Exemple #1
0
        private void GetDefaultVertices(eDir s, double scale, out VertexT2dN3dV3d first, out VertexT2dN3dV3d second, out VertexT2dN3dV3d third)
        {
            VertexT2dN3dV3d t1 = new VertexT2dN3dV3d(),
                            t2 = new VertexT2dN3dV3d(),
                            t3 = new VertexT2dN3dV3d();

            switch (s)
            {
            case eDir.FrontTopRight:
                t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), Vector3d.UnitY, Vector3d.UnitY * scale);
                t2 = new VertexT2dN3dV3d(new Vector2d(0.0, 0.0), Vector3d.UnitZ, Vector3d.UnitZ * scale);
                t3 = new VertexT2dN3dV3d(new Vector2d(0.5, 0.0), Vector3d.UnitX, Vector3d.UnitX * scale);
                break;

            case eDir.FrontBottomRight:
                t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 0.0), Vector3d.UnitX, Vector3d.UnitX * scale);
                t2 = new VertexT2dN3dV3d(new Vector2d(0.0, 0.0), Vector3d.UnitZ, Vector3d.UnitZ * scale);
                t3 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), -Vector3d.UnitY, -Vector3d.UnitY * scale);
                break;

            case eDir.FrontBottomLeft:
                t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 0.0), Vector3d.UnitX, Vector3d.UnitX * scale);
                t2 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), -Vector3d.UnitY, -Vector3d.UnitY * scale);
                t3 = new VertexT2dN3dV3d(new Vector2d(1.0, 0.0), -Vector3d.UnitZ, -Vector3d.UnitZ * scale);
                break;

            case eDir.FrontTopLeft:
                t1 = new VertexT2dN3dV3d(new Vector2d(1.0, 0.0), -Vector3d.UnitZ, -Vector3d.UnitZ * scale);
                t2 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), Vector3d.UnitY, Vector3d.UnitY * scale);
                t3 = new VertexT2dN3dV3d(new Vector2d(0.5, 0.0), Vector3d.UnitX, Vector3d.UnitX * scale);
                break;

            case eDir.BackTopRight:
                t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), Vector3d.UnitY, Vector3d.UnitY * scale);
                t2 = new VertexT2dN3dV3d(new Vector2d(0.0, 1.0), -Vector3d.UnitX, -Vector3d.UnitX * scale);
                t3 = new VertexT2dN3dV3d(new Vector2d(0.0, 0.0), Vector3d.UnitZ, Vector3d.UnitZ * scale);
                break;

            case eDir.BackBottomRight:
                t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), -Vector3d.UnitY, -Vector3d.UnitY * scale);
                t2 = new VertexT2dN3dV3d(new Vector2d(0.0, 0.0), Vector3d.UnitZ, Vector3d.UnitZ * scale);
                t3 = new VertexT2dN3dV3d(new Vector2d(0.0, 1.0), -Vector3d.UnitX, -Vector3d.UnitX * scale);
                break;

            case eDir.BackBottomLeft:
                t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), -Vector3d.UnitY, -Vector3d.UnitY * scale);
                t2 = new VertexT2dN3dV3d(new Vector2d(1.0, 1.0), -Vector3d.UnitX, -Vector3d.UnitX * scale);
                t3 = new VertexT2dN3dV3d(new Vector2d(1.0, 0.0), -Vector3d.UnitZ, -Vector3d.UnitZ * scale);
                break;

            case eDir.BackTopLeft:
                t1 = new VertexT2dN3dV3d(new Vector2d(0.5, 1.0), Vector3d.UnitY, Vector3d.UnitY * scale);
                t2 = new VertexT2dN3dV3d(new Vector2d(1.0, 0.0), -Vector3d.UnitZ, -Vector3d.UnitZ * scale);
                t3 = new VertexT2dN3dV3d(new Vector2d(1.0, 1.0), -Vector3d.UnitX, -Vector3d.UnitX * scale);
                break;
            }
            first  = t1;
            second = t2;
            third  = t3;
        }
Exemple #2
0
        public static void GetArray(ref List <Chunk> c, out VertexT2dN3dV3d[] vbo, out uint[] ibo)
        {
            uint VertexCounter = 0;
            uint IndexCounter  = 0;

            foreach (Chunk ch in c)
            {
                VertexCounter += ch.VertexCount;
                IndexCounter  += ch.IndexCount;
            }

            vbo = new VertexT2dN3dV3d[VertexCounter];
            ibo = new uint[IndexCounter];

