Esempio n. 1
0
        public void FastUpdateVertices(DMesh3 source, int[] source_vertices, bool bCopyNormals = false, bool bCopyColors = false)
        {
            int NV = source_vertices.Length;

            Vector3[] vertices = new Vector3[NV];
            for (int i = 0; i < NV; ++i)
            {
                vertices[i] = (Vector3)source.GetVertex(source_vertices[i]);
            }

            mesh.vertices = vertices;

            if (bCopyNormals && source.HasVertexNormals)
            {
                Vector3[] normals = new Vector3[NV];
                for (int i = 0; i < NV; ++i)
                {
                    normals[i] = (Vector3)source.GetVertexNormal(source_vertices[i]);
                }
                mesh.normals = normals;
            }

            if (bCopyColors && source.HasVertexColors)
            {
                Color[] colors = new Color[NV];
                for (int i = 0; i < NV; ++i)
                {
                    colors[i] = (Color)source.GetVertexColor(source_vertices[i]);
                }
                mesh.colors = colors;
            }
        }
Esempio n. 2
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        protected override void SolveInstance(IGH_DataAccess DA)
        {
            DMesh3_goo goo = null;

            DA.GetData(0, ref goo);

            DMesh3 mesh = new DMesh3(goo.Value);

            List <Point3d>  vertices = new List <Point3d>();
            List <MeshFace> faces    = new List <MeshFace>();
            List <Color>    cols     = new List <Color>();

            List <int> v_i = new List <int>();
            List <int> f_i = new List <int>();

            foreach (var ind in mesh.VertexIndices())
            {
                v_i.Add(ind);
                vertices.Add(mesh.GetVertex(ind).ToRhinoPt());
                var col = mesh.GetVertexColor(ind);
                cols.Add(Color.FromArgb((int)(col.x * 255), (int)(col.y * 255), (int)(col.z * 255)));
            }
            foreach (var ind in mesh.TriangleIndices())
            {
                f_i.Add(ind);
                var tri = mesh.GetTriangle(ind);
                faces.Add(new MeshFace(tri.a, tri.b, tri.c));
            }

            DA.SetDataList(0, v_i);
            DA.SetDataList(1, vertices);
            DA.SetDataList(2, f_i);
            DA.SetDataList(3, faces);
            DA.SetDataList(4, cols);
        }
Esempio n. 3
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        public fMesh(int[] triangles, DMesh3 source, int[] source_vertices, bool bCopyNormals = false, bool bCopyColors = false, bool bCopyUVs = false)
        {
            int NV = source_vertices.Length;

            Vector3[] vertices = new Vector3[NV];
            for (int i = 0; i < NV; ++i)
            {
                vertices[i] = (Vector3)source.GetVertex(source_vertices[i]);
            }

            Mesh m = new Mesh();

            m.vertices = vertices;

            if (NV > 65000 || triangles.Length / 3 > 65000)
            {
                m.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
            }
            m.triangles = triangles;

            if (bCopyNormals && source.HasVertexNormals)
            {
                Vector3[] normals = new Vector3[NV];
                for (int i = 0; i < NV; ++i)
                {
                    normals[i] = (Vector3)source.GetVertexNormal(source_vertices[i]);
                }
                m.normals = normals;
            }
            else
            {
                m.RecalculateNormals();
            }

            if (bCopyColors && source.HasVertexColors)
            {
                Color[] colors = new Color[NV];
                for (int i = 0; i < NV; ++i)
                {
                    colors[i] = (Color)source.GetVertexColor(source_vertices[i]);
                }
                m.colors = colors;
            }

            if (bCopyUVs && source.HasVertexUVs)
            {
                Vector2[] uvs = new Vector2[NV];
                for (int i = 0; i < NV; ++i)
                {
                    uvs[i] = source.GetVertexUV(source_vertices[i]);
                }
                m.uv = uvs;
            }

            mesh = m;
        }
Esempio n. 4
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        public fMesh(int[] triangles, DMesh3 source, int[] source_vertices, bool bCopyNormals = false, bool bCopyColors = false)
        {
            int NV = source_vertices.Length;

            Vector3[] vertices = new Vector3[NV];
            for (int i = 0; i < NV; ++i)
            {
                vertices[i] = (Vector3)source.GetVertex(source_vertices[i]);
            }

