Esempio n. 1
0
        //-----------------------------------------------------------------------
        /// <summary>
        /// 查找交集
        /// </summary>
        public void _calcIntersections()
        {
            mIntersectionsMap.Clear();
            mIntersections.Clear();
            //std::map<Ogre::Vector3, PathIntersection, Vector3Comparator> pointSet;
            std_map <Vector3, std_vector <PathCoordinate> > pointSet = new std_map <Vector3, std_vector <PathCoordinate> >(new Vector3Comparator());
            //       for (std::vector<Path>::iterator it = mPaths.begin(); it!= mPaths.end(); ++it)
            uint it_index = 0;

            foreach (var it in mPaths)
            {
                uint it_point_index = 0;
                //for (std::vector<Ogre::Vector3>::const_iterator it2 = it->getPoints().begin(); it2 != it->getPoints().end(); ++it2)
                foreach (var it2 in it._getPoints())
                {
                    //PathCoordinate pc(it-mPaths.begin(), it2-it->getPoints().begin());
                    PathCoordinate pc = new PathCoordinate(it_index, it_point_index);
                    //if (pointSet.find(*it2)==pointSet.end())
                    if (!pointSet.ContainsKey(it2))
                    {
                        std_vector <PathCoordinate> pi = new std_vector <PathCoordinate>();
                        pi.Add(pc);
                        //pointSet[it2] = pi;
                        pointSet.Add(it2, pi);
                    }
                    else
                    {
                        pointSet[it2].push_back(pc);
                    }

                    it_point_index++;
                }
                it_index++;
            }
            //for (std::map<Ogre::Vector3, PathIntersection, Vector3Comparator>::iterator it = pointSet.begin(); it != pointSet.end(); ++it)
            foreach (var it_ps in pointSet)
            {
                if (it_ps.Value.size() > 1)
                {
                    foreach (var it2 in it_ps.Value)
                    {
                        //mIntersectionsMap[*it2] = it->second;
                        if (mIntersectionsMap.ContainsKey(it2))
                        {
                            mIntersectionsMap[it2] = it_ps.Value;
                        }
                        else
                        {
                            mIntersectionsMap.Add(it2, it_ps.Value);
                        }
                    }
                    mIntersections.push_back(it_ps.Value);
                }
            }
            //
        }
Esempio n. 2
0
        //    *
        //	 * Builds the mesh into the given TriangleBuffer
        //	 * @param buffer The TriangleBuffer on where to append the mesh.
        //
        //
        //ORIGINAL LINE: void addToTriangleBuffer(TriangleBuffer& buffer) const
        public override void addToTriangleBuffer(ref TriangleBuffer buffer)
        {
            std_vector <Vector3> vertices = new  std_vector <Vector3>();
            int offset = 0;

            /// Step 1 : Generate icosahedron
            float phi     = 0.5f * (1.0f + Math.Sqrt(5.0f));
            float invnorm = 1f / Math.Sqrt(phi * phi + 1f);

            vertices.push_back(invnorm * new Vector3(-1f, phi, 0f));  //0
            vertices.push_back(invnorm * new Vector3(1f, phi, 0f));   //1
            vertices.push_back(invnorm * new Vector3(0f, 1f, -phi));  //2
            vertices.push_back(invnorm * new Vector3(0f, 1f, phi));   //3
            vertices.push_back(invnorm * new Vector3(-phi, 0f, -1f)); //4
            vertices.push_back(invnorm * new Vector3(-phi, 0f, 1f));  //5
            vertices.push_back(invnorm * new Vector3(phi, 0f, -1f));  //6
            vertices.push_back(invnorm * new Vector3(phi, 0f, 1f));   //7
            vertices.push_back(invnorm * new Vector3(0f, -1f, -phi)); //8
            vertices.push_back(invnorm * new Vector3(0f, -1f, phi));  //9
            vertices.push_back(invnorm * new Vector3(-1f, -phi, 0f)); //10
            vertices.push_back(invnorm * new Vector3(1f, -phi, 0f));  //11

            int[] firstFaces = { 0,   1,  2,
                                 0,   3,  1,
                                 0,   4,  5,
                                 1,   7,  6,
                                 1,   6,  2,
                                 1,   3,  7,
                                 0,   2,  4,
                                 0,   5,  3,
                                 2,   6,  8,
                                 2,   8,  4,
                                 3,   5,  9,
                                 3,   9,  7,
                                 11,  6,  7,
                                 10,  5,  4,
                                 10,  4,  8,
                                 10,  9,  5,
                                 11,  8,  6,
                                 11,  7,  9,
                                 10,  8, 11,
                                 10, 11, 9 };

            //C++ TO C# CONVERTER WARNING: This 'sizeof' ratio was replaced with a direct reference to the array length:
            //ORIGINAL LINE: std::vector<int> faces(firstFaces, firstFaces + sizeof(firstFaces)/sizeof(*firstFaces));
            // 定义一个容纳100个int型数据的容器,初值赋为0
            //vector<int> vecMyHouse(100,0);
            std_vector <int> faces = new  std_vector <int>(firstFaces);//(firstFaces, firstFaces + firstFaces.Length);

            int size = 60;

