQuad & amQ = *((LLQuad*)&a);
            //LLQuad & bmQ = *((LLQuad*)&b);

            // Vectors are stored in memory in w, z, y, x order from high to low
            // Set vector1 = { a[W], a[X], a[Z], a[Y] }
            //vector1 = _mm_shuffle_ps(amQ, amQ, _MM_SHUFFLE(3, 0, 2, 1));
            // Set vector2 = { b[W], b[Y], b[X], b[Z] }
            //vector2 = _mm_shuffle_ps(bmQ, bmQ, _MM_SHUFFLE(3, 1, 0, 2));
            // mQ = { a[W]*b[W], a[X]*b[Y], a[Z]*b[X], a[Y]*b[Z] }
            //vector2 = _mm_mul_ps(vector1, vector2);
            // vector3 = { a[W], a[Y], a[X], a[Z] }
            //amQ = _mm_shuffle_ps(amQ, amQ, _MM_SHUFFLE(3, 1, 0, 2));
            // vector4 = { b[W], b[X], b[Z], b[Y] }
            //bmQ = _mm_shuffle_ps(bmQ, bmQ, _MM_SHUFFLE(3, 0, 2, 1));
            // mQ = { 0, a[X]*b[Y] - a[Y]*b[X], a[Z]*b[X] - a[X]*b[Z], a[Y]*b[Z] - a[Z]*b[Y] }
            //vector1 = _mm_sub_ps(vector2, _mm_mul_ps(amQ, bmQ));

            //llassert(v1.isFinite3());

            triangleNormals.Add(normal);
            idx += 3;
        }

        // Add triangle normal contributions from each triangle to the vertex normals:
        idx = 0;
        for (int triangleIndex = 0; triangleIndex < count; triangleIndex++) //for each triangle
        {
            Vector3 c = triangleNormals[triangleIndex];

            Vector3 n0 = Normals[Indices[idx + 0]];
            Vector3 n1 = Normals[Indices[idx + 1]];
            Vector3 n2 = Normals[Indices[idx + 2]];

            n0 += c;
            n1 += c;
            n2 += c;

            //llassert(c.isFinite3());

            //even out quad contributions
            switch (triangleIndex % 2 + 1)
            {
            case 0: n0 += c; break;

            case 1: n1 += c; break;

            case 2: n2 += c; break;
            }
            ;

            Normals[Indices[idx + 0]] = n0;
            Normals[Indices[idx + 1]] = n1;
            Normals[Indices[idx + 2]] = n2;

            idx += 3;
        }

        // adjust normals based on wrapping and stitching

        Vector3 top = (Positions[0] - Positions[NumS * (NumT - 2)]);
        bool    s_bottom_converges = Vector3.Dot(top, top) < 0.000001f;

        top = Positions[NumS - 1] - Positions[NumS * (NumT - 2) + NumS - 1];
        bool s_top_converges = Vector3.Dot(top, top) < 0.000001f;

        if (sculptStitching == SculptType.None)          // logic for non-sculpt volumes
        {
            if (volume.Path.IsOpen == false)
            {             //wrap normals on T
                for (int j = 0; j < NumS; j++)
                {
                    Vector3 n = Normals[j] + Normals[NumS * (NumT - 1) + j];
                    Normals[j] = n;
                    Normals[NumS * (NumT - 1) + j] = n;
                }
            }

            if ((volume.Profile.IsOpen == false) && !(s_bottom_converges))
            {             //wrap normals on S
                for (int j = 0; j < NumT; j++)
                {
                    Vector3 n = Normals[NumS * j] + Normals[NumS * j + NumS - 1];
                    Normals[NumS * j]            = n;
                    Normals[NumS * j + NumS - 1] = n;
                }
            }

