Esempio n. 1
0
        public override void Generate()
        {
            vertices  = new VectorArray3d((NoSharedVertices) ? (4 * 6) : 8);
            uv        = new VectorArray2f(vertices.Count);
            normals   = new VectorArray3f(vertices.Count);
            triangles = new IndexArray3i(2 * 6);

            if (NoSharedVertices == false)
            {
                for (int i = 0; i < 8; ++i)
                {
                    vertices[i] = Box.Corner(i);
                    normals[i]  = (Vector3F)(vertices[i] - Box.Center[i]).Normalized;
                    uv[i]       = Vector2F.Zero; // what to do for UVs in this case ?!?
                }
                int ti = 0;
                for (int fi = 0; fi < 6; ++fi)
                {
                    triangles.Set(ti++,
                                  gIndices.BoxFaces[fi, 0], gIndices.BoxFaces[fi, 1], gIndices.BoxFaces[fi, 2], Clockwise);
                    triangles.Set(ti++,
                                  gIndices.BoxFaces[fi, 0], gIndices.BoxFaces[fi, 2], gIndices.BoxFaces[fi, 3], Clockwise);
                }
            }
            else
            {
                int        ti        = 0;
                int        vi        = 0;
                Vector2F[] square_uv = new Vector2F[4] {
                    Vector2F.Zero, new Vector2F(1, 0), new Vector2F(1, 1), new Vector2F(0, 1)
                };
                for (int fi = 0; fi < 6; ++fi)
                {
                    int      v0 = vi++; vi += 3;
                    int      ni = gIndices.BoxFaceNormals[fi];
                    Vector3F n  = (Vector3F)(Math.Sign(ni) * Box.Axis(Math.Abs(ni) - 1));
                    for (int j = 0; j < 4; ++j)
                    {
                        vertices[v0 + j] = Box.Corner(gIndices.BoxFaces[fi, j]);
                        normals[v0 + j]  = n;
                        uv[v0 + j]       = square_uv[j];
                    }

                    triangles.Set(ti++, v0, v0 + 1, v0 + 2, Clockwise);
                    triangles.Set(ti++, v0, v0 + 2, v0 + 3, Clockwise);
                }
            }
        }
Esempio n. 2
0
        public void Generate()
        {
            Append_mesh();

            AxisAlignedBox3i bounds = Voxels.GridBounds;

            bounds.Max -= Vector3i.One;

            int[] vertices = new int[4];

            foreach (Vector3i nz in Voxels.NonZeros())
            {
                Check_counts_or_append(6, 2);

                Box3d cube = Box3d.UnitZeroCentered;
                cube.Center = (Vector3D)nz;

                for (int fi = 0; fi < 6; ++fi)
                {
                    // checks dependent on neighbours
                    Index3i nbr = nz + gIndices.GridOffsets6[fi];
                    if (bounds.Contains(nbr))
                    {
                        if (SkipInteriorFaces && Voxels.Get(nbr))
                        {
                            continue;
                        }
                    }
                    else if (CapAtBoundary == false)
                    {
                        continue;
                    }


                    int           ni = gIndices.BoxFaceNormals[fi];
                    Vector3F      n  = (Vector3F)(Math.Sign(ni) * cube.Axis(Math.Abs(ni) - 1));
                    NewVertexInfo vi = new NewVertexInfo(Vector3D.Zero, n);
                    if (ColorSourceF != null)
                    {
                        vi.c      = ColorSourceF(nz);
                        vi.bHaveC = true;
                    }
                    for (int j = 0; j < 4; ++j)
                    {
                        vi.v        = cube.Corner(gIndices.BoxFaces[fi, j]);
                        vertices[j] = cur_mesh.AppendVertex(vi);
                    }

                    Index3i t0 = new Index3i(vertices[0], vertices[1], vertices[2], Clockwise);
                    Index3i t1 = new Index3i(vertices[0], vertices[2], vertices[3], Clockwise);
                    cur_mesh.AppendTriangle(t0);
                    cur_mesh.AppendTriangle(t1);
                }
            }
        }