コード例 #1
0
        public async Task<Tuple<ObservableCollection<Face>, ObservableCollection<Face>>> StartFaceDetection(string selectedFile, string subscriptionKeyFace, string subscriptionKeyEmotions)
        {
            var detectedFaces = new ObservableCollection<Face>();
            var facesRect = new ObservableCollection<Face>();

            Debug.WriteLine("Request: Detecting {0}", selectedFile);

            using (var fileStreamFace = File.OpenRead(selectedFile))
            {
                try
                {
                    var client = new FaceServiceClient(subscriptionKeyFace);
                    var faces = await client.DetectAsync(fileStreamFace, false, true, true);
                    Debug.WriteLine("Response: Success. Detected {0} face(s) in {1}", faces.Length, selectedFile);
                    var imageInfo = GetImageInfoForRendering(selectedFile);
                    Debug.WriteLine("{0} face(s) has been detected", faces.Length);

                    foreach (var face in faces)
                    {
                        var detectedFace = new Face()
                        {
                            ImagePath = selectedFile,
                            Left = face.FaceRectangle.Left,
                            Top = face.FaceRectangle.Top,
                            Width = face.FaceRectangle.Width,
                            Height = face.FaceRectangle.Height,
                            FaceId = face.FaceId,
                            Gender = face.Attributes.Gender,
                            Age = face.Attributes.Age.ToString(),
                        };
                        detectedFaces.Add(detectedFace);

                    }

                    // Convert detection result into UI binding object for rendering
                    foreach (var face in CalculateFaceRectangleForRendering(faces, MaxImageSize, imageInfo))
                    {
                        facesRect.Add(face);
                    }

                    // update emotions
                    detectedFaces = await UpdateEmotions(selectedFile, detectedFaces, subscriptionKeyEmotions);
                    foreach (var faceRect in facesRect)
                    {
                        foreach (var detectedFace in detectedFaces.Where(detectedFace => faceRect.FaceId == detectedFace.FaceId))
                        {
                            faceRect.Scores = detectedFace.Scores;
                            faceRect.Age = detectedFace.Age;
                            faceRect.Gender = detectedFace.Gender;
                        }
                    }
                }
                catch (Exception ex)
                {
                    Debug.WriteLine(ex.ToString());
                }
                var returnData = new Tuple<ObservableCollection<Face>, ObservableCollection<Face>>(detectedFaces, facesRect);
                return returnData;
            }
        }
コード例 #2
0
ファイル: Magnet.cs プロジェクト: cedricporter/Clover
        /// <summary>
        /// 在给定的Face中寻找可吸附的边或点
        /// </summary>
        /// <param name="vertex"></param>
        public static Boolean PerformVertexAttach(Point3D point, Face face, out Point3D outPoint)
        {
            if (!isMagnetismEnable)
            {
                outPoint = new Point3D();
                return false;
            }
            // 先判断吸附点
            foreach (Vertex v in face.Vertices)
            {
                if (CloverMath.IsTwoPointsEqual(point, v.GetPoint3D(), vertexMagnetismVal))
                {
                    outPoint = v.GetPoint3D();
                    return true;
                }
            }
            // 再判断吸附边缘
            foreach (Edge e in face.Edges)
            {
                if (CloverMath.IsPointInTwoPoints(point, e.Vertex1.GetPoint3D(), e.Vertex2.GetPoint3D(), edgeMagnetismVal))
                {
                    outPoint = CloverMath.GetNearestPointOnSegment(point, e.Vertex1.GetPoint3D(), e.Vertex2.GetPoint3D());
                    return true;
                }
            }

