Esempio n. 1
0
        public void ComputeNormal(QuadMesh quadMesh)
        {
            foreach (QuadMesh.Face face in quadMesh.Faces)
            {
                QuadMesh.Vertex v0 = face.GetVertex(0);
                QuadMesh.Vertex v1 = face.GetVertex(1);
                QuadMesh.Vertex v2 = face.GetVertex(2);
                QuadMesh.Vertex v3 = face.GetVertex(3);


                Vector3D normal1 = (v2.Traits.Position - v1.Traits.Position).Cross(v0.Traits.Position - v2.Traits.Position);
                normal1.Normalize();

                Vector3D normal2 = (v0.Traits.Position - v3.Traits.Position).Cross(v2.Traits.Position - v0.Traits.Position);
                normal2.Normalize();

                face.Traits.Normal = (normal1 + normal2) / 2;
            }
            foreach (QuadMesh.Vertex vertex in quadMesh.Vertices)
            {
                vertex.Traits.Normal = Vector3D.Zero;
                foreach (QuadMesh.Face face in vertex.Faces)
                {
                    vertex.Traits.Normal += face.Traits.Normal;
                }
                vertex.Traits.Normal /= vertex.FaceCount;
            }
        }
Esempio n. 2
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        public QuadMesh CreatePlane(int column, int row)
        {
            QuadMesh shape = new QuadMesh();

            for (int i = 0; i < row; i++)
            {
                for (int j = 0; j < column; j++)
                {
                    shape.Vertices.Add(new VertexTraits((double)i / (double)row, (double)j / (double)column, 0));
                }
            }

            QuadMesh.Vertex[] faceVertices = new QuadMesh.Vertex[4];
            for (int i = 0; i < row - 1; i++)
            {
                for (int j = 0; j < column - 1; j++)
                {
                    faceVertices[0] = shape.Vertices[i * column + j];
                    faceVertices[1] = shape.Vertices[i * column + j + 1];
                    faceVertices[2] = shape.Vertices[(i + 1) * column + j + 1];
                    faceVertices[3] = shape.Vertices[(i + 1) * column + j];
                    shape.Faces.AddQuads(faceVertices);
                }
            }



            return(shape);
        }
Esempio n. 3
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 private void ChangeGeometryCatMullClark(QuadMesh sourceMesh, QuadMesh targetMesh)
 {
     for (int i = 0; i < sourceMesh.Vertices.Count; i++)
     {
         Vector3D position = new Vector3D(0, 0, 0);
         if (sourceMesh.Vertices[i].OnBoundary)
         {
             int n = 0;
             foreach (QuadMesh.Vertex neighbor in sourceMesh.Vertices[i].Vertices)
             {
                 if (neighbor.OnBoundary)
                 {
                     position += neighbor.Traits.Position;
                     n++;
                 }
             }
             targetMesh.Vertices[i].Traits.Position =
                 sourceMesh.Vertices[i].Traits.Position * 3 / 4
                 + position * 1 / (4 * n);
         }
         else
         {
             foreach (QuadMesh.Vertex neighbor in sourceMesh.Vertices[i].Vertices)
             {
                 position += neighbor.Traits.Position;
             }
             int    n    = Mesh.Vertices[i].VertexCount;
             double beta = LoopComputeBeta(n);
             targetMesh.Vertices[i].Traits.Position =
                 (1 - n * beta) *
                 Mesh.Vertices[i].Traits.Position +
                 beta * position;
         }
     }
     //update new added vertex position
     for (int i = 0; i < sourceMesh.Edges.Count; i++)
     {
         Vector3D        position = new Vector3D(0, 0, 0);
         QuadMesh.Vertex vertex0  = sourceMesh.Edges[i].Vertex0;
         QuadMesh.Vertex vertex1  = sourceMesh.Edges[i].Vertex1;
         if (sourceMesh.Edges[i].OnBoundary)
         {
             position = (vertex0.Traits.Position + vertex1.Traits.Position) / 2;
         }
         else
         {
             QuadMesh.Vertex vertex2 = sourceMesh.Edges[i].HalfEdge0.Next.ToVertex;
             QuadMesh.Vertex vertex3 = sourceMesh.Edges[i].HalfEdge1.Next.ToVertex;
             position = (vertex0.Traits.Position + vertex1.Traits.Position) * 3 / 8 +
                        (vertex2.Traits.Position + vertex3.Traits.Position) * 1 / 8;
         }
         targetMesh.Vertices[sourceMesh.Vertices.Count + i].Traits.Position = position;
     }
 }
Esempio n. 4
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        public QuadMesh CreateCube()
        {
            QuadMesh shape = new QuadMesh();

