Esempio n. 1
0
        private static Face parseFace(string[] splitLine)
        {
            var vertexIds = new Face.VertexIds[
                splitLine.Length - 1];

            for (int i = 1; i < splitLine.Length; i++)
            {
                var ids = splitLine[i].Split(
                    faceSplitCharacters, StringSplitOptions.None);

                var p = parseIndex(ids[0]);

                var uv = -1;
                var n  = -1;

                if (ids.Length > 1)
                {
                    uv = parseIndex(ids[1]) - 1;

                    if (ids.Length > 2)
                    {
                        n = parseIndex(ids[2]);
                    }
                }

                vertexIds[i - 1] = new Face.VertexIds(p, uv, n);
            }
            return(new Face(vertexIds));
        }
Esempio n. 2
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 public virtual int this[Face.VertexIds vIds]
 {
     get
     {
         return(this.builder.AddVertices(
                    this.owner.createVertex(vIds, this.parser)
                    ));
     }
 }
Esempio n. 3
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 public override int this[Face.VertexIds vIds]
 {
     get
     {
         int id;
         if (!this.vertices.TryGetValue(vIds, out id))
         {
             id = base[vIds];
             this.vertices.Add(vIds, id);
         }
         return(id);
     }
 }
Esempio n. 4
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        private TVertex createVertex <TVertex>(
            Face.VertexIds ids, ObjFileVertexParser <TVertex> parser)
            where TVertex : struct
        {
            var position = this.positions[ids.Position];
            var uv       = ids.UV < 2
                ? new Vector3(0)
                : this.uvCoordinates[ids.UV];
            var normal = ids.UV < 0
                ? new Vector3(0)
                : this.normals[ids.Normal];

            return(parser(position, uv, normal));
        }
Esempio n. 5
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        private static Face parseFace(string[] splitLine)
        {
            var vertexIds = new Face.VertexIds[
                splitLine.Length - 1];

            for (int i = 1; i < splitLine.Length; i++)
            {
                var ids = splitLine[i].Split(
                    faceSplitCharacters, StringSplitOptions.None);

                var p = parseIndex(ids[0]);

                var uv = -1;
                var n = -1;

                if (ids.Length > 1)
                {
                    uv = parseIndex(ids[1]) - 1;

                    if (ids.Length > 2)
                        n = parseIndex(ids[2]);
                }

                vertexIds[i - 1] = new Face.VertexIds(p, uv, n);
            }
            return new Face(vertexIds);
        }
Esempio n. 6
0
        public void AddWallSegment(Vector2[] corners, float negY, float posY)
        {
            // Initialization
            if (this.uvCoordinates.Count == 0)
            {
                this.uvCoordinates.AddRange(new Vector3[] {
                    new Vector3(1.9f, 0, 0), new Vector3(1.9f, 9, 0), new Vector3(2, 0, 0), new Vector3(2, 9, 0), // Left     (0-3)
                    new Vector3(3.9f, 1, 0), new Vector3(3.9f, 9, 0), new Vector3(4, 1, 0), new Vector3(4, 9, 0), // Middle   (4-7)
                    new Vector3(6, 1, 0), new Vector3(6, 9, 0), new Vector3(9, 1, 0), new Vector3(9, 9, 0)        // Right    (8-11)
                });
                this.normals.AddRange(new Vector3[] {                                                             // N E S W U D - NU EU SU WU - NW NE SE SW - NWU NEU SEU SWU
                    -Vector3.UnitZ, Vector3.UnitX, Vector3.UnitZ, -Vector3.UnitX, Vector3.UnitY, -Vector3.UnitY,  // 0-5
                    new Vector3(0, 1, -1), new Vector3(1, 1, 0), new Vector3(0, 1, 1), new Vector3(-1, 1, 0),     // 6-9
                    new Vector3(-1, 0, -1), new Vector3(1, 0, -1), new Vector3(1, 0, 1), new Vector3(-1, 0, 1),   // 10-13
                    new Vector3(-1, 1, -1), new Vector3(1, 1, -1), new Vector3(1, 1, 1), new Vector3(-1, 1, 1)    // 14-17
                });
                for (int i = 0; i < this.uvCoordinates.Count; i++)
                {
                    this.uvCoordinates[i] = this.uvCoordinates[i] * 0.1f;
                }
                for (int i = 6; i < this.normals.Count; i++)
                {
                    this.normals[i].Normalize();
                }
            }
            int baseId = this.positions.Count;

