Esempio n. 1
0
        private void firstCircle(Vector3 v1, Vector3 v2, SceneBrep scene, Matrix4 m)
        {
            Vector3 dif  = (v2 - v1) * size;
            Vector3 rdif = (v2 - v1) * (1 - size);

            last_circle = createCircleAround(v1, v2);
            float s = radius / curve.current_count;

            last_circle     = Transforms.scale(last_circle, s, s, s);
            connect_indices = new int[cdetail];
            Vector3 center = getCenter(last_circle);

            for (int i = 0; i < cdetail; i++)
            {
                connect_indices[i] = scene.AddVertex(Vector3.TransformPosition(last_circle[i] + v1, m));
                scene.SetNormal(connect_indices[i], Vector3.TransformVector(last_circle[i] - center, m).Normalized());
                float r = (last_circle[i].X + v1.X + 1.1f) / 2.5f;
                float g = (last_circle[i].Y + v1.Y + 1.1f) / 2.5f;
                float b = (last_circle[i].Z + v1.Z + 1.1f) / 2.5f;
                scene.SetColor(connect_indices[i], new Vector3(r, g, b));
            }

            for (int i = 0; i < cdetail; i++)
            {
                last_circle[i] += v1 + rdif;
            }
        }
Esempio n. 2
0
        private int lastCircle(Vector3 v1, Vector3 v2, SceneBrep scene, Matrix4 m)
        {
            _ = createCircleAround(v1, v2);
            Vector3 center = getCenter(last_circle);
            Vector3 dif    = (v2 - v1) * size;

            _ = (v2 - v1) * (1 - size);
            int[] v = new int[cdetail];

            for (int i = 0; i < cdetail; i++)
            {
                v[i] = scene.AddVertex(Vector3.TransformPosition(last_circle[i] + dif, m));
                scene.SetNormal(v[i], Vector3.TransformVector(last_circle[i] - center, m).Normalized());
                float r = (last_circle[i].X + 1.1f) / 2.5f;
                float g = (last_circle[i].Y + 1.1f) / 2.5f;
                float b = (last_circle[i].Z + 1.1f) / 2.5f;
                scene.SetColor(v[i], new Vector3(r, g, b));
            }

            for (int i = 0; i < cdetail - 1; i++)
            {
                scene.AddTriangle(connect_indices[i], v[i], connect_indices[i + 1]);
                scene.AddTriangle(connect_indices[i + 1], v[i], v[i + 1]);
            }

            scene.AddTriangle(connect_indices[cdetail - 1], v[cdetail - 1], connect_indices[0]);
            scene.AddTriangle(connect_indices[0], v[cdetail - 1], v[0]);

            return(cdetail * 2);
        }
        private int drawRose(SceneBrep scene, Matrix4 m, string param)
        {
            int    number_of_points = segments;
            double period           = Math.PI * d;

            if ((n % 2 == 0) || (d % 2 == 0))
            {
                period *= 2;
            }

            double s  = 0.0;
            double ds = 1.0 / number_of_points;

            double     dtheta = period / number_of_points;
            List <int> points = new List <int>();
            double     k      = (double)n / d;

            for (int i = 0; i < number_of_points; i++)
            {
                double theta = i * dtheta;
                double r     = scale * Math.Cos(k * theta);
                float  x     = (float)(r * Math.Cos(theta * ratioX));
                float  y     = (float)(r * Math.Sin(theta * ratioY));
                float  z     = (float)(r * Math.Cos(theta * i * ratioZ));
                if (noRatioZ)
                {
                    z = (float)(r * Math.Cos(theta));
                }
                if (noRatioX)
                {
                    x = (float)(r * Math.Cos(theta));
                }
                if (noRatioY)
                {
                    y = (float)(r * Math.Sin(theta));
                }


