Esempio n. 1
0
        public void CheckEdge(Edge edge)
        {
            var cornerIndices = CornerAttributes.FindOrCreate <uint>("corner_indices");

            /*  Required: A != B  */
            if (edge.A == edge.B)
            {
                throw new InvalidOperationException();
            }
            /*  Required: A and B share no corners  */
            foreach (var cornerA in edge.A.Corners)
            {
                foreach (var cornerB in edge.B.Corners)
                {
                    if (cornerA == cornerB)
                    {
                        throw new InvalidOperationException();
                    }
                    uint i0 = cornerIndices[cornerA];
                    uint i1 = cornerIndices[cornerB];
                    if (i0 == i1)
                    {
                        throw new InvalidCastException();
                    }
                }
            }
        }
Esempio n. 2
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        /// Compute corner normals based on polygon normal and point location attributes
        /// Results are stored in internally stored attribute map named "corner_normals".
        public void SmoothNormalize(
            string cornerAttribute,
            string polygonAttribute,
            float maxSmoothingAngleRadians
            )
        {
            var cornerAttributes  = CornerAttributes.FindOrCreate <Vector3>(cornerAttribute /*"corner_normals"*/);
            var polygonAttributes = PolygonAttributes.Find <Vector3>(polygonAttribute /*"polygon_normals"*/);
            var polygonNormals    = PolygonAttributes.Find <Vector3>("polygon_normals");

            float cosMaxSmoothingAngle = (float)System.Math.Cos((double)maxSmoothingAngleRadians);

            cornerAttributes.Clear();
            foreach (Polygon polygon in Polygons)
            {
                if (maxSmoothingAngleRadians == 0)
                {
                    polygon.CopyToCorners(
                        cornerAttributes,
                        polygonAttributes
                        );
                }
                else
                {
                    polygon.SmoothNormalize(
                        cornerAttributes,
                        polygonAttributes,
                        polygonNormals,
                        cosMaxSmoothingAngle
                        );
                }
            }
        }
Esempio n. 3
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        public void Transform(Matrix4 transform)
        {
            Matrix4 inverseTransposeTransform = Matrix4.Transpose(Matrix4.Invert(transform));

            //  Check.. Did I forget something?
            //  \todo Mark each attributemap how they should be transformed
            var polygonCentroids = PolygonAttributes.FindOrNull <Vector3>("polygon_centroids");
            var polygonNormals   = PolygonAttributes.FindOrNull <Vector3>("polygon_normals");
            var pointLocations   = PointAttributes.FindOrNull <Vector3>("point_locations");
            var pointNormals     = PointAttributes.FindOrNull <Vector3>("point_normals");
            var cornerNormals    = CornerAttributes.FindOrNull <Vector3>("corner_normals");

            //  Make copies of old points
            foreach (Point point in Points)
            {
                if (pointLocations != null && pointLocations.ContainsKey(point))
                {
                    pointLocations[point] = transform.TransformPoint(pointLocations[point]);
                }
                if (pointNormals != null && pointNormals.ContainsKey(point))
                {
                    pointNormals[point] = inverseTransposeTransform.TransformDirection(pointNormals[point]);
                }
            }
            foreach (Polygon polygon in Polygons)
            {
                if (polygonCentroids != null && polygonCentroids.ContainsKey(polygon))
                {
                    polygonCentroids[polygon] = transform.TransformPoint(polygonCentroids[polygon]);
                }
                if (polygonNormals != null && polygonNormals.ContainsKey(polygon))
                {
                    polygonNormals[polygon] = inverseTransposeTransform.TransformDirection(polygonNormals[polygon]);
                }
                if (cornerNormals != null)
                {
                    foreach (Corner corner in polygon.Corners)
                    {
                        if (cornerNormals.ContainsKey(corner))
                        {
                            cornerNormals[corner] = inverseTransposeTransform.TransformDirection(cornerNormals[corner]);
                        }
                    }
                }
            }
        }
Esempio n. 4
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        public void SmoothAverage(
            string cornerAttribute,
            string pointNormalName
            )
        {
            var cornerAttributes = CornerAttributes.FindOrCreate <Vector4>(cornerAttribute);
            var cornerNormals    = CornerAttributes.FindOrCreate <Vector3>("corner_normals");
            var pointNormals     = PointAttributes.Find <Vector3>(pointNormalName);

            var newCornerAttributes = CornerAttributes.FindOrCreate <Vector4>("temp");

            foreach (Polygon polygon in Polygons)
            {
                polygon.SmoothAverage(
                    newCornerAttributes,
                    cornerAttributes,
                    cornerNormals,
                    pointNormals
                    );
            }
            CornerAttributes.Replace(cornerAttribute, "temp");
        }
Esempio n. 5
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        public SuperEllipsoid(Vector3 radius, double n1, double n2, int sliceCount, int stackDivision)
        {
            MakeInfo info = new MakeInfo(radius, n1, n2, sliceCount, stackDivision);