            VertexCounter = 0;
            IndexCounter  = 0;

            foreach (Chunk ch in c)
            {
                for (int i = 0; i < ch.Vertices.Length; i++)
                {
                    vbo[VertexCounter + i] = ch.Vertices[i];
                }

                for (int i = 0; i < ch.Indices.Length; i++)
                {
                    ibo[IndexCounter + i] = ch.Indices[i] + VertexCounter;
                }

                VertexCounter += (uint)ch.VertexCount;
                IndexCounter  += (uint)ch.IndexCount;
            }
        }
        internal static void GetVertexArray(ref TetrahedronFace[] input, out VertexT2dN3dV3d[] output)
        {
            output = new VertexT2dN3dV3d[input.Length * 3];
            int counter = 0;

            for (int i = 0; i < input.Length; i++)
            {
                input[i].GetVertices(out output[counter + 0], out output[counter + 1], out output[counter + 2]);
                counter += 3;
            }
        }
Exemple #4
0
        /// <summary>Returns 3 Vertices which form a CCW triangle.</summary>
        public void GetVertices(out VertexT2dN3dV3d first, out VertexT2dN3dV3d second, out VertexT2dN3dV3d third)
        {
            first.TexCoord = this.ATexCoord;
            first.Normal   = this.Normal;
            first.Position = this.APosition;

            second.TexCoord = this.BTexCoord;
            second.Normal   = this.Normal;
            second.Position = this.BPosition;

            third.TexCoord = this.CTexCoord;
            third.Normal   = this.Normal;
            third.Position = this.CPosition;
        }
Exemple #5
0
        public void GetArraysforVbo(out PrimitiveType primitives, out VertexT2dN3dV3d[] vertices, out uint[] indices)
        {
            primitives = PrimitiveMode;

            vertices = new VertexT2dN3dV3d[VertexArray.Length];
            for (uint i = 0; i < VertexArray.Length; i++)
            {
                vertices[i].TexCoord = VertexArray[i].TexCoord;
                vertices[i].Normal   = VertexArray[i].Normal;
                vertices[i].Position = VertexArray[i].Position;
            }

            indices = IndexArray;
        }
Exemple #6
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        public VboShape(ref PrimitiveType primitives, ref VertexT2dN3dV3d[] vertices, ref uint[] indices, bool useDL)
            : base(useDL)
        {
            PrimitiveMode = primitives;

            VertexArray = new VertexT2dN3dV3d[vertices.Length];
            for (uint i = 0; i < vertices.Length; i++)
            {
                VertexArray[i] = vertices[i];
            }

            IndexArray = new uint[indices.Length];
            for (uint i = 0; i < indices.Length; i++)
            {
                IndexArray[i] = indices[i];
            }
        }
Exemple #7
0
        private void Subdivide(double Scale, ref VertexT2dN3dV3d first, ref VertexT2dN3dV3d second, ref VertexT2dN3dV3d third, out Chunk c)
        {
            c = new Chunk(6, 12);

            c.Vertices[0] = first;

            Vector3d.Lerp(ref first.Position, ref second.Position, 0.5, out c.Vertices[1].Normal);
            c.Vertices[1].Normal.Normalize();
            c.Vertices[1].Position = c.Vertices[1].Normal * Scale;
            Vector2d.Lerp(ref first.TexCoord, ref second.TexCoord, 0.5, out c.Vertices[1].TexCoord);

