Esempio n. 1
0
        public static IBlock Extrude(IPoly polygon, Vector3 direction, float floorDistance, float ceilingDistance, Func <IEnumerable <Vector3>, IPoly> polyConstructor = null, Func <IEnumerable <IPoly>, IBlock> blockConstructor = null)
        {
            if (polyConstructor == null)
            {
                polyConstructor = polygon.Clone;
            }
            IPoly        floor   = polygon.Clone(polygon.GetPoints().Select(x => x + direction * floorDistance));
            IPoly        ceiling = polygon.Clone(polygon.GetPoints().Select(x => x + direction * ceilingDistance));
            List <IPoly> faces   = new List <IPoly>();

            for (int i = 0; i < polygon.Resolution; i++)
            {
                Vector3 lr = floor.GetPoint(i);
                Vector3 ll = floor.GetPoint((i + 1) % polygon.Resolution);
                Vector3 ul = ceiling.GetPoint((i + 1) % polygon.Resolution);
                Vector3 ur = ceiling.GetPoint(i);
                faces.Add(polyConstructor(new Vector3[] { lr, ll, ul, ur }));
            }
            faces.Add(polyConstructor(ceiling.GetPoints()));
            faces.Add(polyConstructor(floor.GetPoints().Reverse()));

            if (blockConstructor == null)
            {
                blockConstructor = (x) => new Block(x);
            }

            return(blockConstructor(faces));
        }
Esempio n. 2
0
 /// <summary>
 /// Contract the polygon toward a specified point.
 /// locks controlls which edges are not able to move to complete the operation
 /// </summary>
 /// <param name="poly"></param>
 /// <param name="center"></param>
 /// <param name="tValue"></param>
 /// <param name="lockList"></param>
 /// <returns></returns>
 public static IPoly Contract(this IPoly poly, Vector3 center, float tValue, bool[] locks)
 {
     if (locks == null)
     {
         return(Contract(poly, center, tValue));
     }
     else
     {
         Vector3[] output = new Vector3[poly.Resolution];
         for (int i = 0; i < poly.Resolution; i++)
         {
             Vector3 point      = poly.GetPoint(i);
             bool    rightLock  = locks[i];
             int     minusIndex = (i + poly.Resolution - 1) % poly.Resolution;
             bool    leftLock   = locks[minusIndex];
             if (!rightLock && !leftLock)
             {
                 output[i] = Vector3.Lerp(point, center, tValue);
             }
             else if (leftLock && rightLock)
             {
                 output[i] = point;
             }
             else if (leftLock && !rightLock)
             {
                 output[i] = Vector3.Lerp(point, poly.GetEdge(minusIndex).Center(), tValue);
             }
             else if (!leftLock && rightLock)
             {
                 output[i] = Vector3.Lerp(point, poly.GetEdge(i).Center(), tValue);
             }
         }
         return(poly.Clone(output));
     }
 }
        public static IPoly RemoveDuplicateVerticies(IPoly poly)
        {
            List <Vector3> output = new List <Vector3>();

            for (int i = 0; i < poly.Resolution; i++)
            {
                if (output.Count == 0)
                {
                    output.Add(poly.GetPoint(i));
                }
                else
                {
                    Vector3 point = poly.GetPoint(i);
                    Vector3 last  = output[output.Count - 1];
                    if (!Math3d.Compare(point, last))
                    {
                        output.Add(point);
                    }
                }
            }
            if (Math3d.Compare(output[0], output[output.Count - 1]))
            {
                output.RemoveAt(0);
            }
            return(poly.Clone(output.ToArray()));
        }
        /// <summary>
        /// Make a concave polygon into a convex one
        /// </summary>
        /// <param name="poly"></param>
        /// <returns></returns>
        public static IEnumerable <IPoly> MakeConvex(IPoly poly)
        {
            List <Vector3>         input  = poly.GetPoints().ToList();
            List <List <Vector3> > output = BayazitDecomposer.ConvexPartition(input);

            return(output.Select(x => poly.Clone(x.ToArray())));
        }
Esempio n. 5
0
 /// <summary>
 /// Contract the polygon toward a specified point.
 /// </summary>
 /// <param name="distance"></param>
 /// <param name="center"></param>
 /// <param name="lockList"></param>
 /// <returns></returns>
 public static IPoly Contract(this IPoly poly, Vector3 center, float tValue)
 {
     Vector3[] output = new Vector3[poly.Resolution];
     for (int i = 0; i < poly.Resolution; i++)
     {
         output[i] = Vector3.Lerp(poly.GetPoint(i), center, tValue);
     }
     return(poly.Clone(output));
 }
 public IPoly Clone()
 {
     return(new TexturedPoly(poly.Clone(), material, matrix));
 }
Esempio n. 7
0
 public IPoly Clone()
 {
     return(new CSGShape(poly.Clone(), rValue));
 }