public static IShape CreateShape(Transform o2w, Transform w2o, bool reverseOrientation, ParameterSet parameters, Dictionary<string, ITexture<double>> floatTextures, Dictionary<string, ITexture<Spectrum>> spectrumTextures) { int nvi = 0, npi = 0, nuvi = 0, nsi = 0, nni = 0; int[] vi = parameters.FindInt ("indices", ref nvi); Point[] P = parameters.FindPoint ("P", ref npi); double[] uvs = parameters.FindDouble ("uv", ref nuvi); if (uvs == null) uvs = parameters.FindDouble ("st", ref nuvi); bool discardDegnerateUVs = parameters.FindOneBool ("discarddegenerateUVs", false); // XXX should complain if uvs aren't an array of 2... if (uvs != null) { if (nuvi < 2 * npi) { uvs = null; } } if (vi == null || P == null) return null; Vector[] S = parameters.FindVector ("S", ref nsi); if (S != null && nsi != npi) { S = null; } Normal[] N = parameters.FindNormal ("N", ref nni); if (N != null && nni != npi) { N = null; } if (discardDegnerateUVs && uvs != null && N != null) { // if there are normals, check for bad uv's that // give degenerate mappings; discard them if so int vp = 0; for (int i = 0; i < nvi; i += 3,vp += 3) { double area = 0.5 * ((P[vi[vp + 0]] - P[vi[vp + 1]]) % (P[vi[vp + 2]] - P[vi[vp + 1]])).Length; if (area < 1E-07) continue; // ignore degenerate tris. if ((uvs[2 * vi[vp + 0]] == uvs[2 * vi[vp + 1]] && uvs[2 * vi[vp + 0] + 1] == uvs[2 * vi[vp + 1] + 1]) || (uvs[2 * vi[vp + 1]] == uvs[2 * vi[vp + 2]] && uvs[2 * vi[vp + 1] + 1] == uvs[2 * vi[vp + 2] + 1]) || (uvs[2 * vi[vp + 2]] == uvs[2 * vi[vp + 0]] && uvs[2 * vi[vp + 2] + 1] == uvs[2 * vi[vp + 0] + 1])) { uvs = null; break; } } } for (int i = 0; i < nvi; ++i) if (vi[i] >= npi) { return null; } ITexture<double> alphaTex = null; string alphaTexName = parameters.FindTexture ("alpha"); if (alphaTexName != "") { if (floatTextures.ContainsKey (alphaTexName)) alphaTex = floatTextures[alphaTexName]; } else if (parameters.FindOneDouble ("alpha", 1.0) == 0.0) alphaTex = new ConstantTexture<double> (0.0); return new TriangleMesh (o2w, w2o, reverseOrientation, nvi / 3, npi, vi, P, N, S, uvs, alphaTex); }