Esempio n. 1
0
        public void AppendPathSolid(IEnumerable <Vector3d> vertices, double radius, Colorf color)
        {
            TubeGenerator tubegen = new TubeGenerator()
            {
                Vertices         = new List <Vector3d>(vertices),
                Polygon          = Polygon2d.MakeCircle(radius, 6),
                NoSharedVertices = false
            };
            DMesh3 mesh = tubegen.Generate().MakeDMesh();

            if (Mesh.HasVertexColors)
            {
                mesh.EnableVertexColors(color);
            }
            AppendMesh(mesh, Mesh.AllocateTriangleGroup());
        }
Esempio n. 2
0
        override public void Generate()
        {
            if (Polygon == null)
            {
                Polygon = Polygon2d.MakeCircle(1.0f, 8);
            }

            int Slices       = Polygon.VertexCount;
            int nRings       = Vertices.Count;
            int nRingSize    = (NoSharedVertices) ? Slices + 1 : Slices;
            int nCapVertices = (NoSharedVertices) ? Slices + 1 : 1;

            if (Capped == false)
            {
                nCapVertices = 0;
            }

            vertices = new VectorArray3d(nRings * nRingSize + 2 * nCapVertices);
            uv       = new VectorArray2f(vertices.Count);
            normals  = new VectorArray3f(vertices.Count);

            int nSpanTris = (Vertices.Count - 1) * (2 * Slices);
            int nCapTris  = (Capped) ? 2 * Slices : 0;

            triangles = new IndexArray3i(nSpanTris + nCapTris);

            Frame3f  fCur = new Frame3f(Frame);
            Vector3d dv   = CurveUtils.GetTangent(Vertices, 0);;

            fCur.Origin = (Vector3f)Vertices[0];
            fCur.AlignAxis(2, (Vector3f)dv);
            Frame3f fStart = new Frame3f(fCur);

            // generate tube
            for (int ri = 0; ri < nRings; ++ri)
            {
                // propagate frame
                if (ri != 0)
                {
                    Vector3d tan = CurveUtils.GetTangent(Vertices, ri);
                    fCur.Origin = (Vector3f)Vertices[ri];
                    if (ri == 11)
                    {
                        dv = tan;
                    }
                    fCur.AlignAxis(2, (Vector3f)tan);
                }

                float uv_along = (float)ri / (float)(nRings - 1);

                // generate vertices
                int nStartR = ri * nRingSize;
                for (int j = 0; j < nRingSize; ++j)
                {
                    float uv_around = (float)j / (float)(nRings);

                    int      k  = nStartR + j;
                    Vector2d pv = Polygon.Vertices[j % Slices];
                    Vector3d v  = fCur.FromFrameP((Vector2f)pv, 2);
                    vertices[k] = v;
                    uv[k]       = new Vector2f(uv_along, uv_around);
                    Vector3f n = (Vector3f)(v - fCur.Origin).Normalized;
                    normals[k] = n;
                }
            }


            // generate triangles
            int ti = 0;

            for (int ri = 0; ri < nRings - 1; ++ri)
            {
                int r0 = ri * nRingSize;
                int r1 = r0 + nRingSize;
                for (int k = 0; k < nRingSize - 1; ++k)
                {
                    triangles.Set(ti++, r0 + k, r0 + k + 1, r1 + k + 1, Clockwise);
                    triangles.Set(ti++, r0 + k, r1 + k + 1, r1 + k, Clockwise);
                }
                if (NoSharedVertices == false)        // close disc if we went all the way
                {
                    triangles.Set(ti++, r1 - 1, r0, r1, Clockwise);
                    triangles.Set(ti++, r1 - 1, r1, r1 + nRingSize - 1, Clockwise);
                }
            }

            if (Capped)
            {
                // add endcap verts
                int nBottomC = nRings * nRingSize;
                vertices[nBottomC]  = fStart.Origin;
                uv[nBottomC]        = new Vector2f(0.5f, 0.5f);
                normals[nBottomC]   = -fStart.Z;
                startCapCenterIndex = nBottomC;