            // Add the positions
            if (corners.Length != 4)
            {
                throw new Exception("A wall must have 4 (2D) corners.");
            }
            for (int i = 0; i < 4; i++)                 // NW, NE, SW, SE
            {
                float xOffset = i % 2 == 0 ? 0.1f : -0.1f;
                float yOffset = i < 2 ? 0.1f : -0.1f;
                this.positions.Add(new Vector4(corners[i].X + xOffset, -negY, corners[i].Y, 1));
                this.positions.Add(new Vector4(corners[i].X, -negY, corners[i].Y + yOffset, 1));
                this.positions.Add(new Vector4(corners[i].X + xOffset, posY - 0.2f, corners[i].Y, 1));
                this.positions.Add(new Vector4(corners[i].X, posY - 0.2f, corners[i].Y + yOffset, 1));
                this.positions.Add(new Vector4(corners[i].X + 2 * xOffset, posY, corners[i].Y + 2 * yOffset, 1));
            }

            // Add the faces
            int nwd1 = baseId + 0; int nwd2 = baseId + 1; int nwm1 = baseId + 2; int nwm2 = baseId + 3; int nwu = baseId + 4;
            int ned1 = baseId + 5; int ned2 = baseId + 6; int nem1 = baseId + 7; int nem2 = baseId + 8; int neu = baseId + 9;
            int swd1 = baseId + 10; int swd2 = baseId + 11; int swm1 = baseId + 12; int swm2 = baseId + 13; int swu = baseId + 14;
            int sed1 = baseId + 15; int sed2 = baseId + 16; int sem1 = baseId + 17; int sem2 = baseId + 18; int seu = baseId + 19;

            Face.VertexIds[] rectangles = new Face.VertexIds[] {                            // These are all the rectangle faces
                vids(nwm1, 0, 10), vids(nwd1, 1, 10), vids(nwm2, 2, 10), vids(nwd2, 3, 10), // NW
                vids(nem1, 0, 0), vids(ned1, 1, 0), vids(nwm1, 2, 0), vids(nwd1, 3, 0),     // N
                vids(nem2, 0, 10), vids(ned2, 1, 10), vids(nem1, 2, 10), vids(ned1, 3, 10), // NE
                vids(sem2, 0, 1), vids(sed2, 1, 1), vids(nem2, 2, 1), vids(ned2, 3, 1),     // E
                vids(sem1, 0, 10), vids(sed1, 1, 10), vids(sem2, 2, 10), vids(sed2, 3, 10), // SE
                vids(swm1, 0, 2), vids(swd1, 1, 2), vids(sem1, 2, 2), vids(sed1, 3, 2),     // S
                vids(swm2, 0, 10), vids(swd2, 1, 10), vids(swm1, 2, 10), vids(swd1, 3, 10), // SW
                vids(nwm2, 0, 3), vids(nwd2, 1, 3), vids(swm2, 2, 3), vids(swd2, 3, 3),     // W
                vids(nwu, 8, 4), vids(swu, 9, 4), vids(neu, 10, 4), vids(seu, 11, 4),       // U
                // vids(swd, 8, 5), vids(nwd, 9, 5), vids(sed, 10, 5), vids(ned, 11, 5),    // D

                vids(neu, 4, 6), vids(nem1, 5, 6), vids(nwu, 6, 6), vids(nwm1, 7, 6), // NU
                vids(seu, 4, 7), vids(sem2, 5, 7), vids(neu, 6, 7), vids(nem2, 7, 7), // EU
                vids(swu, 4, 8), vids(swm1, 5, 8), vids(seu, 6, 8), vids(sem1, 7, 8), // SU
                vids(nwu, 4, 9), vids(nwm2, 5, 9), vids(swu, 6, 9), vids(swm2, 7, 9)  // WU
            };
            Face.VertexIds[] triangles = new Face.VertexIds[] {                       // These are all the triangle faces
                vids(nwu, 4, 14), vids(nwm1, 5, 14), vids(nwm2, 7, 14),               // NWU
                vids(neu, 4, 15), vids(nem2, 5, 15), vids(nem1, 7, 15),               // NEU
                vids(seu, 4, 16), vids(sem1, 5, 16), vids(sem2, 7, 16),               // SEU
                vids(swu, 4, 17), vids(swm2, 5, 17), vids(swm1, 7, 17)                // SWU
            };
            for (int i = 0; i < rectangles.Length; i += 4)
            {
                this.faces.Add(new Face(new List <Face.VertexIds>()
                {
                    rectangles[i + 0], rectangles[i + 1], rectangles[i + 2]
                }));
                this.faces.Add(new Face(new List <Face.VertexIds>()
                {
                    rectangles[i + 1], rectangles[i + 3], rectangles[i + 2]
                }));
            }
            for (int i = 0; i < triangles.Length; i += 3)
            {
                this.faces.Add(new Face(new List <Face.VertexIds>()
                {
                    triangles[i + 0], triangles[i + 1], triangles[i + 2]
                }));
            }
        }