            info.pointLocations   = PointAttributes.FindOrCreate <Vector3>("point_locations");
            info.pointNormals     = PointAttributes.FindOrCreate <Vector3>("point_normals");
            info.pointTexcoords   = PointAttributes.FindOrCreate <Vector2>("point_texcoords");
            info.polygonCentroids = PolygonAttributes.FindOrCreate <Vector3>("polygon_centroids");
            info.polygonNormals   = PolygonAttributes.FindOrCreate <Vector3>("polygon_normals");
            info.cornerTexcoords  = CornerAttributes.FindOrCreate <Vector2>("corner_texcoords");

            int slice;
            int stack;

            for (slice = 0; slice < sliceCount; ++slice)
            {
                double relSlice = (double)(slice) / (double)(sliceCount);
                for (stack = -stackDivision; stack <= stackDivision; ++stack)
                {
                    double relStack = (double)(stack) / (double)(stackDivision + 1);
                    Point  point    = MakePoint(info, relSlice, relStack);

                    info.points.Add(point);
                }
            }
            info.bottom = MakePoint(info, 0.5f, -1.0f);
            info.top    = MakePoint(info, 0.5f, 1.0f);

            #region bottom fan
            {
                for (slice = 0; slice < sliceCount; ++slice)
                {
                    int nextSlice  = (slice + 1);
                    int stackBase0 = 0;

                    double relSlice = ((double)(slice) + 0.5) / (double)(sliceCount);
                    double relStack = -1.0 + (0.5 / (double)(stackDivision + 1));

                    Point centroid = MakePoint(info, relSlice, relStack);

                    var polygon = MakePolygon();
#if CCW
                    MakeCorner(info, polygon, slice, stackBase0);
                    MakeCorner(info, polygon, slice, info.stackBase0Bottom);
                    MakeCorner(info, polygon, nextSlice, stackBase0);
#else
                    MakeCorner(info, polygon, nextSlice, stackBase0);
                    MakeCorner(info, polygon, slice, info.stackBase0Bottom);
                    MakeCorner(info, polygon, slice, stackBase0);
#endif

                    info.polygonCentroids[polygon] = info.pointLocations[centroid];
                    info.polygonNormals  [polygon] = info.pointNormals  [centroid];
                }
            }
            #endregion

            #region middle quads, bottom up
            for (
                stack = -stackDivision;
                stack < stackDivision;
                ++stack
                )
            {
                int stackBase0     = stack + stackDivision;
                int nextStackBase0 = stackBase0 + 1;

                double relStack = ((double)(stack) + 0.5) / (double)(stackDivision + 1);

                for (slice = 0; slice < sliceCount; ++slice)
                {
                    int    nextSlice = (slice + 1);
                    double relSlice  = ((double)(slice) + 0.5) / (double)(sliceCount);
                    Point  centroid  = MakePoint(info, relSlice, relStack);

                    var polygon = MakePolygon();
#if CCW
                    MakeCorner(info, polygon, nextSlice, nextStackBase0);
                    MakeCorner(info, polygon, slice, nextStackBase0);
                    MakeCorner(info, polygon, slice, stackBase0);
                    MakeCorner(info, polygon, nextSlice, stackBase0);
#else
                    MakeCorner(info, polygon, nextSlice, stackBase0);
                    MakeCorner(info, polygon, slice, stackBase0);
                    MakeCorner(info, polygon, slice, nextStackBase0);
                    MakeCorner(info, polygon, nextSlice, nextStackBase0);
#endif

                    info.polygonCentroids[polygon] = info.pointLocations[centroid];
                    info.polygonNormals  [polygon] = info.pointNormals  [centroid];
                }
            }
            #endregion

            #region top fan
            for (slice = 0; slice < sliceCount; ++slice)
            {
                int nextSlice  = (slice + 1);
                int stackBase0 = stackDivision + stackDivision;

                double relSlice = ((double)(slice) + 0.5) / (double)(sliceCount);
                double relStack = 1.0 - (0.5 / (double)(stackDivision + 1));

