/// <inheritdoc /> public override List <int> GenerateIndexList(int resolutionU, int resolutionV, int indexOffset = 0) { // The index list of a model tells the GPU between which vertices to draw triangles. Each three consecutive // indices constitute a single triangle. Since the Capsule vertex array consists of several lists stitched // together, the indices of the shaft and endCap will have shifted by some amount. Therefore, calculate // this index offset for all submodels: int indexOffset2 = indexOffset + Hemisphere.CalculateVertexCount(resolutionU, resolutionU / 4) - resolutionU; int indexOffset3 = indexOffset2 + Cylinder.CalculateVertexCount(resolutionU, resolutionV) - resolutionU; int indexOffset4 = indexOffset3 + Hemisphere.CalculateVertexCount(resolutionU, resolutionU / 4) - resolutionU; // Generate the startCap indices as normal: List <int> startCapList = startCap.GenerateIndexList(resolutionU, resolutionU / 4, indexOffset); // Generate a shaft, using the last ring of the startCap to begin with. This is done by subtracting // `resolutionU` from indexOffset2. This automatically stitches the gap between the start cap and the shaft: List <int> shaftList = shaft.GenerateIndexList(resolutionU, resolutionV - 1, indexOffset2); // Generate the endCap indices as normal: List <int> endCapList = endCap.GenerateIndexList(resolutionU, resolutionU / 4, indexOffset3); // The final ring between the endCap and the shaft must be generated manually: List <int> stitchList = new List <int>(resolutionU); // Add a ring of triangles: for (int i = 1; i < resolutionU - 1; i++) { int invertedI = resolutionU - i; stitchList.Add(indexOffset + invertedI + indexOffset4); stitchList.Add(indexOffset + (i + 1) + indexOffset3 - resolutionU); stitchList.Add(indexOffset + i + indexOffset3 - resolutionU); stitchList.Add(indexOffset + (invertedI - 1) + indexOffset4); stitchList.Add(indexOffset + (i + 1) + indexOffset3 - resolutionU); stitchList.Add(indexOffset + invertedI + indexOffset4); } // Stitch the end of the ring of triangles: stitchList.Add(indexOffset + 1 + indexOffset4); stitchList.Add(indexOffset + indexOffset3 - resolutionU); stitchList.Add(indexOffset + resolutionU - 1 + indexOffset3 - resolutionU); stitchList.Add(indexOffset + indexOffset4); stitchList.Add(indexOffset + indexOffset3 - resolutionU); stitchList.Add(indexOffset + 1 + indexOffset4); stitchList.Add(indexOffset + resolutionU - 1 + indexOffset4); stitchList.Add(indexOffset + 1 + indexOffset3 - resolutionU); stitchList.Add(indexOffset + indexOffset3 - resolutionU); stitchList.Add(indexOffset + indexOffset4); stitchList.Add(indexOffset + resolutionU - 1 + indexOffset4); stitchList.Add(indexOffset + indexOffset3 - resolutionU); return(startCapList.Concat(shaftList).Concat(endCapList).Concat(stitchList).ToList()); }
public override List <int> GenerateIndexList(int resolutionU, int resolutionV, int indexOffset = 0) { int indexOffset2 = indexOffset + Hemisphere.CalculateVertexCount(resolutionU, resolutionU / 4); int indexOffset3 = indexOffset + indexOffset2 + Cylinder.CalculateVertexCount(resolutionU, resolutionV); List <int> startCapList = startCap.GenerateIndexList(resolutionU, resolutionU / 4, indexOffset); List <int> shaftList = shaft.GenerateIndexList(resolutionU, resolutionV, indexOffset2); List <int> endCapList = endCap.GenerateIndexList(resolutionU, resolutionU / 4, indexOffset3); return(startCapList.Concat(shaftList).Concat(endCapList).ToList()); }
public Capsule(Cylinder shaft) { this.shaft = shaft; this.startCap = new Hemisphere( shaft.Radius.GetValueAt(0.0f), shaft.CenterCurve.GetStartPosition(), -shaft.CenterCurve.GetTangentAt(0.0f) ); this.endCap = new Hemisphere( shaft.Radius.GetValueAt(1.0f), shaft.CenterCurve.GetEndPosition(), shaft.CenterCurve.GetTangentAt(1.0f) ); }