                Vector3 A = new Vector3(x, y, z);
                int     v = scene.AddVertex(Vector3.TransformPosition(A, m));
                points.Add(v);
                scene.SetTxtCoord(v, new Vector2((float)s, (float)s));
                System.Drawing.Color c = Raster.Draw.ColorRamp(0.5 * (s + 1.0));
                scene.SetColor(v, new Vector3(c.R / 255.0f, c.G / 255.0f, c.B / 255.0f));
                s += ds;
            }

            for (int i = 0; i < number_of_points - 1; i++)
            {
                scene.AddLine(points[i], points[i + 1]);
            }
            scene.AddLine(points[0], points[points.Count - 1]);
            return(number_of_points);
        }
Esempio n. 4
0
        /// <summary>
        /// Construct a new Brep solid (preferebaly closed = regular one).
        /// </summary>
        /// <param name="scene">B-rep scene to be modified</param>
        /// <param name="m">Transform matrix (object-space to world-space)</param>
        /// <param name="param">Shape parameters if needed</param>
        /// <returns>Number of generated faces (0 in case of failure)</returns>
        public int AddMesh(SceneBrep scene, Matrix4 m, string param)
        {
            // {{ TODO: put your Mesh-construction code here

            parseParams(param);

            // If there will be large number of new vertices, reserve space for them to save time.
            scene.Reserve(segments + 1);

            double t  = 0.0;
            double dt = maxT / segments;
            double s  = 0.0; // for both texture coordinate & color ramp
            double ds = 1.0 / segments;

            int     vPrev = 0;
            Vector3 A;

            for (int i = 0; i <= segments; i++)
            {
                // New vertex's coordinates.
                A.X = (float)(radius * Math.Cos(kx * t + dx));
                A.Y = (float)(radius * Math.Cos(ky * t + dy));
                A.Z = (float)(radius * Math.Cos(kz * t + dz));

                // New vertex.
                int v = scene.AddVertex(Vector3.TransformPosition(A, m));

                // Vertex attributes.
                scene.SetTxtCoord(v, new Vector2((float)s, (float)s));
                System.Drawing.Color c = Raster.Draw.ColorRamp(0.5 * (s + 1.0));
                scene.SetColor(v, new Vector3(c.R / 255.0f, c.G / 255.0f, c.B / 255.0f));

                // New line?
                if (i > 0)
                {
                    scene.AddLine(vPrev, v);
                }

                // Next vertex.
                t    += dt;
                s    += ds;
                vPrev = v;
            }

            // Thick line (for rendering).
            scene.LineWidth = 3.0f;

            return(segments);

            // }}
        }
        private int drawOctahedron(SceneBrep scene, Matrix4 m, string param, float sc, Vector3 color, double s, double theta)
        {
            int     one, two, three, four, five, six;
            float   localScale = (float)sc;
            Vector4 row1       = new Vector4((float)Math.Cos(theta), (float)-Math.Sin(theta), 0, 0);
            Vector4 row2       = new Vector4((float)Math.Sin(theta), (float)Math.Cos(theta), 0, 0);
            Vector4 row3       = new Vector4(0, 0, 1, 0);
            Vector4 row4       = new Vector4(0, 0, 0, 1);

            m = new Matrix4(row1, row2, row3, row4);

            Vector3 A = new Vector3(localScale, 0, 0);

            one   = scene.AddVertex(Vector3.TransformPosition(A, m));
            A     = new Vector3(0, localScale, 0);
            two   = scene.AddVertex(Vector3.TransformPosition(A, m));
            A     = new Vector3(-localScale, 0, 0);
            three = scene.AddVertex(Vector3.TransformPosition(A, m));
            A     = new Vector3(0, -localScale, 0);
            four  = scene.AddVertex(Vector3.TransformPosition(A, m));
            A     = new Vector3(0, 0, localScale);
            five  = scene.AddVertex(Vector3.TransformPosition(A, m));
            A     = new Vector3(0, 0, -localScale);
            six   = scene.AddVertex(Vector3.TransformPosition(A, m));

            scene.SetTxtCoord(one, new Vector2((float)s, (float)s));
            scene.SetTxtCoord(two, new Vector2((float)s, (float)s));
            scene.SetTxtCoord(three, new Vector2((float)s, (float)s));
            scene.SetTxtCoord(four, new Vector2((float)s, (float)s));
            scene.SetTxtCoord(five, new Vector2((float)s, (float)s));
            scene.SetTxtCoord(six, new Vector2((float)s, (float)s));

            scene.SetColor(one, color);
            scene.SetColor(two, color);
            scene.SetColor(three, color);
            scene.SetColor(four, color);
            scene.SetColor(five, color);
            scene.SetColor(six, color);