                int nTopC = nBottomC + 1;
                vertices[nTopC]   = fCur.Origin;
                uv[nTopC]         = new Vector2f(0.5f, 0.5f);
                normals[nTopC]    = fCur.Z;
                endCapCenterIndex = nTopC;

                if (NoSharedVertices)
                {
                    // duplicate first loop and make a fan w/ bottom-center
                    int nExistingB = 0;
                    int nStartB    = nTopC + 1;
                    for (int k = 0; k < Slices; ++k)
                    {
                        vertices[nStartB + k] = vertices[nExistingB + k];
                        uv[nStartB + k]       = (Vector2f)Polygon.Vertices[k].Normalized;
                        normals[nStartB + k]  = normals[nBottomC];
                    }
                    append_disc(Slices, nBottomC, nStartB, true, Clockwise, ref ti);

                    // duplicate second loop and make fan
                    int nExistingT = nRingSize * (nRings - 1);
                    int nStartT    = nStartB + Slices;
                    for (int k = 0; k < Slices; ++k)
                    {
                        vertices[nStartT + k] = vertices[nExistingT + k];
                        uv[nStartT + k]       = (Vector2f)Polygon.Vertices[k].Normalized;
                        normals[nStartT + k]  = normals[nTopC];
                    }
                    append_disc(Slices, nTopC, nStartT, true, !Clockwise, ref ti);
                }
                else
                {
                    append_disc(Slices, nBottomC, 0, true, Clockwise, ref ti);
                    append_disc(Slices, nTopC, nRingSize * (nRings - 1), true, !Clockwise, ref ti);
                }
            }
        }
Esempio n. 3
0
        override public MeshGenerator Generate()
        {
            if (Polygon == null)
            {
                Polygon = Polygon2d.MakeCircle(1.0f, 8);
            }

            int NV           = Vertices.Count;
            int Slices       = Polygon.VertexCount;
            int nRings       = (ClosedLoop && NoSharedVertices) ? NV + 1 : NV;
            int nRingSize    = (NoSharedVertices) ? Slices + 1 : Slices;
            int nCapVertices = (NoSharedVertices) ? Slices + 1 : 1;

            if (Capped == false || ClosedLoop == true)
            {
                nCapVertices = 0;
            }

            vertices = new VectorArray3d(nRings * nRingSize + 2 * nCapVertices);
            uv       = new VectorArray2f(vertices.Count);
            normals  = new VectorArray3f(vertices.Count);

            int quad_strips = (ClosedLoop) ? NV : NV - 1;
            int nSpanTris   = quad_strips * (2 * Slices);
            int nCapTris    = (Capped && ClosedLoop == false) ? 2 * Slices : 0;

            triangles = new IndexArray3i(nSpanTris + nCapTris);

            Frame3f  fCur = new Frame3f(Frame);
            Vector3d dv   = CurveUtils.GetTangent(Vertices, 0, ClosedLoop);

            fCur.Origin = (Vector3f)Vertices[0];
            fCur.AlignAxis(2, (Vector3f)dv);
            Frame3f fStart = new Frame3f(fCur);

            double circumference = Polygon.ArcLength;
            double pathLength    = CurveUtils.ArcLength(Vertices, ClosedLoop);
            double accum_path_u  = 0;

            // generate tube
            for (int ri = 0; ri < nRings; ++ri)
            {
                int vi = ri % NV;

                // propagate frame
                Vector3d tangent = CurveUtils.GetTangent(Vertices, vi, ClosedLoop);
                fCur.Origin = (Vector3f)Vertices[vi];
                fCur.AlignAxis(2, (Vector3f)tangent);

