Exemple #1
0
        private void CalculateGeometry()
        {
            double phiSeg = 2 * Math.PI / nSegments;

            // The center of the top and bottom
            Points.Add(new Point3D(0, 0, radius / 2));
            Points.Add(new Point3D(0, 0, -radius / 2));

            // Points along the edge
            for (double iphi = 0; iphi < 2 * Math.PI; iphi += phiSeg)
            {
                double x = radius * Math.Cos(iphi);
                double y = radius * Math.Sin(iphi);
                double z = height / 2;
                Points.Add(new Point3D(x, y, z));  // Top ring is all even numbers, starting at 2 to 2 * nSegments
                Points.Add(new Point3D(x, y, -z)); // Bottom ring is all odd numbers, starting at 3 to 2 * nSegments + 1
            }

            const int topCenterIndex    = 0;
            const int bottomCenterIndex = 1;
            const int firstTopRing      = 2;
            int       lastTopRing       = 2 * nSegments;

            // Top
            for (int index = firstTopRing; index <= lastTopRing; index += 2)
            {
                int nextIndex = index == lastTopRing ? firstTopRing : index + 2;

                // Top circle
                TriangleIndices.Add(index);
                TriangleIndices.Add(nextIndex);
                TriangleIndices.Add(topCenterIndex);

                // Bottom circle - opposite orientation to face out
                TriangleIndices.Add(index + 1);
                TriangleIndices.Add(bottomCenterIndex);
                TriangleIndices.Add(nextIndex + 1);

                // Sides
                TriangleIndices.Add(index);
                TriangleIndices.Add(index + 1);
                TriangleIndices.Add(nextIndex);

                TriangleIndices.Add(index + 1);
                TriangleIndices.Add(nextIndex + 1);
                TriangleIndices.Add(nextIndex);
            }
        }
Exemple #2
0
        public void AddTriangleIndex(uint index)
        {
            if (_pointTally == 0)
            {
                _fanStartIndex = index;
            }
            if (_pointTally < 3) //first time
            {
                TriangleIndices.Add(Offset(index));
                // _meshGeometry.Positions.Add(_points[(int)index]);
            }
            else
            {
                switch (_meshType)
                {
                case TriangleType.GL_Triangles:    //      0x0004
                    TriangleIndices.Add(Offset(index));
                    break;

                case TriangleType.GL_Triangles_Strip:    // 0x0005
                    if (_pointTally % 2 == 0)
                    {
                        TriangleIndices.Add(Offset(_previousToLastIndex));
                        TriangleIndices.Add(Offset(_lastIndex));
                    }
                    else
                    {
                        TriangleIndices.Add(Offset(_lastIndex));
                        TriangleIndices.Add(Offset(_previousToLastIndex));
                    }
                    TriangleIndices.Add(Offset(index));
                    break;

                case TriangleType.GL_Triangles_Fan:    //   0x0006
                    TriangleIndices.Add(Offset(_fanStartIndex));
                    TriangleIndices.Add(Offset(_lastIndex));
                    TriangleIndices.Add(Offset(index));
                    break;

                default:
                    break;
                }
            }
            _previousToLastIndex = _lastIndex;
            _lastIndex           = index;
            _pointTally++;
        }
        private void CalculateGeometry()
        {
            double thetaSeg = Math.PI / nSegments;
            double phiSeg   = 2 * Math.PI / nSegments;

            Points.Add(new Point3D(0, 0, radius));

            for (double itheta = thetaSeg; itheta < Math.PI; itheta += thetaSeg)
            {
                for (double iphi = 0; iphi < 2 * Math.PI; iphi += phiSeg)
                {
                    double x = radius * Math.Cos(iphi) * Math.Sin(itheta);
                    double y = radius * Math.Sin(iphi) * Math.Sin(itheta);
                    double z = radius * Math.Cos(itheta);
                    Points.Add(new Point3D(x, y, z));
                }
            }

            Points.Add(new Point3D(0, 0, -radius));

            // Top ring
            for (int index = 1; index <= nSegments; ++index)
            {
                TriangleIndices.Add(0);
                TriangleIndices.Add(index);
                TriangleIndices.Add(index == nSegments ? 1 : index + 1);
            }

            // Middle section
            int maxTheta = nSegments * (nSegments - 2); // Index of the last point of the second-to-last theta ring

            for (int thetaIndex = 1; thetaIndex <= maxTheta; thetaIndex += nSegments)
            {
                for (int phiIndex = 0; phiIndex < nSegments; ++phiIndex)
                {
                    int thisPoint    = thetaIndex + phiIndex;
                    int nextPhi      = phiIndex == nSegments - 1 ? thetaIndex : thisPoint + 1;
                    int nextTheta    = thisPoint + nSegments;
                    int nextThetaPhi = nextPhi + nSegments;

                    TriangleIndices.Add(thisPoint);
                    TriangleIndices.Add(nextTheta);
                    TriangleIndices.Add(nextThetaPhi);

                    TriangleIndices.Add(thisPoint);
                    TriangleIndices.Add(nextThetaPhi);
                    TriangleIndices.Add(nextPhi);
                }
            }

            // Bottom ring
            int lastThetaRing = maxTheta + 1;
            int lastIndex     = nSegments * (nSegments - 1) + 1;

            for (int index = lastThetaRing; index < lastIndex; ++index)
            {
                TriangleIndices.Add(lastIndex);
                TriangleIndices.Add(index == lastIndex - 1 ? lastThetaRing : index + 1);
                TriangleIndices.Add(index);
            }
        }