            scene.AddLine(one, two);
            scene.AddLine(two, three);
            scene.AddLine(three, four);
            scene.AddLine(four, one);

            scene.AddLine(five, one);
            scene.AddLine(five, two);
            scene.AddLine(five, three);
            scene.AddLine(five, four);

            scene.AddLine(six, one);
            scene.AddLine(six, two);
            scene.AddLine(six, three);
            scene.AddLine(six, four);


            return(6);
        }
        private int drawSpiral(SceneBrep scene, Matrix4 m, string param)
        {
            int number_of_points = segments;

            double     period = Math.PI * scale;
            double     dtheta = period / number_of_points;
            List <int> points = new List <int>();
            double     ds     = 1.0 / (double)number_of_points;
            double     s      = 0.0;

            for (int i = 0; i < number_of_points; i++)
            {
                double theta = i * dtheta;
                float  x     = (float)(s * s * Math.Cos(theta * ratioX));
                float  y     = (float)(s * s * Math.Sin(theta * ratioY));
                float  z     = (float)(s * s);



                Vector3 A = new Vector3(x, y, z);
                int     v = scene.AddVertex(Vector3.TransformPosition(A, m));

                scene.SetTxtCoord(v, new Vector2((float)s, (float)s));
                System.Drawing.Color c = Raster.Draw.ColorRamp(0.5 * (s + 1.0));
                scene.SetColor(v, new Vector3(c.R / 255.0f, c.G / 255.0f, c.B / 255.0f));

                points.Add(v);
                s += ds;
            }

            for (int i = 0; i < number_of_points - 1; i++)
            {
                scene.AddLine(points[i], points[i + 1]);
            }
            //scene.AddLine(points[0], points[points.Count - 1]);
            return(number_of_points);
        }
Esempio n. 7
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        private int createBentPipe(SceneBrep scene, Matrix4 m, Vector3 v1, Vector3 v2, Vector3 v3)
        {
            Vector3[] centers    = new Vector3[bdetail];
            Vector3   oned       = (v1 - v2) * size;
            Vector3   twod       = (v3 - v2) * size;
            Vector3   rtwod      = (v3 - v2) * (1 - size);
            Vector3   rot_point  = v2 + oned + twod;
            Vector3   test_point = oned + twod;

            test_point.X = Math.Abs(test_point.X);
            test_point.Y = Math.Abs(test_point.Y);
            test_point.Z = Math.Abs(test_point.Z);
            double angle = -(Math.PI / 2) / (bdetail - 1);
            char   axis;

            if (test_point.Y < test_point.X)
            {
                axis = (test_point.Z < test_point.Y) ? 'z' : 'y';
            }
            else
            {
                axis = (test_point.Z < test_point.X) ? 'z' : 'x';
            }

            MyMatrix4 mat = MyMatrix4.getSingleRotationMatrix(angle, axis);
            float     l   = longestSide(last_circle[0] - v1);
            Vector3   sp  = rotateAroundPoint(last_circle[0], rot_point, mat);
            float     l2  = longestSide(sp - v1);

            if (l2 < l)
            {
                mat = MyMatrix4.getSingleRotationMatrix(-angle, axis);
            }
            Vector3[] field = new Vector3[bdetail * cdetail];
            Array.Copy(last_circle, field, cdetail);
            centers[0] = getCenter(last_circle);
            Vector3[] new_circle = new Vector3[cdetail];

            for (int i = 1; i < bdetail; i++)
            {
                Array.ConstrainedCopy(field, (i - 1) * cdetail, new_circle, 0, cdetail);
                new_circle = rotateAroundPoint(new_circle, rot_point, mat);
                Array.ConstrainedCopy(new_circle, 0, field, i * cdetail, cdetail);
                centers[i] = getCenter(new_circle);
            }