            if (volume.Parameters.PathParameters.PathType == PathType.Circle &&
                volume.Parameters.ProfileParameters.ProfileType == ProfileType.CircleHalf)
            {
                if (s_bottom_converges)
                {                 //all lower S have same normal
                    for (int j = 0; j < NumT; j++)
                    {
                        Normals[NumS * j] = new Vector3(1f, 0f, 0f);
                    }
                }

                if (s_top_converges)
                {                 //all upper S have same normal
                    for (int j = 0; j < NumT; j++)
                    {
                        Normals[NumS * j + NumS - 1] = new Vector3(-1f, 0f, 0f);
                    }
                }
            }
        }
        //else  // logic for sculpt volumes
        //{
        //BOOL average_poles = FALSE;
        //BOOL wrap_s = FALSE;
        //BOOL wrap_t = FALSE;

        //if (sculpt_stitching == LL_SCULPT_TYPE_SPHERE)
        //	average_poles = TRUE;

        //if ((sculpt_stitching == LL_SCULPT_TYPE_SPHERE) ||
        //	(sculpt_stitching == LL_SCULPT_TYPE_TORUS) ||
        //	(sculpt_stitching == LL_SCULPT_TYPE_CYLINDER))
        //	wrap_s = TRUE;

        //if (sculpt_stitching == LL_SCULPT_TYPE_TORUS)
        //	wrap_t = TRUE;


        //if (average_poles)
        //{
        //	// average normals for north pole

        //	LLVector4a average;
        //	average.clear();

        //	for (S32 i = 0; i < mNumS; i++)
        //	{
        //		average.add(norm[i]);
        //	}

        //	// set average
        //	for (S32 i = 0; i < mNumS; i++)
        //	{
        //		norm[i] = average;
        //	}

        //	// average normals for south pole

        //	average.clear();

        //	for (S32 i = 0; i < mNumS; i++)
        //	{
        //		average.add(norm[i + mNumS * (mNumT - 1)]);
        //	}

        //	// set average
        //	for (S32 i = 0; i < mNumS; i++)
        //	{
        //		norm[i + mNumS * (mNumT - 1)] = average;
        //	}
        //         }

        //if (wrap_s)
        //{
        //	for (S32 i = 0; i < mNumT; i++)
        //	{
        //		LLVector4a n;
        //		n.setAdd(norm[mNumS * i], norm[mNumS * i + mNumS - 1]);
        //		norm[mNumS * i] = n;
        //		norm[mNumS * i + mNumS - 1] = n;
        //	}
        //}

        //if (wrap_t)
        //{
        //	for (S32 i = 0; i < mNumS; i++)
        //	{
        //		LLVector4a n;
        //		n.setAdd(norm[i], norm[mNumS * (mNumT - 1) + i]);
        //		norm[i] = n;
        //		norm[mNumS * (mNumT - 1) + i] = n;
        //	}
        //}
        //}

        // Normalise normals:
        for (int normalIndex = 0; normalIndex < Normals.Count; normalIndex++)
        {
            Normals[normalIndex] = Normals[normalIndex].normalized;
        }

        return(true);
    }
Exemple #26
0
        public void CalculateIndexes(float threshold)
        {
            if (!FlatShading)
            {
                Indices.Clear();
            }
            else
            {
                Indices = new List <int>();
            }
            List <int> tri_count = new List <int>();

            tree.ProcessCell(Indices, tri_count, threshold);
            if (!FlatShading)
            {
                IndexCount = Indices.Count;
                if (Indices.Count == 0)
                {
                    return;
                }

                for (int i = 0; i < Indices.Count; i++)
                {
                    Indices[i] = Indices[i] & 0xFFFFFFF;
                }
                IndexBuffer.SetData <int>(Indices.ToArray());
            }
            else
            {
                List <VertexPositionColorNormalNormal> new_vertices = new List <VertexPositionColorNormalNormal>();
                List <VertexPositionColor>             wire_verts   = new List <VertexPositionColor>();
                List <int> wire_indexes = new List <int>();