            Mesh m = new Mesh();

            m.vertices  = vertices;
            m.triangles = triangles;

            if (bCopyNormals && source.HasVertexNormals)
            {
                Vector3[] normals = new Vector3[NV];
                for (int i = 0; i < NV; ++i)
                {
                    normals[i] = (Vector3)source.GetVertexNormal(source_vertices[i]);
                }
                m.normals = normals;
            }
            else
            {
                m.RecalculateNormals();
            }

            if (bCopyColors && source.HasVertexColors)
            {
                Color[] colors = new Color[NV];
                for (int i = 0; i < NV; ++i)
                {
                    colors[i] = (Color)source.GetVertexColor(source_vertices[i]);
                }
                m.colors = colors;
            }

            unitymesh = m;
        }
Esempio n. 5
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        /// <summary>
        /// copy vertex positions from sourceMesh.
        /// [TODO] perhaps can refactor into a call to EditAndUpdateMesh() ?
        /// </summary>
        public void UpdateVertices(DMesh3 sourceMesh, bool bNormals = true, bool bColors = true)
        {
            if (sourceMesh.MaxVertexID != mesh.MaxVertexID)
            {
                throw new Exception("DMeshSO.UpdateVertexPositions: not enough positions provided!");
            }

            bNormals &= sourceMesh.HasVertexNormals;
            if (bNormals && mesh.HasVertexNormals == false)
            {
                mesh.EnableVertexNormals(Vector3f.AxisY);
            }
            bColors &= sourceMesh.HasVertexColors;
            if (bColors && mesh.HasVertexColors == false)
            {
                mesh.EnableVertexColors(Colorf.White);
            }

            lock (mesh_write_lock) {
                foreach (int vid in mesh.VertexIndices())
                {
                    Vector3d sourceV = sourceMesh.GetVertex(vid);
                    mesh.SetVertex(vid, sourceV);
                    if (bNormals)
                    {
                        Vector3f sourceN = sourceMesh.GetVertexNormal(vid);
                        mesh.SetVertexNormal(vid, sourceN);
                    }
                    if (bColors)
                    {
                        Vector3f sourceC = sourceMesh.GetVertexColor(vid);
                        mesh.SetVertexColor(vid, sourceC);
                    }
                }
            }

            fast_mesh_update(bNormals, bColors);
            post_mesh_modified();
        }
        public virtual void Update()
        {
            base.begin_update();

            if (MeshSource == null)
            {
                throw new Exception("MeshVertexDisplacementOp: must set valid MeshSource to compute!");
            }
            if (DisplacementSource == null)
            {
                throw new Exception("MeshVertexDisplacementOp: must set valid DisplacementSource to compute!");
            }

            DMesh3 meshIn = MeshSource.GetDMeshUnsafe();
            IVectorDisplacement displace = DisplacementSource.GetDisplacement();

            if (displace.Count != 0 && displace.Count != meshIn.MaxVertexID)
            {
                throw new Exception("MeshVertexDisplacementOp: inconsistent counts " + displace.Count.ToString() + " != " + meshIn.MaxVertexID.ToString());
            }

            DMesh3 mesh = new DMesh3(meshIn, MeshHints.None);

            //if (!mesh.HasVertexNormals)
            //    MeshNormals.QuickCompute(mesh);
            if (displace.Count > 0)
            {
                gParallel.ForEach(mesh.VertexIndices(), (vid) => {
                    Vector3d dv = displace.GetDisplacementForIndex(vid);

                    //Vector3f n = mesh.GetVertexNormal(vid);
                    Vector3d v = mesh.GetVertex(vid);

                    v += dv;

                    mesh.SetVertex(vid, v);
                });

                if (enable_heat_map)
                {
                    // compute max displace len
                    ColorMap map = new ColorMap();
                    map.AddPoint(0, Colorf.CornflowerBlue);
                    float d = (float)HeatMapMaxDistance;
                    map.AddPoint(d, Colorf.Orange);
                    map.AddPoint(2 * d, Colorf.VideoYellow);
                    map.AddPoint(4 * d, Colorf.VideoRed);
                    map.AddPoint(-d, Colorf.VideoMagenta);

                    float max_displace = d;
                    gParallel.ForEach(mesh.VertexIndices(), (vid) => {
                        Vector3f dv = (Vector3f)displace.GetDisplacementForIndex(vid);

                        Vector3f n = mesh.GetVertexNormal(vid);
                        float sign = n.Dot(dv) > 0 ? 1 : -1;

                        Colorf c = map.Linear(dv.Length * sign);

                        Colorf existing_c   = mesh.GetVertexColor(vid);
                        float preserve__max = max_displace / 2;
                        float t             = MathUtil.Clamp(dv.Length / preserve__max, 0.0f, 1.0f);
                        c = (1.0f - t) * existing_c + (t) * c;

                        mesh.SetVertexColor(vid, c);

                        //float t = MathUtil.Clamp(dv.Length / max_displace, -1.0f, 1.0f);
                        //mesh.SetVertexColor(vid, t * Colorf.Orange);
                    });
                }
            }

            MeshNormals.QuickCompute(mesh);

            DisplacedMesh = mesh;
            base.complete_update();
        }