Esempio n. 1
0
        public TriangleMesh(GeometryInfo geoInfo)
        {
            MeshProfile = new SurfaceProfile();
            MaterialName = geoInfo.MaterialName;
            MeshName = geoInfo.Name;
            Vertices = geoInfo.VertexData.ToPointList().ToArray();
            Normals = geoInfo.NormalData.ToNormalList().ToArray();
            TexCoords = geoInfo.TextureData.TodVectorList().ToArray();
            var triangles = new List<TriangleDataInfo>();
            int index = 0;
            if (geoInfo.IndexData.Any())
            {
                int[] ni = null;

                int[] ti = null;
                var hasNormals = geoInfo.NormalIndexData != null && geoInfo.NormalIndexData.Any();
                var hasTexCoords = geoInfo.TextureIndexData != null && geoInfo.TextureIndexData.Any();
                if (hasTexCoords)
                {
                     ti = geoInfo.TextureIndexData.ToArray();
                }
                if (hasNormals)
                {
                     ni = geoInfo.NormalIndexData.ToArray();
                }
                HasNormals = hasNormals;
                HasTexCoords = hasTexCoords;
                for (int i = 0; i < geoInfo.IndexData.Count; i += 3)
                {
                    index++;
                    var newTriangle = new TriangleDataInfo()
                    {
                        v0 = new MeshVertexInfo()
                        {
                            NormalIndex = hasNormals ? ni[i] - 1 : -1,
                            VertexIndex = geoInfo.IndexData[i] - delta,
                            TexCoordIndex = hasTexCoords ? ti[i] - 1 : -1
                        },
                        v1 = new MeshVertexInfo()
                        {
                            NormalIndex = hasNormals ? ni[i + 1] - 1 : -1,
                            VertexIndex = geoInfo.IndexData[i + 1] - delta,
                            TexCoordIndex = hasTexCoords ? ti[i + 1] - 1 : -1
                        },
                        v2 = new MeshVertexInfo()
                        {
                            NormalIndex = hasNormals ? ni[i + 2] - 1 : -1,
                            VertexIndex = geoInfo.IndexData[i + 2] - delta,
                            TexCoordIndex = hasTexCoords ? ti[i + 2] - 1 : -1
                        },

                    };
                    triangles.Add(newTriangle);
                }
                WorldBound = new AABB(this.Vertices);
                this.Triangles = triangles.ToArray();
                this.BottomLevelBVH = new AccellerationData() {data = BvhDataAdapter.CreateBVH(Triangles, Vertices)};
            }
        }
Esempio n. 2
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 public TriangleMeshInfo(SceneDataInfo scene)
 {
     this.scene = scene;
     MeshProfile = new SurfaceProfile();
 }
Esempio n. 3
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 public TriangleMesh()
 {
     normals = new Dictionary<int, Normal[]>(300);
     texCoords = new Dictionary<int, UV[]>();
     MeshProfile = new SurfaceProfile();
 }