                int t_index = 0;
                for (int i = 0; i < Indices.Count; i += 3)
                {
                    int     count = tri_count[t_index++];
                    Vector3 n     = Vector3.Zero;
                    if (count == 1)
                    {
                        n = GetNormalQ(VerticesDN, Indices[i + 2] & 0xFFFFFFF, Indices[i + 0] & 0xFFFFFFF, Indices[i + 1] & 0xFFFFFFF);
                    }
                    else
                    {
                        n = GetNormalQ(VerticesDN, Indices[i + 2] & 0xFFFFFFF, Indices[i + 0] & 0xFFFFFFF, Indices[i + 1] & 0xFFFFFFF, Indices[i + 5] & 0xFFFFFFF, Indices[i + 3] & 0xFFFFFFF, Indices[i + 4] & 0xFFFFFFF);
                    }
                    Vector3 nc = n * 0.5f + Vector3.One * 0.5f;
                    nc.Normalize();
                    Color c = new Color(nc);

                    VertexPositionColorNormalNormal v0 = new VertexPositionColorNormalNormal(VerticesDN[Indices[i + 0] & 0xFFFFFFF].Position, c, n, VerticesDN[Indices[i + 0] & 0xFFFFFFF].Normal);
                    VertexPositionColorNormalNormal v1 = new VertexPositionColorNormalNormal(VerticesDN[Indices[i + 1] & 0xFFFFFFF].Position, c, n, VerticesDN[Indices[i + 1] & 0xFFFFFFF].Normal);
                    VertexPositionColorNormalNormal v2 = new VertexPositionColorNormalNormal(VerticesDN[Indices[i + 2] & 0xFFFFFFF].Position, c, n, VerticesDN[Indices[i + 2] & 0xFFFFFFF].Normal);

                    new_vertices.Add(v0);
                    new_vertices.Add(v1);
                    new_vertices.Add(v2);

                    int start = wire_verts.Count;
                    if (count > 1)
                    {
                        VertexPositionColorNormalNormal v3 = new VertexPositionColorNormalNormal(VerticesDN[Indices[i + 3] & 0xFFFFFFF].Position, c, n, VerticesDN[Indices[i + 3] & 0xFFFFFFF].Normal);
                        VertexPositionColorNormalNormal v4 = new VertexPositionColorNormalNormal(VerticesDN[Indices[i + 4] & 0xFFFFFFF].Position, c, n, VerticesDN[Indices[i + 4] & 0xFFFFFFF].Normal);
                        VertexPositionColorNormalNormal v5 = new VertexPositionColorNormalNormal(VerticesDN[Indices[i + 5] & 0xFFFFFFF].Position, c, n, VerticesDN[Indices[i + 5] & 0xFFFFFFF].Normal);

                        new_vertices.Add(v3);
                        new_vertices.Add(v4);
                        new_vertices.Add(v5);

                        if (Indices[i] >= 0x10000000)
                        {
                            //0-2, 2-1, 1-4, 4-0
                            wire_verts.Add(new VertexPositionColor(VerticesDN[Indices[i + 0] & 0xFFFFFFF].Position, c));
                            wire_verts.Add(new VertexPositionColor(VerticesDN[Indices[i + 1] & 0xFFFFFFF].Position, c));
                            wire_verts.Add(new VertexPositionColor(VerticesDN[Indices[i + 2] & 0xFFFFFFF].Position, c));
                            wire_verts.Add(new VertexPositionColor(VerticesDN[Indices[i + 4] & 0xFFFFFFF].Position, c));
                            wire_indexes.Add(start + 0);
                            wire_indexes.Add(start + 2);
                            wire_indexes.Add(start + 2);
                            wire_indexes.Add(start + 1);
                            wire_indexes.Add(start + 1);
                            wire_indexes.Add(start + 3);
                            wire_indexes.Add(start + 3);
                            wire_indexes.Add(start + 0);
                        }
                        else
                        {
                            //0-1, 1-2, 2-5, 5-0
                            wire_verts.Add(new VertexPositionColor(VerticesDN[Indices[i + 0] & 0xFFFFFFF].Position, c));
                            wire_verts.Add(new VertexPositionColor(VerticesDN[Indices[i + 1] & 0xFFFFFFF].Position, c));
                            wire_verts.Add(new VertexPositionColor(VerticesDN[Indices[i + 2] & 0xFFFFFFF].Position, c));
                            wire_verts.Add(new VertexPositionColor(VerticesDN[Indices[i + 5] & 0xFFFFFFF].Position, c));
                            wire_indexes.Add(start + 0);
                            wire_indexes.Add(start + 1);
                            wire_indexes.Add(start + 1);
                            wire_indexes.Add(start + 2);
                            wire_indexes.Add(start + 2);
                            wire_indexes.Add(start + 3);
                            wire_indexes.Add(start + 3);
                            wire_indexes.Add(start + 0);
                        }