            Array.ConstrainedCopy(field, (bdetail - 1) * cdetail, last_circle, 0, cdetail);
            for (int i = 0; i < cdetail; i++)
            {
                last_circle[i] += rtwod - twod;
            }
            int[] v = new int[field.Length];

            for (int i = 0; i < field.Length; i++)
            {
                v[i] = scene.AddVertex(Vector3.TransformPosition(field[i], m));
                scene.SetNormal(v[i], Vector3.TransformVector(field[i] - centers[i / cdetail], m).Normalized());
                float r = (field[i].X + 1.1f) / 2.5f;
                float g = (field[i].Y + 1.1f) / 2.5f;
                float b = (field[i].Z + 1.1f) / 2.5f;
                scene.SetColor(v[i], new Vector3(r, g, b));
            }

            for (int i = 0; i < cdetail - 1; i++)
            {
                scene.AddTriangle(connect_indices[i], v[i], connect_indices[i + 1]);
                scene.AddTriangle(connect_indices[i + 1], v[i], v[i + 1]);
            }

            scene.AddTriangle(connect_indices[cdetail - 1], v[cdetail - 1], connect_indices[0]);
            scene.AddTriangle(connect_indices[0], v[cdetail - 1], v[0]);

            for (int i = 0; i < (bdetail - 1); i++)
            {
                for (int j = 0; j < cdetail - 1; j++)
                {
                    int a = i * cdetail + j;
                    scene.AddTriangle(v[a], v[a + cdetail], v[a + 1]);
                    scene.AddTriangle(v[a + 1], v[a + cdetail], v[a + cdetail + 1]);
                }
                int b = i * cdetail + cdetail - 1;
                scene.AddTriangle(v[b], v[b + cdetail], v[b - cdetail + 1]);
                scene.AddTriangle(v[b - cdetail + 1], v[b + cdetail], v[b + 1]);
            }
            Array.ConstrainedCopy(v, (bdetail - 1) * cdetail, connect_indices, 0, cdetail);

            return(bdetail * cdetail * 2 + cdetail * 2);
        }
Esempio n. 8
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        public int ReadBrep(string fileName, SceneBrep scene)
        {
            Debug.Assert(scene != null);

            this.scene = scene;

            scene.Reset();

            if (fileName == null || fileName.Length == 0)
            {
                throw new IOException("Invalid file name");
            }

            if (fileName.EndsWith(".gz"))
            {
                headerReader = new StreamReader(new GZipStream(new FileStream(fileName, FileMode.Open), CompressionMode.Decompress));
            }
            else
            {
                var fs = new FileStream(fileName, FileMode.Open);
                headerReader = new StreamReader(fs);
            }


            // prepare buffers for data filling
            if (!ParseHeader())
            {
                return(-1);
            }

            // read vertices
            var vertexReader = GetReader("vertex");
            var element      = vertexReader.ReadElement();

            List <Vector2> txtCoords = new List <Vector2>(256);

            int[] f          = new int[3];
            int   v0         = scene.Vertices;
            int   lastVertex = v0 - 1;

            while (element != null)
            {
                lastVertex = scene.AddVertex(Vector3.TransformPosition(element.GetVertex(), matrix));

                if (DoNormals)
                {
                    Vector3.TransformNormal(element.GetNormal(), matrix);

                    scene.SetNormal(lastVertex, element.GetNormal());
                }

                if (DoTxtCoords)
                {
                    scene.SetTxtCoord(lastVertex, element.GetTextureCoordinate());
                }

                if (DoColors)
                {
                    scene.SetColor(lastVertex, element.GetVertexColor());
                }

                element = vertexReader.ReadElement();
            }

            // read triangles
            var faceReader = GetReader("face");

            element = faceReader.ReadElement();

            while (element != null)
            {
                int A, B, C;
                element.GetTriangleVertices(out A, out B, out C);

                scene.AddTriangle(A, B, C);

                element = faceReader.ReadElement();
            }

            headerReader.Close();
            vertexReader.Close();
            faceReader.Close();

            return(scene.Triangles);
        }
Esempio n. 9
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        /// <summary>
        /// Construct a new Brep solid (preferebaly closed = regular one).
        /// </summary>
        /// <param name="scene">B-rep scene to be modified</param>
        /// <param name="m">Transform matrix (object-space to world-space)</param>
        /// <param name="param">Shape parameters if needed</param>
        /// <returns>Number of generated faces (0 in case of failure)</returns>
        public int AddMesh(SceneBrep scene, Matrix4 m, string param)
        {
            parseParams(param);
            scene.LineWidth = lineWidth;