                Point centroid = MakePoint(info, relSlice, relStack);

                var polygon = MakePolygon();
#if CCW
                MakeCorner(info, polygon, slice, info.stackBase0Top);
                MakeCorner(info, polygon, slice, stackBase0);
                MakeCorner(info, polygon, nextSlice, stackBase0);
#else
                MakeCorner(info, polygon, nextSlice, stackBase0);
                MakeCorner(info, polygon, slice, stackBase0);
                MakeCorner(info, polygon, slice, info.stackBase0Top);
#endif

                info.polygonCentroids[polygon] = info.pointLocations[centroid];
                info.polygonNormals  [polygon] = info.pointNormals  [centroid];
            }
            #endregion
        }
Esempio n. 6
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        public void Geodesate(float radius)
        {
            float rInv             = 1.0f / radius;
            var   polygonCentroids = PolygonAttributes.FindOrNull <Vector3>("polygon_centroids");
            var   polygonNormals   = PolygonAttributes.FindOrNull <Vector3>("polygon_normals");
            var   pointLocations   = PointAttributes.FindOrNull <Vector3>("point_locations");
            var   pointNormals     = PointAttributes.FindOrNull <Vector3>("point_normals");
            var   cornerNormals    = CornerAttributes.FindOrNull <Vector3>("corner_normals");

            //  Make copies of old points
            foreach (Point point in Points)
            {
                if (
                    (pointLocations != null) &&
                    pointLocations.ContainsKey(point)
                    )
                {
                    Vector3 newNormal = Vector3.Normalize(pointLocations[point]);
                    pointLocations[point] = radius * newNormal;
                    if (
                        (pointNormals != null) &&
                        pointNormals.ContainsKey(point)
                        )
                    {
                        pointNormals[point] = newNormal;
                    }
                }
            }
            foreach (Polygon polygon in Polygons)
            {
                if (
                    (polygonCentroids != null) &&
                    polygonCentroids.ContainsKey(polygon)
                    )
                {
                    Vector3 newNormalizedCentroid = Vector3.Normalize(polygonCentroids[polygon]);
                    polygonCentroids[polygon] = radius * newNormalizedCentroid;
                    if (
                        (polygonNormals != null) &&
                        polygonNormals.ContainsKey(polygon)
                        )
                    {
                        polygonNormals[polygon] = newNormalizedCentroid;
                    }
                }
                if (cornerNormals != null)
                {
                    foreach (Corner corner in polygon.Corners)
                    {
                        if (
                            cornerNormals.ContainsKey(corner)
                            )
                        {
                            if (pointNormals.ContainsKey(corner.Point))
                            {
                                cornerNormals[corner] = pointNormals[corner.Point];
                            }
                            else if (pointLocations.ContainsKey(corner.Point))
                            {
                                cornerNormals[corner] = pointLocations[corner.Point] * rInv;
                            }
                        }
                    }
                }
            }
        }
Esempio n. 7
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        public Tube(
            IParametricCurve curve,
            float radius,
            int sliceCount,
            int stackCount
            )
        {
            float tStep = 1.0f / 512.0f;

            //  Compute initial N
            Vector3 pos      = curve.PositionAt(0.0f);
            Vector3 posNext  = curve.PositionAt(0.0f + tStep);
            Vector3 posNext2 = curve.PositionAt(0.0f + tStep + tStep);
            Vector3 d1       = posNext - pos;
            Vector3 d2       = (posNext2 - posNext) - d1;
            Vector3 T        = Vector3.Normalize(d1);
            Vector3 N        = Vector3.Normalize(d2);
            Vector3 B        = Vector3.Normalize(Vector3.Cross(T, N));

            N = Vector3.Normalize(Vector3.Cross(B, T));

            var pointLocations = PointAttributes.FindOrCreate <Vector3>("point_locations");
            var pointNormals   = PointAttributes.FindOrCreate <Vector3>("point_normals");
            var pointTexCoords = PointAttributes.FindOrCreate <Vector2>("point_texcoords");
            var cornerNormals  = CornerAttributes.FindOrCreate <Vector3>("corner_normals");
            //var cornerTexCoords     = CornerAttributes.FindOrCreate<Vector2>("corner_texcoords");

            /*  Other vertices  */
            List <Point> points = new List <Point>();

            for (int stack = 0; stack <= stackCount; ++stack)
            {
                float t = (float)stack / (float)stackCount;

                pos     = curve.PositionAt(t);
                posNext = curve.PositionAt(t + tStep);
                d1      = posNext - pos;
                T       = Vector3.Normalize(d1);
                B       = Vector3.Normalize(Vector3.Cross(T, N));
                N       = Vector3.Normalize(Vector3.Cross(B, T));

                for (int slice = 0; slice < sliceCount; ++slice)
                {
                    float relPhi = (float)slice / (float)sliceCount;
                    float phi    = (float)System.Math.PI * 2.0f * relPhi;
                    float sinPhi = (float)System.Math.Sin(phi);
                    float cosPhi = (float)System.Math.Cos(phi);

                    Vector3 v = pos;
                    v += N * sinPhi * radius;
                    v += B * cosPhi * radius;