            Vector3d.Lerp(ref third.Position, ref first.Position, 0.5, out c.Vertices[2].Normal);
            c.Vertices[2].Normal.Normalize();
            c.Vertices[2].Position = c.Vertices[2].Normal * Scale;
            Vector2d.Lerp(ref third.TexCoord, ref first.TexCoord, 0.5, out c.Vertices[2].TexCoord);

            c.Vertices[3] = second;

            Vector3d.Lerp(ref second.Position, ref third.Position, 0.5, out c.Vertices[4].Normal);
            c.Vertices[4].Normal.Normalize();
            c.Vertices[4].Position = c.Vertices[4].Normal * Scale;
            Vector2d.Lerp(ref second.TexCoord, ref third.TexCoord, 0.5, out c.Vertices[4].TexCoord);

            c.Vertices[5] = third;

            #region Indices
            c.Indices[0]  = 0;
            c.Indices[1]  = 1;
            c.Indices[2]  = 2;
            c.Indices[3]  = 2;
            c.Indices[4]  = 1;
            c.Indices[5]  = 4;
            c.Indices[6]  = 1;
            c.Indices[7]  = 3;
            c.Indices[8]  = 4;
            c.Indices[9]  = 2;
            c.Indices[10] = 4;
            c.Indices[11] = 5;
            #endregion Indices
        }
Exemple #8
0
        public TorusKnot(int pathsteps, int shapevertices, double radius, int p, int q, int TexCount, bool useDL)
            : base(useDL)
        {
            Trace.Assert(pathsteps >= MINPathSteps, "A Path must have at least " + MINPathSteps + " Steps to form a volume.");
            Trace.Assert(shapevertices >= MINShapeVertices, "A Shape must contain at least " + MINShapeVertices + " Vertices to be considered valid and create a volume.");
            Trace.Assert(TexCount >= 1, "at least 1 Texture set is required.");

            PrimitiveMode = PrimitiveType.TriangleStrip;

            Vector3d[] PathPositions = new Vector3d[pathsteps];

            #region Find the center Points for each step on the path

            for (int i = 0; i < pathsteps; i++)
            {
                double Angle       = (i / (double)pathsteps) * TwoPi;
                double AngleTimesP = Angle * p;
                double AngleTimesQ = Angle * q;
                double r           = (0.5 * (2.0 + System.Math.Sin(AngleTimesQ)));

                PathPositions[i] = new Vector3d((r * System.Math.Cos(AngleTimesP)),
                                                (r * System.Math.Cos(AngleTimesQ)),
                                                (r * System.Math.Sin(AngleTimesP)));
            }
            #endregion Find the center Points for each step on the path

            #region Find the Torus length
            Vector3d result;
            double[] Lengths = new double[pathsteps];
            Vector3d.Subtract(ref PathPositions[pathsteps - 1], ref PathPositions[0], out result);
            Lengths[0] = result.Length;
            double TotalLength = result.Length;
            for (int i = 1; i < pathsteps; i++)   // skipping
            {
                Vector3d.Subtract(ref PathPositions[i - 1], ref PathPositions[i], out result);
                Lengths[i]   = result.Length;
                TotalLength += result.Length;
            }
            Trace.WriteLine("the TorusKnot's length is: " + TotalLength + " ");
            #endregion Find the Torus length

            VertexArray = new VertexT2dN3dV3d[pathsteps * shapevertices];

            #region Loft a circle Shape along the path
            double TwoPiThroughVert = TwoPi / shapevertices; // precalc for reuse
            for (uint i = 0; i < pathsteps; i++)
            {
                Vector3d last, next, normal, tangent;
                if (i == pathsteps - 1)
                {
                    next = PathPositions[0];
                }
                else
                {
                    next = PathPositions[i + 1];
                }
                if (i == 0)
                {
                    last = PathPositions[pathsteps - 1];
                }
                else
                {
                    last = PathPositions[i - 1];
                }

                Vector3d.Subtract(ref next, ref last, out tangent);   // Guesstimate tangent
                tangent.Normalize();