            shape.Vertices.Add(new VertexTraits(0, 0, 0));
            shape.Vertices.Add(new VertexTraits(0, 0.5, 0));
            shape.Vertices.Add(new VertexTraits(0.5, 0.5, 0));
            shape.Vertices.Add(new VertexTraits(0.5, 0, 0));
            shape.Vertices.Add(new VertexTraits(0, 0, 0.5));
            shape.Vertices.Add(new VertexTraits(0, 0.5, 0.5));
            shape.Vertices.Add(new VertexTraits(0.5, 0.5, 0.5));
            shape.Vertices.Add(new VertexTraits(0.5, 0, 0.5));

            QuadMesh.Vertex[] faceVertices = new QuadMesh.Vertex[4];
            faceVertices[0] = shape.Vertices[0];
            faceVertices[1] = shape.Vertices[1];
            faceVertices[2] = shape.Vertices[2];
            faceVertices[3] = shape.Vertices[3];
            shape.Faces.AddQuads(faceVertices);

            faceVertices[0] = shape.Vertices[5];
            faceVertices[1] = shape.Vertices[4];
            faceVertices[2] = shape.Vertices[7];
            faceVertices[3] = shape.Vertices[6];
            shape.Faces.AddQuads(faceVertices);

            faceVertices[0] = shape.Vertices[1];
            faceVertices[1] = shape.Vertices[0];
            faceVertices[2] = shape.Vertices[4];
            faceVertices[3] = shape.Vertices[5];
            shape.Faces.AddQuads(faceVertices);

            faceVertices[0] = shape.Vertices[2];
            faceVertices[1] = shape.Vertices[1];
            faceVertices[2] = shape.Vertices[5];
            faceVertices[3] = shape.Vertices[6];
            shape.Faces.AddQuads(faceVertices);

            faceVertices[0] = shape.Vertices[3];
            faceVertices[1] = shape.Vertices[2];
            faceVertices[2] = shape.Vertices[6];
            faceVertices[3] = shape.Vertices[7];
            shape.Faces.AddQuads(faceVertices);

            faceVertices[0] = shape.Vertices[0];
            faceVertices[1] = shape.Vertices[3];
            faceVertices[2] = shape.Vertices[7];
            faceVertices[3] = shape.Vertices[4];
            shape.Faces.AddQuads(faceVertices);

            //shape.Vertices.Add(new VertexTraits(0.25, 0.25, 0));
            //shape.Vertices.Add(new VertexTraits(0, 0.25, 0));
            //shape.Vertices.Add(new VertexTraits(0.25, 0, 0));
            //faceVertices[0] = shape.Vertices[0];
            //faceVertices[1] = shape.Vertices[3];
            //faceVertices[2] = shape.Vertices[7];
            //faceVertices[3] = shape.Vertices[4];
            //shape.Faces.AddQuads(faceVertices);