                    Point point = MakePoint();

                    pointLocations[point] = v;
                    pointNormals  [point] = N * sinPhi + B * cosPhi;
                    pointTexCoords[point] = new Vector2(relPhi, t);

                    points.Add(point);
                }
            }

            /*  Bottom parts  */
            {
                Vector3 bottomPosition     = curve.PositionAt(0.0f);
                Vector3 bottomPositionNext = curve.PositionAt(tStep);
                Vector3 bottomTangent      = Vector3.Normalize(bottomPosition - bottomPositionNext);
                Polygon polygon            = MakePolygon();

                for (int slice = 0; slice < sliceCount; ++slice)
                {
                    int stack        = 0;
                    int reverseSlice = sliceCount - 1 - slice;

                    Corner corner = polygon.MakeCorner(
                        points[(stack * (sliceCount)) + reverseSlice]
                        );

                    cornerNormals[corner] = bottomTangent;
                }
            }

            /*  Middle quads, t = 0 ... t = 1  */
            for (int stack = 0; stack < stackCount; ++stack)
            {
                int nextStack = stack + 1;

                for (int slice = 0; slice < sliceCount; ++slice)
                {
                    int nextSlice = (slice + 1) % sliceCount;

                    MakePolygon(
                        points[(nextStack * (sliceCount)) + nextSlice],
                        points[(nextStack * (sliceCount)) + slice],
                        points[(stack * (sliceCount)) + slice],
                        points[(stack * (sliceCount)) + nextSlice]
                        );
                }
            }

            /*  Top parts  */
            {
                Vector3 topPosition     = curve.PositionAt(1.0f);
                Vector3 topPositionPrev = curve.PositionAt(1.0f - tStep);
                Vector3 topTangent      = Vector3.Normalize(topPosition - topPositionPrev);
                Polygon polygon         = MakePolygon();

                for (int slice = 0; slice < sliceCount; ++slice)
                {
                    int stack = stackCount;

                    Corner corner = polygon.MakeCorner(
                        points[(stack * (sliceCount)) + slice]
                        );

                    cornerNormals[corner] = topTangent;
                }
            }
        }
Esempio n. 8
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        public Cylinder(
            double minX,
            double maxX,
            double baseRadius,
            int sliceCount
            )
        {
            var cornerNormals = CornerAttributes.FindOrCreate <Vector3>("corner_normals");

            Polygon bottomPolygon       = MakePolygon();
            Polygon topPolygon          = MakePolygon();
            Point   previousBottomPoint = null;
            Point   previousTopPoint    = null;
            Point   firstBottomPoint    = null;
            Point   firstTopPoint       = null;

            double previousSinPhi = 0;
            double previousCosPhi = 0;
            double firstSinPhi    = 0;
            double firstCosPhi    = 0;

            /*  Other vertices  */
            for (int slice = 0; slice <= sliceCount; ++slice)
            {
                double relSlice     = (double)slice / (double)sliceCount;
                double phi          = System.Math.PI * 2.0 * relSlice;
                double sinPhi       = System.Math.Sin(phi);
                double cosPhi       = System.Math.Cos(phi);
                double y            = baseRadius * sinPhi;
                double z            = baseRadius * cosPhi;
                Point  bottomPoint  = MakePoint(minX, y, z);
                Point  topPoint     = MakePoint(maxX, y, z);
                Corner bottomCorner = bottomPolygon.MakeCorner(bottomPoint);
                Corner topCorner    = topPolygon.MakeCorner(topPoint);
                cornerNormals[bottomCorner] = new Vector3(-1.0f, 0.0f, 0.0f);
                cornerNormals[topCorner]    = new Vector3(1.0f, 0.0f, 0.0f);
                if (previousBottomPoint != null && previousTopPoint != null)
                {
                    Polygon polygon = MakePolygon();
                    Corner  c0      = polygon.MakeCorner(previousBottomPoint);
                    Corner  c1      = polygon.MakeCorner(bottomPoint);
                    Corner  c2      = polygon.MakeCorner(topPoint);
                    Corner  c3      = polygon.MakeCorner(previousTopPoint);
                    cornerNormals[c0] = new Vector3(0.0f, (float)previousSinPhi, (float)previousCosPhi);
                    cornerNormals[c1] = new Vector3(0.0f, (float)sinPhi, (float)cosPhi);
                    cornerNormals[c2] = new Vector3(0.0f, (float)sinPhi, (float)cosPhi);
                    cornerNormals[c3] = new Vector3(0.0f, (float)previousSinPhi, (float)previousCosPhi);
                }
                else
                {
                    firstSinPhi      = sinPhi;
                    firstCosPhi      = cosPhi;
                    firstBottomPoint = bottomPoint;
                    firstTopPoint    = topPoint;
                }
                previousSinPhi      = sinPhi;
                previousCosPhi      = cosPhi;
                previousBottomPoint = bottomPoint;
                previousTopPoint    = topPoint;
            }