                Vector3d.Add(ref next, ref last, out normal);      // Approximate N
                normal.Normalize();
                Vector3d.Multiply(ref normal, radius, out normal); // scale the shape to desired radius

                for (uint j = 0; j < shapevertices; j++)
                {
                    uint index = i * (uint)shapevertices + j;

                    // Create a point on the plane and rotate it
                    Matrix4d RotationMatrix = Matrix4d.Rotate(tangent, -(j * TwoPiThroughVert));
                    Vector3d point          = Vector3d.TransformVector(normal, RotationMatrix);
                    Vector3d.Add(ref PathPositions[i], ref point, out VertexArray[index].Position);
                    // Since the used shape is a circle, the Vertex normal's heading is easy to find
                    Vector3d.Subtract(ref VertexArray[index].Position, ref PathPositions[i], out VertexArray[index].Normal);
                    VertexArray[index].Normal.Normalize();
                    // just generate some semi-useful UVs to fill blanks
                    VertexArray[index].TexCoord = new Vector2d((double)(i / TotalLength / TexCount), j / (shapevertices - 1.0));
                }
            }
            #endregion Loft a circle Shape along the path

            PathPositions = null; // not needed anymore

            uint currentindex = 0;

            #region Build a Triangle strip from the Vertices
            IndexArray = new uint[pathsteps * (shapevertices * 2 + 2)];   // 2 triangles per vertex, +2 due to added degenerate triangles
            for (uint i = 0; i < pathsteps; i++)
            {
                uint RowCurrent = i * (uint)shapevertices;
                uint RowBelow;
                if (i == pathsteps - 1)
                {
                    RowBelow = 0; // for the last row, the first row is the following
                }
                else
                {
                    RowBelow = (i + 1) * (uint)shapevertices;
                }

                // new ring begins here
                for (uint j = 0; j < shapevertices; j++)
                {
                    IndexArray[currentindex++] = RowCurrent + j;
                    IndexArray[currentindex++] = RowBelow + j;
                }
                // ring ends here, repeat first 2 vertices to insert 2 degenerate triangles to reach following ring
                IndexArray[currentindex++] = RowCurrent;
                IndexArray[currentindex++] = RowBelow;
            }
            #endregion Build a Triangle strip from the Vertices
        }
Exemple #9
0
        public SlicedSphere(double radius, Vector3d offset, eSubdivisions subdivs, eDir[] sides, bool useDL)
            : base(useDL)
        {
            double Diameter = radius;

            PrimitiveMode = PrimitiveType.Triangles;

            if (sides[0] == eDir.All)
            {
                sides = new eDir[] { eDir.FrontTopRight,
                                     eDir.FrontBottomRight,
                                     eDir.FrontBottomLeft,
                                     eDir.FrontTopLeft,
                                     eDir.BackTopRight,
                                     eDir.BackBottomRight,
                                     eDir.BackBottomLeft,
                                     eDir.BackTopLeft, };
            }

            VertexArray = new VertexT2dN3dV3d[sides.Length * 3];
            IndexArray  = new uint[sides.Length * 3];

            uint counter = 0;

            foreach (eDir s in sides)
            {
                GetDefaultVertices(s, Diameter, out VertexArray[counter + 0], out VertexArray[counter + 1], out VertexArray[counter + 2]);
                IndexArray[counter + 0] = counter + 0;
                IndexArray[counter + 1] = counter + 1;
                IndexArray[counter + 2] = counter + 2;
                counter += 3;
            }

            if (subdivs != eSubdivisions.Zero)
            {
                for (int s = 0; s < (int)subdivs; s++)
                {
                    #region Assemble Chunks and convert to Arrays
                    List <Chunk> AllChunks = new List <Chunk>();
                    for (uint i = 0; i < IndexArray.Length; i += 3)
                    {
                        Chunk chu;
                        Subdivide(Diameter,
                                  ref VertexArray[IndexArray[i + 0]],
                                  ref VertexArray[IndexArray[i + 1]],
                                  ref VertexArray[IndexArray[i + 2]],
                                  out chu);
                        AllChunks.Add(chu);
                    }