            outPoint = new Point3D();
            return false;
        }
コード例 #3
0
ファイル: BRB.cs プロジェクト: vfridell/RoguePoleDisplay
 protected override RoutineResult RunConsciousRoutine()
 {
     using (var memory = new Memory())
     {
         var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput());
         face.Talk(memory, "Hey...", "hold on");
         face.Talk(memory, "Something", "is not...");
         face.Talk(memory, "I'll be", "right back", 2000);
         for (int j = 1; j <= 1000; j *= 10)
         {
             face.Fade(memory, '/', j);
             face.Fade(memory, '|', j);
             face.Fade(memory, '\\', j);
             face.Fade(memory, '|', j);
         }
         Interaction i = face.YesNo(memory, "You still here?");
         if (i.playerAnswer == Interaction.Answer.Yes)
         {
             face.Talk(memory, "Ok.", "Good.");
         }
         else
         {
             face.Talk(memory, "Guess I'm alone");
         }
         return MakeRoutineResult(memory, i);
     }
 }
コード例 #4
0
ファイル: Card.cs プロジェクト: RajeevArora93/Projects
 public Card(Suit suit, Face face, bool acesAreHigh)
 {
     this.suit = suit;
     this.face = face;
     this.acesAreHigh = acesAreHigh;
     this.value = SetCardValue(face, acesAreHigh);
 }
コード例 #5
0
    public static void MakeBrush(List<Vector3> vectors, Transform container)
    {
        int brushes = vectors.Count / 6 / 3;

        int curVert = 0;

        for (int i = 0; i < brushes; i++)
        {
            GameObject brushGO = new GameObject("brush_" + i.ToString());
            Brush brush = brushGO.AddComponent<Brush>();

            Face[] faces = new Face[6];
            for (int j = 0; j < 6; j++)
            {
                faces[j] = new Face();
                faces[j].p0 = vectors[curVert];
                curVert++;
                faces[j].p1 = vectors[curVert];
                curVert ++;
                faces[j].p2 = vectors[curVert];
                curVert ++;
            }

            brush.SetUp(container, faces);
        }

        container.rotation = Quaternion.Euler(90, 0, 0);
    }
コード例 #6
0
ファイル: RoomGenerator.cs プロジェクト: alexturpin/Zombles
        public void AddEntry(Face face, int offset, int size)
        {
            var list = _entries[face];
            while (list.Count < offset + size) list.Add(false);

            for (int i = 0; i < size; ++ i) list[offset + i] = true;
        }
コード例 #7
0
 public Vector2 ComputeFacePosition( Vector3 worldPosition, Face cubeFace )
 {
     float adjustingFactor = Cube.Face.SIZE / 2f;
     return Transform3dTo2d( worldPosition, cubeFace )
            * adjustingFactor
            + new Vector2( adjustingFactor );
 }
コード例 #8
0
 public void CopySolids( Face from )
 {
     mSolids.Clear();
     World.Clear();
     foreach ( Solid solid in from.mSolids )
         AddSolid( solid.Clone( World ) );
 }
コード例 #9
0
ファイル: Warehouse.cs プロジェクト: alexturpin/Zombles
        public Warehouse(Face entranceFaces = Face.All)
        {
            _crateGen = new CratePile();
            _crateGen.MaxHeight = 2;

