Esempio n. 1
0
        void rebuildMatrices()
        {
            if (!needsRebuild)
            {
                return;
            }
            needsRebuild = false;

            warp_Vector forward, up, right;

            forward = warp_Vector.sub(lookat, pos);
            up      = new warp_Vector(0f, 1f, 0f);
            right   = warp_Vector.getNormal(up, forward);
            up      = warp_Vector.getNormal(forward, right);

            forward.normalize();
            up.normalize();
            right.normalize();

            normalmatrix = new warp_Matrix(right, up, forward);
            normalmatrix.rotate(0, 0, rollfactor);
            matrix = normalmatrix.getClone();
            matrix.shift(pos.x, pos.y, pos.z);
            normalmatrix = normalmatrix.inverse();
            matrix       = matrix.inverse();
        }
        public static warp_Object TUBE(warp_Vector[] path, float r, int steps, bool closed)
        {
            warp_Vector[] circle = new warp_Vector[steps];
            float         angle;

            for (int i = 0; i < steps; i++)
            {
                angle      = 2 * 3.14159265f * (float)i / (float)steps;
                circle [i] = new warp_Vector(r * warp_Math.cos(angle),
                                             r * warp_Math.sin(angle), 0f);
            }

            warp_Object newObject = new warp_Object();
            int         segments = path.GetLength(0);
            warp_Vector forward, up, right;
            warp_Matrix frenetmatrix;
            warp_Vertex tempvertex;
            float       relx, rely;
            int         a, b, c, d;

            for (int i = 0; i < segments; i++)
            {
                // Calculate frenet frame matrix

                if (i != segments - 1)
                {
                    forward = warp_Vector.sub(path [i + 1], path [i]);
                }
                else
                {
                    if (!closed)
                    {
                        forward = warp_Vector.sub(path [i], path [i - 1]);
                    }
                    else
                    {
                        forward = warp_Vector.sub(path [1], path [0]);
                    }
                }

                forward.normalize();
                up           = new warp_Vector(0f, 0f, 1f);
                right        = warp_Vector.getNormal(forward, up);
                up           = warp_Vector.getNormal(forward, right);
                frenetmatrix = new warp_Matrix(right, up, forward);
                frenetmatrix.shift(path [i].x, path [i].y, path [i].z);

                // Add nodes

                relx = (float)i / (float)(segments - 1);
                for (int k = 0; k < steps; k++)
                {
                    rely         = (float)k / (float)steps;
                    tempvertex   = new warp_Vertex(circle [k].transform(frenetmatrix));
                    tempvertex.u = relx;
                    tempvertex.v = rely;
                    newObject.addVertex(tempvertex);
                }
            }

            for (int i = 0; i < segments - 1; i++)
            {
                for (int k = 0; k < steps - 1; k++)
                {
                    a = i * steps + k;
                    b = a + 1;
                    c = a + steps;
                    d = b + steps;
                    newObject.addTriangle(a, c, b);
                    newObject.addTriangle(b, c, d);
                }
                a = (i + 1) * steps - 1;
                b = a + 1 - steps;
                c = a + steps;
                d = b + steps;
                newObject.addTriangle(a, c, b);
                newObject.addTriangle(b, c, d);
            }

            return(newObject);
        }
Esempio n. 3
0
		void rebuildMatrices ()
		{
			if (!needsRebuild)
				return;
			needsRebuild = false;

			warp_Vector forward, up, right;

			forward = warp_Vector.sub (lookat, pos);
			up = new warp_Vector (0f, 1f, 0f);
			right = warp_Vector.getNormal (up, forward);
			up = warp_Vector.getNormal (forward, right);

			forward.normalize ();
			up.normalize ();
			right.normalize ();

			normalmatrix = new warp_Matrix (right, up, forward);
			normalmatrix.rotate (0, 0, rollfactor);
			matrix = normalmatrix.getClone ();
			matrix.shift (pos.x, pos.y, pos.z);
			normalmatrix = normalmatrix.inverse ();
			matrix = matrix.inverse ();
		}
Esempio n. 4
0
		public static warp_Object TUBE (warp_Vector[] path, float r, int steps, bool closed)
		{
			warp_Vector[] circle = new warp_Vector[steps];
			float angle;
			for (int i = 0; i < steps; i++)
			{
				angle = 2 * 3.14159265f * (float)i / (float)steps;
				circle [i] = new warp_Vector (r * warp_Math.cos (angle),
					r * warp_Math.sin (angle), 0f);
			}

			warp_Object newObject = new warp_Object ();
			int segments = path.GetLength (0);
			warp_Vector forward, up, right;
			warp_Matrix frenetmatrix;
			warp_Vertex tempvertex;
			float relx, rely;
			int a, b, c, d;

			for (int i = 0; i < segments; i++)
			{
				// Calculate frenet frame matrix

				if (i != segments - 1)
				{
					forward = warp_Vector.sub (path [i + 1], path [i]);
				} else
				{
					if (!closed)
					{
						forward = warp_Vector.sub (path [i], path [i - 1]);
					} else
					{
						forward = warp_Vector.sub (path [1], path [0]);
					}
				}

				forward.normalize ();
				up = new warp_Vector (0f, 0f, 1f);
				right = warp_Vector.getNormal (forward, up);
				up = warp_Vector.getNormal (forward, right);
				frenetmatrix = new warp_Matrix (right, up, forward);
				frenetmatrix.shift (path [i].x, path [i].y, path [i].z);

				// Add nodes

				relx = (float)i / (float)(segments - 1);
				for (int k = 0; k < steps; k++)
				{
					rely = (float)k / (float)steps;
					tempvertex = new warp_Vertex (circle [k].transform (frenetmatrix));
					tempvertex.u = relx;
					tempvertex.v = rely;
					newObject.addVertex (tempvertex);
				}
			}

			for (int i = 0; i < segments - 1; i++)
			{
				for (int k = 0; k < steps - 1; k++)
				{
					a = i * steps + k;
					b = a + 1;
					c = a + steps;
					d = b + steps;
					newObject.addTriangle (a, c, b);
					newObject.addTriangle (b, c, d);
				}
				a = (i + 1) * steps - 1;
				b = a + 1 - steps;
				c = a + steps;
				d = b + steps;
				newObject.addTriangle (a, c, b);
				newObject.addTriangle (b, c, d);
			}

			return newObject;
		}