            {
                Polygon polygon = MakePolygon();
                Corner  c0      = polygon.MakeCorner(previousBottomPoint);
                Corner  c1      = polygon.MakeCorner(firstBottomPoint);
                Corner  c2      = polygon.MakeCorner(firstTopPoint);
                Corner  c3      = polygon.MakeCorner(previousTopPoint);
                cornerNormals[c0] = new Vector3(0.0f, (float)previousSinPhi, (float)previousCosPhi);
                cornerNormals[c1] = new Vector3(0.0f, (float)firstSinPhi, (float)firstCosPhi);
                cornerNormals[c2] = new Vector3(0.0f, (float)firstSinPhi, (float)firstCosPhi);
                cornerNormals[c3] = new Vector3(0.0f, (float)previousSinPhi, (float)previousCosPhi);
            }

            bottomPolygon.Reverse();
        }
Esempio n. 9
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        public Disc(
            double outerRadius,
            double innerRadius,
            int sliceCount,
            int stackCount
            )
        {
            MakeInfo info = new MakeInfo(outerRadius, innerRadius, sliceCount, stackCount);

            info.pointLocations   = PointAttributes.FindOrCreate <Vector3>("point_locations");
            info.pointNormals     = PointAttributes.FindOrCreate <Vector3>("point_normals");
            info.pointTexcoords   = PointAttributes.FindOrCreate <Vector2>("point_texcoords");
            info.polygonCentroids = PolygonAttributes.FindOrCreate <Vector3>("polygon_centroids");
            info.polygonNormals   = PolygonAttributes.FindOrCreate <Vector3>("polygon_normals");
            info.cornerNormals    = CornerAttributes.FindOrCreate <Vector3>("corner_normals");
            info.cornerTexcoords  = CornerAttributes.FindOrCreate <Vector2>("corner_texcoords");

            /*  Make points  */
            for (int stack = 0; stack < stackCount; ++stack)
            {
                double relStack = (stackCount == 1) ? 1.0 : (double)stack / (double)(stackCount - 1);
                for (int slice = 0; slice <= sliceCount; ++slice)
                {
                    double relSlice = (double)slice / (double)sliceCount;

                    info.points[new KeyValuePair <int, int>(slice, stack)] = MakePoint(info, relSlice, relStack);
                }
            }

            /*  Special case without center point  */
            if (stackCount == 1)
            {
                Polygon polygon = MakePolygon();
                info.polygonCentroids[polygon] = Vector3.Zero;
                info.polygonNormals  [polygon] = Vector3.UnitZ;

                for (int slice = sliceCount - 1; slice >= 0; --slice)
                {
                    MakeCorner(info, polygon, slice, 0);
                }
                return;
            }

            /*  Make center point if needed  */
            if (innerRadius == 0.0f)
            {
                info.center = MakePoint(0.0, 0.0, 0.0);
            }

            /*  Quads/triangles  */
            for (int stack = 0; stack < stackCount - 1; ++stack)
            {
                double relStackCentroid = (stackCount == 1) ? 0.5 : (double)stack / (double)(stackCount - 1);

                for (int slice = 0; slice < sliceCount; ++slice)
                {
                    double  relSliceCentroid = ((double)(slice) + 0.5) / (double)(sliceCount);
                    Point   centroid         = MakePoint(info, relSliceCentroid, relStackCentroid);
                    Polygon polygon          = MakePolygon();

                    info.polygonCentroids[polygon] = info.pointLocations[centroid];
                    info.polygonNormals  [polygon] = Vector3.UnitZ;
                    if ((stack == 0) && (innerRadius == 0.0))
                    {
                        Corner tip = MakeCorner(info, polygon, slice, stack);
                        MakeCorner(info, polygon, slice + 1, stack + 1);
                        MakeCorner(info, polygon, slice, stack + 1);

                        Vector2 t1 = info.pointTexcoords[GetPoint(info, slice, stack)];
                        Vector2 t2 = info.pointTexcoords[GetPoint(info, slice + 1, stack)];
                        Vector2 averageTexcoord = (t1 + t2) / 2.0f;
                        info.cornerTexcoords[tip] = averageTexcoord;
                    }
                    else
                    {
                        MakeCorner(info, polygon, slice + 1, stack + 1);
                        MakeCorner(info, polygon, slice, stack + 1);
                        MakeCorner(info, polygon, slice, stack);
                        MakeCorner(info, polygon, slice + 1, stack);
                    }
                }
            }
            BuildEdges();
        }
Esempio n. 10
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        public Cone(
            double minX,
            double maxX,
            double bottomRadius,
            double topRadius,
            bool useBottom,
            bool useTop,
            int sliceCount,
            int stackDivision
            )
        {
            MakeInfo info = new MakeInfo(minX, maxX, bottomRadius, topRadius, useBottom, useTop, sliceCount, stackDivision);