            /// Step 2 : tessellate
            for (ushort iteration = 0; iteration < mNumIterations; iteration++)
            {
                size *= 4;
                std_vector <int> newFaces = new std_vector <int>();
                newFaces.Clear();
                //newFaces.resize(size);
                for (int i = 0; i < size / 12; i++)
                {
                    int     i1  = faces[i * 3];
                    int     i2  = faces[i * 3 + 1];
                    int     i3  = faces[i * 3 + 2];
                    int     i12 = vertices.Count;
                    int     i23 = i12 + 1;
                    int     i13 = i12 + 2;
                    Vector3 v1  = vertices[i1];
                    Vector3 v2  = vertices[i2];
                    Vector3 v3  = vertices[i3];
                    //make 1 vertice at the center of each edge and project it onto the sphere
                    vertices.push_back((v1 + v2).NormalisedCopy);
                    vertices.push_back((v2 + v3).NormalisedCopy);
                    vertices.push_back((v1 + v3).NormalisedCopy);
                    //now recreate indices
                    newFaces.push_back(i1);
                    newFaces.push_back(i12);
                    newFaces.push_back(i13);
                    newFaces.push_back(i2);
                    newFaces.push_back(i23);
                    newFaces.push_back(i12);
                    newFaces.push_back(i3);
                    newFaces.push_back(i13);
                    newFaces.push_back(i23);
                    newFaces.push_back(i12);
                    newFaces.push_back(i23);
                    newFaces.push_back(i13);
                }
                //faces.swap(newFaces);
                faces = newFaces;
            }

            /// Step 3 : generate texcoords
            std_vector <Vector2> texCoords = new std_vector <Vector2>();

            for (ushort i = 0; i < vertices.size(); i++)
            {
                Vector3 vec   = vertices[i];
                float   u     = 0f;
                float   v     = 0f;
                float   r0    = sqrtf(vec.x * vec.x + vec.z * vec.z);
                float   alpha = 0f;
                alpha = atan2f(vec.z, vec.x);
                u     = alpha / Math.TWO_PI + .5f;
                v     = atan2f(vec.y, r0) / Math.PI + .5f;
                texCoords.push_back(new Vector2(u, v));
            }

            /// Step 4 : fix texcoords
            // find vertices to split
            std_vector <int> indexToSplit = new  std_vector <int>();

            for (int i = 0; i < faces.size() / 3; i++)
            {
                Vector2 t0 = texCoords[faces[i * 3 + 0]];
                Vector2 t1 = texCoords[faces[i * 3 + 1]];
                Vector2 t2 = texCoords[faces[i * 3 + 2]];
                if (Math.Abs(t2.x - t0.x) > 0.5)
                {
                    if (t0.x < 0.5)
                    {
                        indexToSplit.push_back(faces[i * 3]);
                    }
                    else
                    {
                        indexToSplit.push_back(faces[i * 3 + 2]);
                    }
                }
                if (Math.Abs(t1.x - t0.x) > 0.5)
                {
                    if (t0.x < 0.5)
                    {
                        indexToSplit.push_back(faces[i * 3]);
                    }
                    else
                    {
                        indexToSplit.push_back(faces[i * 3 + 1]);
                    }
                }
                if (Math.Abs(t2.x - t1.x) > 0.5)
                {
                    if (t1.x < 0.5)
                    {
                        indexToSplit.push_back(faces[i * 3 + 1]);
                    }
                    else
                    {
                        indexToSplit.push_back(faces[i * 3 + 2]);
                    }
                }
            }

            //split vertices
            for (ushort i = 0; i < indexToSplit.size(); i++)
            {
                int index = indexToSplit[i];
                //duplicate vertex
                Vector3 v = vertices[index];
                Vector2 t = texCoords[index] + Vector2.UNIT_X;
                vertices.push_back(v);
                texCoords.push_back(t);
                int newIndex = vertices.size() - 1;
                //reassign indices
                for (ushort j = 0; j < faces.size(); j++)
                {
                    if (faces[j] == index)
                    {
                        int index1 = faces[(j + 1) % 3 + (j / 3) * 3];
                        int index2 = faces[(j + 2) % 3 + (j / 3) * 3];
                        if ((texCoords[index1].x > 0.5f) || (texCoords[index2].x > 0.5f))
                        {
                            faces[j] = newIndex;
                        }
                    }
                }
            }

            /// Step 5 : realize
            buffer.rebaseOffset();
            buffer.estimateVertexCount((uint)vertices.size());
            buffer.estimateIndexCount((uint)size);

            for (ushort i = 0; i < vertices.size(); i++)
            {
                addPoint(ref buffer, mRadius * vertices[i], vertices[i], new Vector2(texCoords[i].x, texCoords[i].y));
            }
            for (ushort i = 0; i < size; i++)
            {
                buffer.index(offset + faces[i]);
            }
            offset += vertices.size();
        }