            // create shape
            // create vertices in 3D local space
            Vector3[] shapeVerticesLocal = new Vector3[]
            {
                new Vector3(0, 1, depth),
                new Vector3(0.866025f, 0.5f, depth),
                new Vector3(0.866025f, -0.5f, depth),
                new Vector3(0, -1, depth),
                new Vector3(-0.866025f, -0.5f, depth),
                new Vector3(-0.866025f, 0.5f, depth),
                new Vector3(0, 0, depth),

                new Vector3(0, 1, -depth),
                new Vector3(0.866025f, 0.5f, -depth),
                new Vector3(0.866025f, -0.5f, -depth),
                new Vector3(0, -1, -depth),
                new Vector3(-0.866025f, -0.5f, -depth),
                new Vector3(-0.866025f, 0.5f, -depth),
                new Vector3(0, 0, -depth),
            };

            // push vertices to scene and get theirs indexes
            int[] shapeVerticesIndex = new int[shapeVerticesLocal.Length];
            for (int i = 0; i < shapeVerticesLocal.Length; i++)
            {
                int vertexIndex = scene.AddVertex(Vector3.TransformPosition(shapeVerticesLocal[i], m));
                shapeVerticesIndex[i] = vertexIndex;
                scene.SetColor(vertexIndex, new Vector3(0, 0, 0));
            }

            Vector3[] edgeColors = new Vector3[] { new Vector3(1, 0, 0), new Vector3(1, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 0) };

            // { vertex, vertex, color }
            List <int[, ]> shapeEdges = new List <int[, ]>();

            shapeEdges.Add(new int[2, 3] {
                { 0, 1, 0 }, { 8, 9, 0 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 1, 2, 1 }, { 9, 13, 1 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 2, 6, 1 }, { 10, 9, 1 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 2, 3, 0 }, { 10, 11, 0 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 3, 4, 1 }, { 11, 13, 1 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 4, 6, 1 }, { 12, 11, 1 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 4, 5, 0 }, { 12, 7, 0 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 5, 0, 1 }, { 7, 13, 1 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 0, 6, 1 }, { 8, 7, 1 }
            });

            shapeEdges.Add(new int[2, 3] {
                { 6, 0, 2 }, { 9, 13, 2 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 6, 2, 2 }, { 11, 13, 2 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 6, 4, 2 }, { 7, 13, 2 }
            });

            shapeEdges.Add(new int[2, 3] {
                { 0, 1, 3 }, { 7, 8, 3 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 1, 2, 3 }, { 8, 9, 3 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 2, 3, 3 }, { 9, 10, 3 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 3, 4, 3 }, { 10, 11, 3 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 4, 5, 3 }, { 11, 12, 3 }
            });
            shapeEdges.Add(new int[2, 3] {
                { 5, 0, 3 }, { 12, 7, 3 }
            });



            // push edges to scene
            foreach (int[,] group in shapeEdges)
            {
                scene.AddLine(shapeVerticesIndex[group[0, 0]], shapeVerticesIndex[group[0, 1]]);
                scene.AddLine(shapeVerticesIndex[group[1, 0]], shapeVerticesIndex[group[1, 1]]);
            }


            //push faces to scene
            foreach (int[,] group in shapeEdges)
            {
                for (int i = 0; i < splits; i++)
                {
                    Vector3 beginDiff = shapeVerticesLocal[group[0, 0]] - shapeVerticesLocal[group[0, 1]];
                    beginDiff /= splits;
                    Vector3 begin = shapeVerticesLocal[group[0, 0]] - beginDiff * i;

                    Vector3 endDiff = shapeVerticesLocal[group[1, 0]] - shapeVerticesLocal[group[1, 1]];
                    endDiff /= splits;
                    Vector3 end = shapeVerticesLocal[group[1, 0]] - endDiff * i;


                    int beginIndex = scene.AddVertex(Vector3.TransformPosition(begin, m));
                    scene.SetColor(beginIndex, edgeColors[group[0, 2]]);

                    int endIndex = scene.AddVertex(Vector3.TransformPosition(end, m));
                    scene.SetColor(endIndex, edgeColors[group[1, 2]]);

                    scene.AddLine(beginIndex, endIndex);
                }
            }
            return(1); // some magic number
        }