            info.pointLocations   = PointAttributes.FindOrCreate <Vector3>("point_locations");
            info.pointNormals     = PointAttributes.FindOrCreate <Vector3>("point_normals");
            info.pointTexcoords   = PointAttributes.FindOrCreate <Vector2>("point_texcoords");
            info.polygonCentroids = PolygonAttributes.FindOrCreate <Vector3>("polygon_centroids");
            info.polygonNormals   = PolygonAttributes.FindOrCreate <Vector3>("polygon_normals");
            info.cornerNormals    = CornerAttributes.FindOrCreate <Vector3>("corner_normals");
            info.cornerTexcoords  = CornerAttributes.FindOrCreate <Vector2>("corner_texcoords");

            /*  Other vertices  */
            for (int slice = 0; slice <= sliceCount; ++slice)
            {
                double relSlice = (double)slice / (double)sliceCount;
                for (int stack = -stackDivision - info.bottomNotSingular; stack <= stackDivision + info.topNotSingular; ++stack)
                {
                    double relStack = (double)stack / (double)(stackDivision + 1);

                    info.points[new KeyValuePair <int, int>(slice, stack)] = ConePoint(info, relSlice, relStack);
                }
            }

            /*  Bottom parts  */
            if (bottomRadius == 0.0)
            {
                info.bottom = MakePoint(minX, 0.0, 0.0);  /*  apex  */
                for (int slice = 0; slice < sliceCount; ++slice)
                {
                    int     stack            = -stackDivision;      //  second last stack, bottom is -stackDivision - 1
                    double  relSliceCentroid = ((double)slice + 0.5) / (double)sliceCount;
                    double  relStackCentroid = -1.0 + (0.5 / (double)(stackDivision + 1));
                    Point   centroid         = ConePoint(info, relSliceCentroid, relStackCentroid);
                    Polygon polygon          = MakePolygon();

                    MakeCorner(info, polygon, slice + 1, stack);
                    MakeCorner(info, polygon, slice, stack);
                    Corner tip = MakeCorner(info, polygon, slice, -stackDivision - 1);

                    Vector3 n1            = info.pointNormals[GetPoint(info, slice, stack)];
                    Vector3 n2            = info.pointNormals[GetPoint(info, slice + 1, stack)];
                    Vector3 averageNormal = Vector3.Normalize(n1 + n2);
                    info.cornerNormals[tip] = averageNormal;

                    Vector2 t1 = info.pointTexcoords[GetPoint(info, slice, stack)];
                    Vector2 t2 = info.pointTexcoords[GetPoint(info, slice + 1, stack)];
                    Vector2 averageTexCoord = (t1 + t2) / 2.0f;
                    info.cornerTexcoords[tip] = averageTexCoord;

                    info.polygonCentroids[polygon] = info.pointLocations[centroid];
                    info.polygonNormals  [polygon] = info.pointNormals  [centroid];
                }
            }
            else
            {
                if (useBottom == true)
                {
                    Polygon polygon = MakePolygon();
                    info.polygonCentroids[polygon] = new Vector3((float)minX, 0.0f, 0.0f);
                    info.polygonNormals  [polygon] = new Vector3(-1.0f, 0.0f, 0.0f);

                    for (int slice = 0; slice < sliceCount; ++slice)
                    {
                        int reverseSlice = sliceCount - 1 - slice;

                        MakeCorner(info, polygon, reverseSlice, -stackDivision - 1, true);
                    }
                }
            }

            /*  Middle quads, bottom up  */
            for (
                int stack = -stackDivision - info.bottomNotSingular;
                stack < stackDivision + info.topNotSingular;
                ++stack
                )
            {
                double relStackCentroid = ((double)stack + 0.5) / (double)(stackDivision + 1);

                for (int slice = 0; slice < sliceCount; ++slice)
                {
                    double relSliceCentroid = ((double)(slice) + 0.5) / (double)(sliceCount);

                    Point centroid = ConePoint(info, relSliceCentroid, relStackCentroid);

                    Polygon polygon = MakePolygon();
                    MakeCorner(info, polygon, slice + 1, stack + 1);
                    MakeCorner(info, polygon, slice, stack + 1);
                    MakeCorner(info, polygon, slice, stack);
                    MakeCorner(info, polygon, slice + 1, stack);

                    info.polygonCentroids[polygon] = info.pointLocations[centroid];
                    info.polygonNormals  [polygon] = info.pointNormals  [centroid];
                }
            }

