override public MeshGenerator Generate() { if (Polygon == null) { Polygon = Polygon2d.MakeCircle(1.0f, 8); } int NV = Vertices.Count; int Slices = Polygon.VertexCount; int nRings = (ClosedLoop && NoSharedVertices) ? NV + 1 : NV; int nRingSize = (NoSharedVertices) ? Slices + 1 : Slices; int nCapVertices = (NoSharedVertices) ? Slices + 1 : 1; if (Capped == false || ClosedLoop == true) { nCapVertices = 0; } vertices = new VectorArray3d(nRings * nRingSize + 2 * nCapVertices); uv = new VectorArray2f(vertices.Count); normals = new VectorArray3f(vertices.Count); int quad_strips = (ClosedLoop) ? NV : NV - 1; int nSpanTris = quad_strips * (2 * Slices); int nCapTris = (Capped && ClosedLoop == false) ? 2 * Slices : 0; triangles = new IndexArray3i(nSpanTris + nCapTris); Frame3f fCur = new Frame3f(Frame); Vector3d dv = CurveUtils.GetTangent(Vertices, 0, ClosedLoop); fCur.Origin = (Vector3f)Vertices[0]; fCur.AlignAxis(2, (Vector3f)dv); Frame3f fStart = new Frame3f(fCur); double circumference = Polygon.ArcLength; double pathLength = CurveUtils.ArcLength(Vertices, ClosedLoop); double accum_path_u = 0; // generate tube for (int ri = 0; ri < nRings; ++ri) { int vi = ri % NV; // propagate frame Vector3d tangent = CurveUtils.GetTangent(Vertices, vi, ClosedLoop); fCur.Origin = (Vector3f)Vertices[vi]; fCur.AlignAxis(2, (Vector3f)tangent); // generate vertices int nStartR = ri * nRingSize; double accum_ring_v = 0; for (int j = 0; j < nRingSize; ++j) { int k = nStartR + j; Vector2d pv = Polygon.Vertices[j % Slices]; Vector2d pvNext = Polygon.Vertices[(j + 1) % Slices]; Vector3d v = fCur.FromPlaneUV((Vector2f)pv, 2); vertices[k] = v; uv[k] = new Vector2f(accum_path_u, accum_ring_v); accum_ring_v += (pv.Distance(pvNext) / circumference); Vector3f n = (Vector3f)(v - fCur.Origin).Normalized; normals[k] = n; } int viNext = (ri + 1) % NV; double d = Vertices[vi].Distance(Vertices[viNext]); accum_path_u += d / pathLength; } // generate triangles int ti = 0; int nStop = (ClosedLoop && NoSharedVertices == false) ? nRings : (nRings - 1); for (int ri = 0; ri < nStop; ++ri) { int r0 = ri * nRingSize; int r1 = r0 + nRingSize; if (ClosedLoop && ri == nStop - 1 && NoSharedVertices == false) { r1 = 0; } for (int k = 0; k < nRingSize - 1; ++k) { triangles.Set(ti++, r0 + k, r0 + k + 1, r1 + k + 1, Clockwise); triangles.Set(ti++, r0 + k, r1 + k + 1, r1 + k, Clockwise); } if (NoSharedVertices == false) // last quad if we aren't sharing vertices { int M = nRingSize - 1; triangles.Set(ti++, r0 + M, r0, r1, Clockwise); triangles.Set(ti++, r0 + M, r1, r1 + M, Clockwise); } } if (Capped && ClosedLoop == false) { Vector2d c = (OverrideCapCenter) ? CapCenter : Polygon.Bounds.Center; // add endcap verts int nBottomC = nRings * nRingSize; vertices[nBottomC] = fStart.FromPlaneUV((Vector2f)c, 2); uv[nBottomC] = new Vector2f(0.5f, 0.5f); normals[nBottomC] = -fStart.Z; startCapCenterIndex = nBottomC; int nTopC = nBottomC + 1; vertices[nTopC] = fCur.FromPlaneUV((Vector2f)c, 2); uv[nTopC] = new Vector2f(0.5f, 0.5f); normals[nTopC] = fCur.Z; endCapCenterIndex = nTopC; if (NoSharedVertices) { // duplicate first loop and make a fan w/ bottom-center int nExistingB = 0; int nStartB = nTopC + 1; for (int k = 0; k < Slices; ++k) { vertices[nStartB + k] = vertices[nExistingB + k]; Vector2d vuv = ((Polygon[k] - c).Normalized + Vector2d.One) * 0.5; uv[nStartB + k] = (Vector2f)vuv; normals[nStartB + k] = normals[nBottomC]; } append_disc(Slices, nBottomC, nStartB, true, Clockwise, ref ti); // duplicate second loop and make fan int nExistingT = nRingSize * (nRings - 1); int nStartT = nStartB + Slices; for (int k = 0; k < Slices; ++k) { vertices[nStartT + k] = vertices[nExistingT + k]; uv[nStartT + k] = uv[nStartB + k]; normals[nStartT + k] = normals[nTopC]; } append_disc(Slices, nTopC, nStartT, true, !Clockwise, ref ti); } else { append_disc(Slices, nBottomC, 0, true, Clockwise, ref ti); append_disc(Slices, nTopC, nRingSize * (nRings - 1), true, !Clockwise, ref ti); } } return(this); }