                    Chunk.GetArray(ref AllChunks, out VertexArray, out IndexArray);
                    AllChunks.Clear();
                    #endregion Assemble Chunks and convert to Arrays
                }
            }

            for (int i = 0; i < VertexArray.Length; i++)
            {
                Vector3d.Add(ref VertexArray[i].Position, ref offset, out VertexArray[i].Position);
            }
        }
Exemple #10
0
        public SlicedHose(eSide side, uint subdivs, double scale, Vector3d offset1, Vector3d offset2, bool useDL)
            : base(useDL)
        {
            PrimitiveMode = PrimitiveType.Triangles;

            Vector3d start = Vector3d.Zero,
                     end = Vector3d.Zero;
            double TexCoordStart = 0f, TexCoordEnd = 0f;

            switch (side)
            {
                #region Around X Axis
            case eSide.BottomRight:
                start         = -Vector3d.UnitY;
                end           = Vector3d.UnitZ;
                TexCoordStart = 0.0;
                TexCoordEnd   = 0.25;
                break;

            case eSide.TopRight:
                start         = Vector3d.UnitZ;
                end           = Vector3d.UnitY;
                TexCoordStart = 0.25;
                TexCoordEnd   = 0.5;
                break;

            case eSide.TopLeft:
                start         = Vector3d.UnitY;
                end           = -Vector3d.UnitZ;
                TexCoordStart = 0.5;
                TexCoordEnd   = 0.75;
                break;

            case eSide.BottomLeft:
                start         = -Vector3d.UnitZ;
                end           = -Vector3d.UnitY;
                TexCoordStart = 0.75;
                TexCoordEnd   = 1.0;
                break;

                #endregion Around X Axis
                #region Around Y Axis
            case eSide.FrontRight:
                start         = Vector3d.UnitX;
                end           = Vector3d.UnitZ;
                TexCoordStart = 0.0;
                TexCoordEnd   = 0.25;
                break;

            case eSide.BackRight:
                start         = Vector3d.UnitZ;
                end           = -Vector3d.UnitX;
                TexCoordStart = 0.25;
                TexCoordEnd   = 0.5;
                break;

            case eSide.BackLeft:
                start         = -Vector3d.UnitX;
                end           = -Vector3d.UnitZ;
                TexCoordStart = 0.5;
                TexCoordEnd   = 0.75;
                break;

            case eSide.FrontLeft:
                start         = -Vector3d.UnitZ;
                end           = Vector3d.UnitX;
                TexCoordStart = 0.75;
                TexCoordEnd   = 1.0;
                break;

                #endregion Around Y Axis
                #region Around Z Axis
            case eSide.FrontBottom:
                start         = -Vector3d.UnitY;
                end           = Vector3d.UnitX;
                TexCoordStart = 0.0;
                TexCoordEnd   = 0.25;
                break;

            case eSide.BackBottom:
                start         = -Vector3d.UnitX;
                end           = -Vector3d.UnitY;
                TexCoordStart = 0.25;
                TexCoordEnd   = 0.5;
                break;

            case eSide.BackTop:
                start         = Vector3d.UnitY;
                end           = -Vector3d.UnitX;
                TexCoordStart = 0.5;
                TexCoordEnd   = 0.75;
                break;

            case eSide.FrontTop:
                start         = Vector3d.UnitX;
                end           = Vector3d.UnitY;
                TexCoordStart = 0.75;
                TexCoordEnd   = 1.0;
                break;
                #endregion Around Z Axis
            }

            VertexT2dN3dV3d[] temp = new VertexT2dN3dV3d[2 + subdivs];

            double divisor = 1.0 / ((double)temp.Length - 1.0);
            for (int i = 0; i < temp.Length; i++)
            {
                float Multiplier = (float)(i * divisor);

                temp[i].TexCoord.X = TexCoordStart * Multiplier + TexCoordEnd * (1.0f - Multiplier);

                Slerp(ref start, ref end, Multiplier, out temp[i].Normal);
                temp[i].Normal.Normalize();
                temp[i].Position  = temp[i].Normal;
                temp[i].Position *= scale;
            }