            /*  Top parts  */
            if (topRadius == 0.0)
            {
                info.top = MakePoint(maxX, 0.0, 0.0);  /*  apex  */

                for (int slice = 0; slice < sliceCount; ++slice)
                {
                    int     stack            = stackDivision;
                    double  relSliceCentroid = ((double)(slice) + 0.5) / (double)(sliceCount);
                    double  relStackCentroid = 1.0 - (0.5 / (double)(stackDivision + 1));
                    Point   centroid         = ConePoint(info, relSliceCentroid, relStackCentroid);
                    Polygon polygon          = MakePolygon();

                    Corner tip = MakeCorner(info, polygon, slice, stackDivision + 1);
                    MakeCorner(info, polygon, slice, stack);
                    MakeCorner(info, polygon, slice + 1, stack);

                    Vector3 n1            = info.pointNormals[GetPoint(info, slice, stack)];
                    Vector3 n2            = info.pointNormals[GetPoint(info, slice + 1, stack)];
                    Vector3 averageNormal = Vector3.Normalize(n1 + n2);
                    info.cornerNormals[tip] = averageNormal;

                    Vector2 t1 = info.pointTexcoords[GetPoint(info, slice, stack)];
                    Vector2 t2 = info.pointTexcoords[GetPoint(info, slice + 1, stack)];
                    Vector2 averageTexcoord = (t1 + t2) / 2.0f;
                    info.cornerTexcoords[tip] = averageTexcoord;

                    info.polygonCentroids[polygon] = info.pointLocations[centroid];
                    info.polygonNormals  [polygon] = info.pointNormals  [centroid];
                }
            }
            else
            {
                if (useTop == true)
                {
                    Polygon polygon = MakePolygon();
                    info.polygonCentroids[polygon] = new Vector3((float)maxX, 0.0f, 0.0f);
                    info.polygonNormals  [polygon] = new Vector3(1.0f, 0.0f, 0.0f);

                    for (int slice = 0; slice < sliceCount; ++slice)
                    {
                        MakeCorner(info, polygon, slice, stackDivision + 1, true);
                    }
                }
            }

            //MergePoints();
        }
Esempio n. 11
0
        public Cube(Vector3 size, IVector3 div, float p)
        {
            int x;
            int y;
            int z;

            MakeInfo info = new MakeInfo(0.5f * size, div, p);

            info.pointLocations   = PointAttributes.FindOrCreate <Vector3>("point_locations");
            info.pointNormals     = PointAttributes.FindOrCreate <Vector3>("point_normals");
            info.pointTexcoords   = PointAttributes.FindOrCreate <Vector2>("point_texcoords");
            info.cornerNormals    = CornerAttributes.FindOrCreate <Vector3>("corner_normals");
            info.cornerTexcoords  = CornerAttributes.FindOrCreate <Vector2>("corner_texcoords");
            info.polygonCentroids = PolygonAttributes.FindOrCreate <Vector3>("polygon_centroids");
            info.polygonNormals   = PolygonAttributes.FindOrCreate <Vector3>("polygon_normals");

            //  Generate vertices
            //  Top and bottom
            for (x = -info.Div.X; x <= info.Div.X; x++)
            {
                float relX = 0.5f + (float)x / info.Size.X;
                for (z = -info.Div.Z; z <= info.Div.Z; z++)
                {
                    float relZ = 0.5f + (float)z / info.Size.Z;
                    MakePoint(info, x, info.Div.Y, z, Vector3.UnitY, relX, relZ);
                    MakePoint(info, x, -info.Div.Y, z, -Vector3.UnitY, relX, relZ);
                }
                for (y = -info.Div.Y; y <= info.Div.Y; y++)
                {
                    float relY = 0.5f + (float)y / info.Size.Y;

                    MakePoint(info, x, y, info.Div.Z, Vector3.UnitZ, relX, relY);
                    MakePoint(info, x, y, -info.Div.Z, -Vector3.UnitZ, relX, relY);
                }
            }

            //  Left and right
            for (z = -info.Div.Z; z <= info.Div.Z; z++)
            {
                float relZ = 0.5f + (float)z / info.Size.Z;
                for (y = -info.Div.Y; y <= info.Div.Y; y++)
                {
                    float relY = 0.5f + (float)y / info.Size.Y;
                    MakePoint(info, info.Div.X, y, z, Vector3.UnitX, relY, relZ);
                    MakePoint(info, -info.Div.X, y, z, -Vector3.UnitX, relY, relZ);
                }
            }