            //ChangTopolopy(shape);



            return(shape);
        }
Esempio n. 5
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        public QuadMesh CreateCube()
        {
            QuadMesh shape = new QuadMesh();
            shape.Vertices.Add(new VertexTraits(0, 0, 0));
            shape.Vertices.Add(new VertexTraits(0, 0.5, 0));
            shape.Vertices.Add(new VertexTraits(0.5, 0.5, 0));
            shape.Vertices.Add(new VertexTraits(0.5, 0, 0));
            shape.Vertices.Add(new VertexTraits(0, 0, 0.5));
            shape.Vertices.Add(new VertexTraits(0, 0.5, 0.5));
            shape.Vertices.Add(new VertexTraits(0.5, 0.5, 0.5));
            shape.Vertices.Add(new VertexTraits(0.5, 0, 0.5));

            QuadMesh.Vertex[] faceVertices = new QuadMesh.Vertex[4];
            faceVertices[0] = shape.Vertices[0];
            faceVertices[1] = shape.Vertices[1];
            faceVertices[2] = shape.Vertices[2];
            faceVertices[3] = shape.Vertices[3];
            shape.Faces.AddQuads(faceVertices);

            faceVertices[0] = shape.Vertices[5];
            faceVertices[1] = shape.Vertices[4];
            faceVertices[2] = shape.Vertices[7];
            faceVertices[3] = shape.Vertices[6];
            shape.Faces.AddQuads(faceVertices);

            faceVertices[0] = shape.Vertices[1];
            faceVertices[1] = shape.Vertices[0];
            faceVertices[2] = shape.Vertices[4];
            faceVertices[3] = shape.Vertices[5];
            shape.Faces.AddQuads(faceVertices);

            faceVertices[0] = shape.Vertices[2];
            faceVertices[1] = shape.Vertices[1];
            faceVertices[2] = shape.Vertices[5];
            faceVertices[3] = shape.Vertices[6];
            shape.Faces.AddQuads(faceVertices);

            faceVertices[0] = shape.Vertices[3];
            faceVertices[1] = shape.Vertices[2];
            faceVertices[2] = shape.Vertices[6];
            faceVertices[3] = shape.Vertices[7];
            shape.Faces.AddQuads(faceVertices);

            faceVertices[0] = shape.Vertices[0];
            faceVertices[1] = shape.Vertices[3];
            faceVertices[2] = shape.Vertices[7];
            faceVertices[3] = shape.Vertices[4];
            shape.Faces.AddQuads(faceVertices);

            //shape.Vertices.Add(new VertexTraits(0.25, 0.25, 0));
            //shape.Vertices.Add(new VertexTraits(0, 0.25, 0));
            //shape.Vertices.Add(new VertexTraits(0.25, 0, 0));
            //faceVertices[0] = shape.Vertices[0];
            //faceVertices[1] = shape.Vertices[3];
            //faceVertices[2] = shape.Vertices[7];
            //faceVertices[3] = shape.Vertices[4];
            //shape.Faces.AddQuads(faceVertices);


            //ChangTopolopy(shape);









            return shape;
        }
Esempio n. 6
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        public QuadMesh CreatePlane(int column, int row)
        {
            QuadMesh shape = new QuadMesh();
            for (int i = 0; i < row; i++)
            {
                for (int j = 0; j < column; j++)
                {
                    shape.Vertices.Add(new VertexTraits((double)i / (double)row, (double)j / (double)column, 0));
                }
            }

            QuadMesh.Vertex[] faceVertices = new QuadMesh.Vertex[4];
            for (int i = 0; i < row - 1; i++)
            {
                for (int j = 0; j < column - 1; j++)
                {
                    faceVertices[0] = shape.Vertices[i * column + j];
                    faceVertices[1] = shape.Vertices[i * column + j + 1];
                    faceVertices[2] = shape.Vertices[(i + 1) * column + j + 1];
                    faceVertices[3] = shape.Vertices[(i + 1) * column + j];
                    shape.Faces.AddQuads(faceVertices);

                }
            }



            return shape;
        }
Esempio n. 7
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        private QuadMesh ChangeTopologyCatMullClark(QuadMesh sourceMesh)
        {
            QuadMesh newMesh = new QuadMesh();