                        i += 3;
                    }
                    else
                    {
                        wire_verts.Add(new VertexPositionColor(VerticesDN[Indices[i + 0] & 0xFFFFFFF].Position, c));
                        wire_verts.Add(new VertexPositionColor(VerticesDN[Indices[i + 1] & 0xFFFFFFF].Position, c));
                        wire_verts.Add(new VertexPositionColor(VerticesDN[Indices[i + 2] & 0xFFFFFFF].Position, c));
                        wire_indexes.Add(start + 0);
                        wire_indexes.Add(start + 1);
                        wire_indexes.Add(start + 1);
                        wire_indexes.Add(start + 2);
                        wire_indexes.Add(start + 2);
                        wire_indexes.Add(start + 0);
                    }
                }

                if (new_vertices.Count > 0)
                {
                    VertexBuffer.SetData <VertexPositionColorNormalNormal>(new_vertices.ToArray());
                }
                if (wire_verts.Count > 0)
                {
                    WireframeBuffer.SetData <VertexPositionColor>(wire_verts.ToArray());
                    WireframeIndexBuffer.SetData <int>(wire_indexes.ToArray());
                }
                VertexCount          = new_vertices.Count;
                WireframeCount       = wire_indexes.Count;
                WireframeVertexCount = wire_verts.Count;
            }
        }
Exemple #27
0
 protected override void ClearItems()
 {
     base.ClearItems();
     Indices.Clear();
 }
Exemple #28
0
 /// <summary>
 /// 頂点およびインデックスを初期化します。
 /// </summary>
 public void Clear()
 {
     Vertices.Clear();
     Indices.Clear();
 }
Exemple #29
0
    protected bool CreateUnCutCubeCap(Volume volume, bool partialBuild)
    {
        List <Vector3> mesh    = volume.Points;
        List <Vector3> profile = volume.Profile.Points;
        int            maxS    = volume.Profile.PointCount;
        int            maxT    = volume.Path.PointCount;

        int gridSize = (profile.Count - 1) / 4;
        // VFExtents change
        Vector3 min = ExtentsMin;
        Vector3 max = ExtentsMax;

        int offset = ((TypeMask & VolumeFaceMask.Top) != 0)
            ? (maxT - 1) * maxS
            : BeginS;

        {
            VertexData[] corners  = new VertexData[4];
            VertexData   baseVert = new VertexData();
            for (int t = 0; t < 4; t++)
            {
                corners[t] = new VertexData
                {
                    Position = mesh[offset + (gridSize * t)],
                    TexCoord = new Vector2(profile[gridSize * t].x + 0.5f, 0.5f - profile[gridSize * t].y)
                };
            }