                // generate vertices
                int nStartR = ri * nRingSize;

                double accum_ring_v = 0;
                for (int j = 0; j < nRingSize; ++j)
                {
                    int      k      = nStartR + j;
                    Vector2d pv     = Polygon.Vertices[j % Slices];
                    Vector2d pvNext = Polygon.Vertices[(j + 1) % Slices];
                    Vector3d v      = fCur.FromPlaneUV((Vector2f)pv, 2);
                    vertices[k] = v;

                    uv[k]         = new Vector2f(accum_path_u, accum_ring_v);
                    accum_ring_v += (pv.Distance(pvNext) / circumference);

                    Vector3f n = (Vector3f)(v - fCur.Origin).Normalized;
                    normals[k] = n;
                }

                int    viNext = (ri + 1) % NV;
                double d      = Vertices[vi].Distance(Vertices[viNext]);
                accum_path_u += d / pathLength;
            }


            // generate triangles
            int ti    = 0;
            int nStop = (ClosedLoop && NoSharedVertices == false) ? nRings : (nRings - 1);

            for (int ri = 0; ri < nStop; ++ri)
            {
                int r0 = ri * nRingSize;
                int r1 = r0 + nRingSize;
                if (ClosedLoop && ri == nStop - 1 && NoSharedVertices == false)
                {
                    r1 = 0;
                }
                for (int k = 0; k < nRingSize - 1; ++k)
                {
                    triangles.Set(ti++, r0 + k, r0 + k + 1, r1 + k + 1, Clockwise);
                    triangles.Set(ti++, r0 + k, r1 + k + 1, r1 + k, Clockwise);
                }
                if (NoSharedVertices == false)        // last quad if we aren't sharing vertices
                {
                    int M = nRingSize - 1;
                    triangles.Set(ti++, r0 + M, r0, r1, Clockwise);
                    triangles.Set(ti++, r0 + M, r1, r1 + M, Clockwise);
                }
            }

            if (Capped && ClosedLoop == false)
            {
                Vector2d c = (OverrideCapCenter) ? CapCenter : Polygon.Bounds.Center;

                // add endcap verts
                int nBottomC = nRings * nRingSize;
                vertices[nBottomC]  = fStart.FromPlaneUV((Vector2f)c, 2);
                uv[nBottomC]        = new Vector2f(0.5f, 0.5f);
                normals[nBottomC]   = -fStart.Z;
                startCapCenterIndex = nBottomC;

                int nTopC = nBottomC + 1;
                vertices[nTopC]   = fCur.FromPlaneUV((Vector2f)c, 2);
                uv[nTopC]         = new Vector2f(0.5f, 0.5f);
                normals[nTopC]    = fCur.Z;
                endCapCenterIndex = nTopC;

                if (NoSharedVertices)
                {
                    // duplicate first loop and make a fan w/ bottom-center
                    int nExistingB = 0;
                    int nStartB    = nTopC + 1;
                    for (int k = 0; k < Slices; ++k)
                    {
                        vertices[nStartB + k] = vertices[nExistingB + k];
                        Vector2d vuv = ((Polygon[k] - c).Normalized + Vector2d.One) * 0.5;
                        uv[nStartB + k]      = (Vector2f)vuv;
                        normals[nStartB + k] = normals[nBottomC];
                    }
                    append_disc(Slices, nBottomC, nStartB, true, Clockwise, ref ti);

                    // duplicate second loop and make fan
                    int nExistingT = nRingSize * (nRings - 1);
                    int nStartT    = nStartB + Slices;
                    for (int k = 0; k < Slices; ++k)
                    {
                        vertices[nStartT + k] = vertices[nExistingT + k];
                        uv[nStartT + k]       = uv[nStartB + k];
                        normals[nStartT + k]  = normals[nTopC];
                    }
                    append_disc(Slices, nTopC, nStartT, true, !Clockwise, ref ti);
                }
                else
                {
                    append_disc(Slices, nBottomC, 0, true, Clockwise, ref ti);
                    append_disc(Slices, nTopC, nRingSize * (nRings - 1), true, !Clockwise, ref ti);
                }
            }

            return(this);
        }