            //获得初始的点
            for (int i = 0; i < sourceMesh.Vertices.Count; i++)
            {
                newMesh.Vertices.Add(new VertexTraits(sourceMesh.Vertices[i].Traits.Position.x, sourceMesh.Vertices[i].Traits.Position.y, sourceMesh.Vertices[i].Traits.Position.z));
            }

            //获得E点
            Vector3D midPosition;
            for (int i = 0; i < sourceMesh.Edges.Count; i++)
            {
                midPosition = (sourceMesh.Edges[i].Vertex0.Traits.Position +
                             sourceMesh.Edges[i].Vertex1.Traits.Position) / 2;
                newMesh.Vertices.Add(new VertexTraits(midPosition.x, midPosition.y, midPosition.z));
            }

            //获得F点
            foreach (QuadMesh.Face face in sourceMesh.Faces)
            {
                midPosition = (face.GetVertex(0).Traits.Position + face.GetVertex(1).Traits.Position + face.GetVertex(2).Traits.Position + face.GetVertex(3).Traits.Position) / 4;
                newMesh.Vertices.Add(new VertexTraits(midPosition.x, midPosition.y, midPosition.z));
            }


            //构造面
            foreach (QuadMesh.Face face in sourceMesh.Faces)
            {
                QuadMesh.Vertex vertex0 = newMesh.Vertices[face.GetVertex(3).Index];
                QuadMesh.Vertex vertex1 = newMesh.Vertices[face.GetVertex(0).Index];
                QuadMesh.Vertex vertex2 = newMesh.Vertices[face.GetVertex(1).Index];
                QuadMesh.Vertex vertex3 = newMesh.Vertices[face.GetVertex(2).Index];

                QuadMesh.Edge edge0 = face.GetVertex(0).FindEdgeTo(face.GetVertex(1));
                QuadMesh.Edge edge1 = face.GetVertex(1).FindEdgeTo(face.GetVertex(2));
                QuadMesh.Edge edge2 = face.GetVertex(2).FindEdgeTo(face.GetVertex(3));
                QuadMesh.Edge edge3 = face.GetVertex(3).FindEdgeTo(face.GetVertex(0));

                QuadMesh.Vertex midVertex0 = newMesh.Vertices[sourceMesh.Vertices.Count + edge0.Index];
                QuadMesh.Vertex midVertex1 = newMesh.Vertices[sourceMesh.Vertices.Count + edge1.Index];
                QuadMesh.Vertex midVertex2 = newMesh.Vertices[sourceMesh.Vertices.Count + edge2.Index];
                QuadMesh.Vertex midVertex3 = newMesh.Vertices[sourceMesh.Vertices.Count + edge3.Index];

                QuadMesh.Vertex FVertex = newMesh.Vertices[sourceMesh.Vertices.Count + sourceMesh.Edges.Count + face.Index];

                QuadMesh.Vertex[] newFace = new QuadMesh.Vertex[4];
                newFace[0] = vertex0;
                newFace[1] = midVertex3;
                newFace[2] = FVertex;
                newFace[3] = midVertex2;
                newMesh.Faces.AddQuads(newFace);
                newFace[0] = midVertex2;
                newFace[1] = FVertex;
                newFace[2] = midVertex1;
                newFace[3] = vertex3;
                newMesh.Faces.AddQuads(newFace);
                newFace[0] = midVertex3;
                newFace[1] = vertex1;
                newFace[2] = midVertex0;
                newFace[3] = FVertex;
                newMesh.Faces.AddQuads(newFace);
                newFace[0] = FVertex;
                newFace[1] = midVertex0;
                newFace[2] = vertex2;
                newFace[3] = midVertex1;
                newMesh.Faces.AddQuads(newFace);

            }

            return newMesh;