            {
                Vector3 lhs = corners[1].Position - corners[0].Position;
                Vector3 rhs = corners[2].Position - corners[1].Position;
                baseVert.Normal = Vector3.Cross(lhs, rhs);
                baseVert.Normal.Normalize();
            }

            if ((TypeMask & VolumeFaceMask.Top) == 0)
            {
                baseVert.Normal *= -1.0f;
            }
            else
            {
                //Swap the UVs on the U(X) axis for top face
                Vector2 swap;
                swap = corners[0].TexCoord;
                corners[0].TexCoord = corners[3].TexCoord;
                corners[3].TexCoord = swap;
                swap = corners[1].TexCoord;
                corners[1].TexCoord = corners[2].TexCoord;
                corners[2].TexCoord = swap;
            }

            int size = (gridSize + 1) * (gridSize + 1);
            //resizeVertices(size);
            Positions.Clear();
            Normals.Clear();
            Tangents.Clear();
            TexCoords.Clear();
            Indices.Clear();
            Edge.Clear();

            for (int gx = 0; gx < gridSize + 1; gx++)
            {
                for (int gy = 0; gy < gridSize + 1; gy++)
                {
                    VertexData newVert = LerpPlanarVertex(corners[0],
                                                          corners[1],
                                                          corners[3],
                                                          (float)gx / (float)gridSize,
                                                          (float)gy / (float)gridSize);

                    Positions.Add(newVert.Position);
                    Normals.Add(baseVert.Normal);
                    TexCoords.Add(newVert.TexCoord);

                    if (gx == 0 && gy == 0)
                    {
                        min = newVert.Position;
                        max = min;
                    }
                    else
                    {
                        UpdateMinMax(ref min, ref max, newVert.Position);
                    }
                }
            }

            Centre     = (min + max) * 0.5f;
            ExtentsMin = min;
            ExtentsMax = max;
        }

        if (!partialBuild)
        {
            int[] idxs = { 0, 1, (gridSize + 1) + 1, (gridSize + 1) + 1, (gridSize + 1), 0 };
            for (int gx = 0; gx < gridSize; gx++)
            {
                for (int gy = 0; gy < gridSize; gy++)
                {
                    if ((TypeMask & VolumeFaceMask.Top) != 0)
                    {
                        for (int i = 5; i >= 0; i--)
                        {
                            Indices.Add((gy * (gridSize + 1)) + gx + idxs[i]);
                        }

                        int edgeValue = gridSize * 2 * gy + gx * 2;

                        if (gx > 0)
                        {
                            Edge.Add(edgeValue);
                        }
                        else
                        {
                            Edge.Add(-1);                             // Mark face to higlight it
                        }

                        if (gy < gridSize - 1)
                        {
                            Edge.Add(edgeValue);
                        }
                        else
                        {
                            Edge.Add(-1);
                        }

                        Edge.Add(edgeValue);

                        if (gx < gridSize - 1)
                        {
                            Edge.Add(edgeValue);
                        }
                        else
                        {
                            Edge.Add(-1);
                        }

                        if (gy > 0)
                        {
                            Edge.Add(edgeValue);
                        }
                        else
                        {
                            Edge.Add(-1);
                        }

                        Edge.Add(edgeValue);
                    }
                    else
                    {
                        for (int i = 0; i < 6; i++)
                        {
                            Indices.Add((gy * (gridSize + 1)) + gx + idxs[i]);
                        }

                        int edgeValue = gridSize * 2 * gy + gx * 2;

                        if (gy > 0)
                        {
                            Edge.Add(edgeValue);
                        }
                        else
                        {
                            Edge.Add(-1);
                        }

                        if (gx < gridSize - 1)
                        {
                            Edge.Add(edgeValue);
                        }
                        else
                        {
                            Edge.Add(-1);
                        }

                        Edge.Add(edgeValue);

                        if (gy < gridSize - 1)
                        {
                            Edge.Add(edgeValue);
                        }
                        else
                        {
                            Edge.Add(-1);
                        }

                        if (gx > 0)
                        {
                            Edge.Add(edgeValue);
                        }
                        else
                        {
                            Edge.Add(-1);
                        }

                        Edge.Add(edgeValue);
                    }
                }
            }
        }

        return(true);
    }