/// <summary> /// Construct a new <c>Capsule</c> around a central curve, the <c>centerCurve</c>. /// The radius at each point on the central axis is defined by a one-dimensional function <c>radius</c>. /// /// The surface is parametrized with the coordinates \f$u, \phi\f$, with \f$u\f (along the length of the /// shaft) and \f$\phi \in [0, 2 \pi]\f$ along the radial coordinate. A <c>Capsule</c> consists of a /// cylindrical shaft with two hemisphere end caps. $\f$u \in [-\frac{1}{2} \pi, 0]\f$ marks the region /// in parametrized coordinates of the hemisphere at the start point of the cylinder, /// $\f$u \in [0, 1]\f$ marks the region in parametrized coordinates of the central shaft, /// and $\f$u \in [1, 1 + \frac{1}{2} \pi]\f$ marks the region in parametrized coordinates of the hemisphere /// at the end point of the cylinder. The <c>heightMap</c> is a two-dimensional function defined on these /// coordinates on the domain given above. /// </summary> /// <param name="centerCurve"> /// <inheritdoc cref="Capsule.CenterCurve"/> /// </param> /// <param name="heightMap"> /// The radius at each point on the surface. A <c>Capsule</c> is generated around a central curve, with each /// point on the surface at a certain distance from the curve defined by <c>heightMap</c>. <c>heightMap</c> /// is therefore a two-dimensional function $h(u, \phi)$ that outputs a distance from the curve at each of /// the surface's parametric coordinates. /// </param> public Capsule(Curve centerCurve, ContinuousMap <Vector2, float> heightMap) { Vector3 startTangent = -centerCurve.GetTangentAt(0.0f); Vector3 startNormal = centerCurve.GetNormalAt(0.0f); Vector3 endTangent = centerCurve.GetTangentAt(1.0f); Vector3 endNormal = centerCurve.GetNormalAt(1.0f); this.shaft = new Cylinder(centerCurve, heightMap); this.startCap = new Hemisphere( new ShiftedMap2D <float>(new Vector2(0.0f, -0.5f * (float)Math.PI), heightMap), centerCurve.GetStartPosition(), startTangent, startNormal, -Vector3.Cross(startTangent, startNormal) ); this.endCap = new Hemisphere( new ShiftedMap2D <float>(new Vector2(0.0f, 1.0f + 0.5f * (float)Math.PI), new Vector2(1.0f, -1.0f), heightMap), centerCurve.GetEndPosition(), endTangent, endNormal, -Vector3.Cross(endTangent, endNormal) ); }
/// <summary> /// Construct a new <c>Capsule</c> around a central curve, the <c>centerCurve</c>. /// The radius at each point on the central axis is defined by a one-dimensional function <c>radius</c>. /// /// The surface is parametrized with the coordinates \f$u, \phi\f$, with \f$u\f (along the length of the /// shaft) and \f$\phi \in [0, 2 \pi]\f$ along the radial coordinate. A <c>Capsule</c> consists of a /// cylindrical shaft with two hemisphere end caps. $\f$u \in [-\frac{1}{2} \pi, 0]\f$ marks the region /// in parametrized coordinates of the hemisphere at the start point of the cylinder, /// $\f$u \in [0, 1]\f$ marks the region in parametrized coordinates of the central shaft, /// and $\f$u \in [1, 1 + \frac{1}{2} \pi]\f$ marks the region in parametrized coordinates of the hemisphere /// at the end point of the cylinder. The <c>heightMap</c> is a two-dimensional function defined on these /// coordinates on the domain given above. /// </summary> /// <param name="centerCurve"> /// <inheritdoc cref="Capsule.CenterCurve"/> /// </param> /// <param name="heightMap"> /// The radius at each point on the surface. A <c>Capsule</c> is generated around a central curve, with each /// point on the surface at a certain distance from the curve defined by <c>heightMap</c>. <c>heightMap</c> /// is therefore a two-dimensional function $h(u, \phi)$ that outputs a distance from the curve at each of /// the surface's parametric coordinates. /// </param> public Capsule(Curve centerCurve, ContinuousMap <dvec2, double> heightMap) { dvec3 startTangent = -centerCurve.GetTangentAt(0.0); dvec3 startNormal = centerCurve.GetNormalAt(0.0); dvec3 endTangent = centerCurve.GetTangentAt(1.0); dvec3 endNormal = centerCurve.GetNormalAt(1.0); this.shaft = new Cylinder(centerCurve, heightMap); this.startCap = new Hemisphere( new ShiftedMap2D <double>(new dvec2(0.0, -0.5 * Math.PI), heightMap), centerCurve.GetStartPosition(), startTangent, startNormal, -dvec3.Cross(startTangent, startNormal) ); this.endCap = new Hemisphere( new ShiftedMap2D <double>(new dvec2(0.0, 1.0 + 0.5 * Math.PI), new dvec2(1.0, -1.0), heightMap), centerCurve.GetEndPosition(), endTangent, endNormal, -dvec3.Cross(endTangent, endNormal) ); }