public override void Generate() { double tCurveLen = CurveUtils.ArcLength(Curve); SampledArcLengthParam pAxis = new SampledArcLengthParam(Axis, Axis.Length); double tAxisLen = pAxis.ArcLength; double tScale = tAxisLen / tCurveLen; int nRings = Curve.Length; int nRingSize = (NoSharedVertices) ? Slices + 1 : Slices; int nCapVertices = (NoSharedVertices) ? Slices + 1 : 1; if (Capped == false) { nCapVertices = 0; } vertices = new VectorArray3d(nRingSize * nRings + 2 * nCapVertices); uv = new VectorArray2f(vertices.Count); normals = new VectorArray3f(vertices.Count); int nSpanTris = (nRings - 1) * (2 * Slices); int nCapTris = (Capped) ? 2 * Slices : 0; triangles = new IndexArray3i(nSpanTris + nCapTris); float fDelta = (float)((Math.PI * 2.0) / Slices); double tCur = 0; CurveSample s = pAxis.Sample(tCur); Frame3f f0 = new Frame3f((Vector3f)s.position, (Vector3f)s.tangent, 1); Frame3f fCur = f0; // generate tube for (int ri = 0; ri < nRings; ++ri) { if (ri > 0) { tCur += (Curve[ri] - Curve[ri - 1]).Length; s = pAxis.Sample(tCur * tScale); fCur.Origin = (Vector3f)s.position; fCur.AlignAxis(1, (Vector3f)s.tangent); } Vector3d v_along = Curve[ri]; Vector3f v_frame = fCur.ToFrameP((Vector3f)v_along); float uv_along = (float)ri / (float)(nRings - 1); // generate vertices int nStartR = ri * nRingSize; for (int j = 0; j < nRingSize; ++j) { float angle = (float)j * fDelta; // [TODO] this is not efficient...use Matrix3f? Vector3f v_rot = Quaternionf.AxisAngleR(Vector3f.AxisY, angle) * v_frame; Vector3d v_new = fCur.FromFrameP(v_rot); int k = nStartR + j; vertices[k] = v_new; float uv_around = (float)j / (float)(nRingSize); uv[k] = new Vector2f(uv_along, uv_around); // [TODO] proper normal Vector3f n = (Vector3f)(v_new - fCur.Origin).Normalized; normals[k] = n; } } // generate triangles int ti = 0; for (int ri = 0; ri < nRings - 1; ++ri) { int r0 = ri * nRingSize; int r1 = r0 + nRingSize; for (int k = 0; k < nRingSize - 1; ++k) { triangles.Set(ti++, r0 + k, r0 + k + 1, r1 + k + 1, Clockwise); triangles.Set(ti++, r0 + k, r1 + k + 1, r1 + k, Clockwise); } if (NoSharedVertices == false) // close disc if we went all the way { triangles.Set(ti++, r1 - 1, r0, r1, Clockwise); triangles.Set(ti++, r1 - 1, r1, r1 + nRingSize - 1, Clockwise); } } if (Capped) { // find avg start loop size Vector3d vAvgStart = Vector3d.Zero, vAvgEnd = Vector3d.Zero; for (int k = 0; k < Slices; ++k) { vAvgStart += vertices[k]; vAvgEnd += vertices[(nRings - 1) * nRingSize + k]; } vAvgStart /= (double)Slices; vAvgEnd /= (double)Slices; Frame3f fStart = f0; fStart.Origin = (Vector3f)vAvgStart; Frame3f fEnd = fCur; fEnd.Origin = (Vector3f)vAvgEnd; // add endcap verts int nBottomC = nRings * nRingSize; vertices[nBottomC] = fStart.Origin; uv[nBottomC] = new Vector2f(0.5f, 0.5f); normals[nBottomC] = -fStart.Z; startCapCenterIndex = nBottomC; int nTopC = nBottomC + 1; vertices[nTopC] = fEnd.Origin; uv[nTopC] = new Vector2f(0.5f, 0.5f); normals[nTopC] = fEnd.Z; endCapCenterIndex = nTopC; if (NoSharedVertices) { // duplicate first loop and make a fan w/ bottom-center int nExistingB = 0; int nStartB = nTopC + 1; for (int k = 0; k < Slices; ++k) { vertices[nStartB + k] = vertices[nExistingB + k]; //uv[nStartB + k] = (Vector2f)Polygon.Vertices[k].Normalized; float angle = (float)k * fDelta; double cosa = Math.Cos(angle), sina = Math.Sin(angle); uv[nStartB + k] = new Vector2f(0.5f * (1.0f + cosa), 0.5f * (1 + sina)); normals[nStartB + k] = normals[nBottomC]; } append_disc(Slices, nBottomC, nStartB, true, Clockwise, ref ti); // duplicate second loop and make fan int nExistingT = nRingSize * (nRings - 1); int nStartT = nStartB + Slices; for (int k = 0; k < Slices; ++k) { vertices[nStartT + k] = vertices[nExistingT + k]; //uv[nStartT + k] = (Vector2f)Polygon.Vertices[k].Normalized; float angle = (float)k * fDelta; double cosa = Math.Cos(angle), sina = Math.Sin(angle); uv[nStartT + k] = new Vector2f(0.5f * (1.0f + cosa), 0.5f * (1 + sina)); normals[nStartT + k] = normals[nTopC]; } append_disc(Slices, nTopC, nStartT, true, !Clockwise, ref ti); } else { append_disc(Slices, nBottomC, 0, true, Clockwise, ref ti); append_disc(Slices, nTopC, nRingSize * (nRings - 1), true, !Clockwise, ref ti); } } }