        }
Esempio n. 8
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        private QuadMesh ChangeTopologyCatMullClark(QuadMesh sourceMesh)
        {
            QuadMesh newMesh = new QuadMesh();

            //获得初始的点
            for (int i = 0; i < sourceMesh.Vertices.Count; i++)
            {
                newMesh.Vertices.Add(new VertexTraits(sourceMesh.Vertices[i].Traits.Position.x, sourceMesh.Vertices[i].Traits.Position.y, sourceMesh.Vertices[i].Traits.Position.z));
            }

            //获得E点
            Vector3D midPosition;

            for (int i = 0; i < sourceMesh.Edges.Count; i++)
            {
                midPosition = (sourceMesh.Edges[i].Vertex0.Traits.Position +
                               sourceMesh.Edges[i].Vertex1.Traits.Position) / 2;
                newMesh.Vertices.Add(new VertexTraits(midPosition.x, midPosition.y, midPosition.z));
            }

            //获得F点
            foreach (QuadMesh.Face face in sourceMesh.Faces)
            {
                midPosition = (face.GetVertex(0).Traits.Position + face.GetVertex(1).Traits.Position + face.GetVertex(2).Traits.Position + face.GetVertex(3).Traits.Position) / 4;
                newMesh.Vertices.Add(new VertexTraits(midPosition.x, midPosition.y, midPosition.z));
            }


            //构造面
            foreach (QuadMesh.Face face in sourceMesh.Faces)
            {
                QuadMesh.Vertex vertex0 = newMesh.Vertices[face.GetVertex(3).Index];
                QuadMesh.Vertex vertex1 = newMesh.Vertices[face.GetVertex(0).Index];
                QuadMesh.Vertex vertex2 = newMesh.Vertices[face.GetVertex(1).Index];
                QuadMesh.Vertex vertex3 = newMesh.Vertices[face.GetVertex(2).Index];

                QuadMesh.Edge edge0 = face.GetVertex(0).FindEdgeTo(face.GetVertex(1));
                QuadMesh.Edge edge1 = face.GetVertex(1).FindEdgeTo(face.GetVertex(2));
                QuadMesh.Edge edge2 = face.GetVertex(2).FindEdgeTo(face.GetVertex(3));
                QuadMesh.Edge edge3 = face.GetVertex(3).FindEdgeTo(face.GetVertex(0));

                QuadMesh.Vertex midVertex0 = newMesh.Vertices[sourceMesh.Vertices.Count + edge0.Index];
                QuadMesh.Vertex midVertex1 = newMesh.Vertices[sourceMesh.Vertices.Count + edge1.Index];
                QuadMesh.Vertex midVertex2 = newMesh.Vertices[sourceMesh.Vertices.Count + edge2.Index];
                QuadMesh.Vertex midVertex3 = newMesh.Vertices[sourceMesh.Vertices.Count + edge3.Index];

                QuadMesh.Vertex FVertex = newMesh.Vertices[sourceMesh.Vertices.Count + sourceMesh.Edges.Count + face.Index];

                QuadMesh.Vertex[] newFace = new QuadMesh.Vertex[4];
                newFace[0] = vertex0;
                newFace[1] = midVertex3;
                newFace[2] = FVertex;
                newFace[3] = midVertex2;
                newMesh.Faces.AddQuads(newFace);
                newFace[0] = midVertex2;
                newFace[1] = FVertex;
                newFace[2] = midVertex1;
                newFace[3] = vertex3;
                newMesh.Faces.AddQuads(newFace);
                newFace[0] = midVertex3;
                newFace[1] = vertex1;
                newFace[2] = midVertex0;
                newFace[3] = FVertex;
                newMesh.Faces.AddQuads(newFace);
                newFace[0] = FVertex;
                newFace[1] = midVertex0;
                newFace[2] = vertex2;
                newFace[3] = midVertex1;
                newMesh.Faces.AddQuads(newFace);
            }

            return(newMesh);
        }