            VertexArray = new VertexT2dN3dV3d[temp.Length * 2];
            IndexArray  = new uint[(temp.Length - 1) * 2 * 3];

            uint VertexCounter = 0,
                 IndexCounter  = 0,
                 QuadCounter   = 0;

            for (int i = 0; i < temp.Length; i++)
            {
                VertexArray[VertexCounter + 0].TexCoord.X = temp[i].TexCoord.X;
                VertexArray[VertexCounter + 0].TexCoord.Y = 0.0;
                VertexArray[VertexCounter + 0].Normal     = temp[i].Normal;
                VertexArray[VertexCounter + 0].Position   = temp[i].Position + offset1;


                VertexArray[VertexCounter + 1].TexCoord.X = temp[i].TexCoord.X;
                VertexArray[VertexCounter + 1].TexCoord.Y = 1.0;
                VertexArray[VertexCounter + 1].Normal     = temp[i].Normal;
                VertexArray[VertexCounter + 1].Position   = temp[i].Position + offset2;
                VertexCounter += 2;

                if (i < temp.Length - 1)
                {
                    IndexArray[IndexCounter + 0] = QuadCounter + 0;
                    IndexArray[IndexCounter + 1] = QuadCounter + 1;
                    IndexArray[IndexCounter + 2] = QuadCounter + 2;

                    IndexArray[IndexCounter + 3] = QuadCounter + 2;
                    IndexArray[IndexCounter + 4] = QuadCounter + 1;
                    IndexArray[IndexCounter + 5] = QuadCounter + 3;

                    IndexCounter += 6;
                    QuadCounter  += 2;
                }
            }
        }
Exemple #11
0
        public MengerSponge(double scale, eSubdivisions subdivs, bool useDL)
            : base(useDL)
        {
            List <MengerCube> Cubes;

            switch (subdivs)
            {
            case eSubdivisions.None:
                CreateDefaultMengerSponge(scale, out Cubes);
                break;

            case eSubdivisions.One:
            case eSubdivisions.Two:
            case eSubdivisions.Three:
                CreateDefaultMengerSponge(scale, out Cubes);
                for (int i = 0; i < (int)subdivs; i++)
                {
                    List <MengerCube> temp;
                    SubdivideMengerSponge(ref Cubes, out temp);
                    Cubes = temp;
                }
                break;

            default: throw new ArgumentOutOfRangeException("Subdivisions other than contained in the enum cause overflows and are not allowed.");
            }

            PrimitiveMode = PrimitiveType.Triangles;

            #region Get Array Dimensions
            uint
                VertexCount = 0,
                IndexCount  = 0;

            foreach (MengerCube c in Cubes)
            {
                uint t1, t2;
                c.GetArraySizes(out t1, out t2);
                VertexCount += t1;
                IndexCount  += t2;
            }

            VertexArray = new VertexT2dN3dV3d[VertexCount];
            IndexArray  = new uint[IndexCount];
            #endregion Get Array Dimensions

            List <Chunk> AllChunks = new List <Chunk>();

            #region Build a temporary List of all loose pieces
            foreach (MengerCube c in Cubes)
            {
                c.GetVboAndIbo(ref AllChunks);
            }
            #endregion Build a temporary List of all loose pieces

            #region Assemble pieces into a single VBO and IBO
            VertexCount = 0;
            IndexCount  = 0;

            foreach (Chunk ch in AllChunks)
            {
                for (int i = 0; i < ch.Vertices.Length; i++)
                {
                    VertexArray[VertexCount + i] = ch.Vertices[i];
                }

                for (int i = 0; i < ch.Indices.Length; i++)
                {
                    IndexArray[IndexCount + i] = ch.Indices[i] + VertexCount;
                }

                VertexCount += (uint)ch.Vertices.Length;
                IndexCount  += (uint)ch.Indices.Length;
            }

            #endregion Assemble pieces into a single VBO and IBO

            AllChunks.Clear();
        }