            //  Generate quads
            //  Top and bottom
            for (x = -info.Div.X; x < info.Div.X; x++)
            {
                float relX1 = 0.5f + (float)x / info.Size.X;
                float relX2 = 0.5f + (float)(x + 1) / info.Size.X;
                for (z = -info.Div.Z; z < info.Div.Z; z++)
                {
                    float relZ1 = 0.5f + (float)z / info.Size.Z;
                    float relZ2 = 0.5f + (float)(z + 1) / info.Size.Z;
                    var   top   = MakePolygon();
                    MakeCorner(info, top, x + 1, info.Div.Y, z, Vector3.UnitY, relX2, relZ1);
                    MakeCorner(info, top, x + 1, info.Div.Y, z + 1, Vector3.UnitY, relX2, relZ2);
                    MakeCorner(info, top, x, info.Div.Y, z + 1, Vector3.UnitY, relX1, relZ2);
                    MakeCorner(info, top, x, info.Div.Y, z, Vector3.UnitY, relX1, relZ1);
                    var bottom = MakePolygon();
                    MakeCorner(info, bottom, x, -info.Div.Y, z, -Vector3.UnitY, relX1, relZ1);
                    MakeCorner(info, bottom, x, -info.Div.Y, z + 1, -Vector3.UnitY, relX1, relZ2);
                    MakeCorner(info, bottom, x + 1, -info.Div.Y, z + 1, -Vector3.UnitY, relX2, relZ2);
                    MakeCorner(info, bottom, x + 1, -info.Div.Y, z, -Vector3.UnitY, relX2, relZ1);
                    info.polygonNormals[top]    = Vector3.UnitY;
                    info.polygonNormals[bottom] = -Vector3.UnitY;
                }
                for (y = -info.Div.Y; y < info.Div.Y; y++)
                {
                    float relY1 = 0.5f + (float)y / info.Size.Y;
                    float relY2 = 0.5f + (float)(y + 1) / info.Size.Y;
                    var   back  = MakePolygon();
                    MakeCorner(info, back, x, y, info.Div.Z, Vector3.UnitZ, relX1, relY1);
                    MakeCorner(info, back, x, y + 1, info.Div.Z, Vector3.UnitZ, relX1, relY2);
                    MakeCorner(info, back, x + 1, y + 1, info.Div.Z, Vector3.UnitZ, relX2, relY2);
                    MakeCorner(info, back, x + 1, y, info.Div.Z, Vector3.UnitZ, relX2, relY1);
                    var front = MakePolygon();
                    MakeCorner(info, front, x + 1, y, -info.Div.Z, -Vector3.UnitZ, relX2, relY1);
                    MakeCorner(info, front, x + 1, y + 1, -info.Div.Z, -Vector3.UnitZ, relX2, relY2);
                    MakeCorner(info, front, x, y + 1, -info.Div.Z, -Vector3.UnitZ, relX1, relY2);
                    MakeCorner(info, front, x, y, -info.Div.Z, -Vector3.UnitZ, relX1, relY1);
                    info.polygonNormals[back]  = Vector3.UnitZ;
                    info.polygonNormals[front] = -Vector3.UnitZ;
                }
            }

            //  Left and right
            for (z = -info.Div.Z; z < info.Div.Z; z++)
            {
                float relZ1 = 0.5f + (float)z / info.Size.Z;
                float relZ2 = 0.5f + (float)(z + 1) / info.Size.Z;
                for (y = -info.Div.Y; y < info.Div.Y; y++)
                {
                    float relY1 = 0.5f + (float)y / info.Size.Y;
                    float relY2 = 0.5f + (float)(y + 1) / info.Size.Y;
                    var   right = MakePolygon();
                    MakeCorner(info, right, info.Div.X, y, z, Vector3.UnitX, relY1, relZ1);
                    MakeCorner(info, right, info.Div.X, y, z + 1, Vector3.UnitX, relY1, relZ2);
                    MakeCorner(info, right, info.Div.X, y + 1, z + 1, Vector3.UnitX, relY2, relZ2);
                    MakeCorner(info, right, info.Div.X, y + 1, z, Vector3.UnitX, relY2, relZ1);
                    var left = MakePolygon();
                    MakeCorner(info, left, -info.Div.X, y + 1, z, -Vector3.UnitX, relY2, relZ1);
                    MakeCorner(info, left, -info.Div.X, y + 1, z + 1, -Vector3.UnitX, relY2, relZ2);
                    MakeCorner(info, left, -info.Div.X, y, z + 1, -Vector3.UnitX, relY1, relZ2);
                    MakeCorner(info, left, -info.Div.X, y, z, -Vector3.UnitX, relY1, relZ1);
                    info.polygonNormals[right] = Vector3.UnitX;
                    info.polygonNormals[left]  = -Vector3.UnitX;
                }
            }
            ComputePolygonCentroids();
        }