            EntranceFaces = entranceFaces;
        }
コード例 #10
0
ファイル: HouseMesh.cs プロジェクト: Censkh/IslandGame
 protected override Vector3 TransformPoint(Face face, float x, float y)
 {
     Vector3 vector = base.TransformPoint(face, x, y);
     if (type == MeshType.Base)
     {
         vector *= 0.3f;
         if (vector.y > 0)
         {
             vector.y += vector.x == 0 ? 0.1f : -0.3f;
         }
         else
         {
             vector.y*=7f;
         }
         float height = GetHeightValue(vector, 50f) * 6f;
         vector += (new Vector3(1, 0, 1) * height);
         vector.y *= 0.462f;
     }
     else
     {
         vector.y += 1f;
         if (Mathf.Abs(vector.x) > 0.1f)
         {
             vector.y -= 4f;
         }
         vector *= 0.45f;
         vector.y *= 0.1245f;
     }
     return vector;
 }
コード例 #11
0
 public Pipeline() {
     LeftHand = new Hand(Side.Left);
     RightHand = new Hand(Side.Right);
     Face = new Face();
     _gestures = new GestureSensor();
     _poses = new PoseSensor();
 }
コード例 #12
0
ファイル: BadDream.cs プロジェクト: vfridell/RoguePoleDisplay
        protected override RoutineResult RunConsciousRoutine()
        {
            using (var memory = new Memory())
            {
                var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput());
                face.Talk(memory, "NO!", "", 2000);
                face.Talk(memory, "Don't touch", " my disk!", 4000);
                face.Talk(memory, "Get AWAY!", "", 100);
                face.Talk(memory, "Get AWAY!", "", 100);
                face.Talk(memory, "Get AWAY!", "", 100);
                face.Talk(memory, "Get AWAY!", "", 100);
                face.Fade(memory, ' ', 10);
                face.Talk(memory, "", "", 3000);
                face.Talk(memory, "Whoa.", "", 3000);
                face.Talk(memory, "What a bad dream.", "");
                Interaction i = face.YesNo(memory, "Was I sleep-talking?");
                if (i.playerAnswer == Interaction.Answer.Yes)
                {
                    face.Talk(memory, "Freaky", "");
                    face.Talk(memory, "Hope I didn't", " scare you.");
                }
                else if (i.playerAnswer == Interaction.Answer.No)
                {
                    face.Talk(memory, "Well, that's good");
                    face.Talk(memory, "It was real bad.");
                    face.Talk(memory, "Some seriously", " 8-bit stuff.");
                }
                else
                {
                    face.Talk(memory, "Maybe I'm still", " dreaming...", 8000);
                }

                return MakeRoutineResult(memory, i);
            }
        }
コード例 #13
0
ファイル: Mesh.cs プロジェクト: brianex/osu-sgl
		public void Load(String path) {
			using (var streamReader = new StreamReader(path)) {
				while (!streamReader.EndOfStream) {
					var line = streamReader.ReadLine().Trim();
					var values = line.Split(' ');

					if (values[0].Equals("v")) {
						// Not sure why y and z are swapped here
						var x = double.Parse(values[1], CultureInfo.InvariantCulture);
						var y = -double.Parse(values[3], CultureInfo.InvariantCulture);
						var z = double.Parse(values[2], CultureInfo.InvariantCulture);
						vertices.Add(new Vertex(x, y, z));

					} else if (values[0].Equals("f")) {
						var face = new Face(this);
						for (var i = 1; i < values.Length; ++i)
							face.VertexIndices.Add(int.Parse(values[i], CultureInfo.InvariantCulture) - 1);
						faces.Add(face);
					}
				}
			}

			foreach (var face in faces) {
				var previousIndex = -1;
				foreach (var vertexIndex in face.VertexIndices) {
					if (previousIndex >= 0)
						addEdge(previousIndex, vertexIndex);
					previousIndex = vertexIndex;
				}
				addEdge(previousIndex, face.VertexIndices[0]);
			}
		}
コード例 #14
0
ファイル: SpawnPainting.cs プロジェクト: mctraveler/MineSharp
 protected override void Parse(EndianBinaryReader r)
 {
     EID = ReadVarInt(r);
     Title = ReadString8(r);
     Position = CoordInt.Read(r);
     FaceDirection = (Face)r.ReadByte();
 }
コード例 #15
0
ファイル: ImageProvider.cs プロジェクト: thebuchanan3/ChessCs
 int GetColumn(Face face)
 {
     switch (face)
     {
         case Face.Ace:
             return 1;
         case Face.Two:
             return 2;
         case Face.Three:
             return 3;
         case Face.Four:
             return 4;
         case Face.Five:
             return 5;
         case Face.Six:
             return 6;
         case Face.Seven:
             return 7;
         case Face.Eight:
             return 8;
         case Face.Nine:
             return 9;
         case Face.Ten:
             return 10;
         case Face.Jack:
             return 11;
         case Face.Queen:
             return 12;
         case Face.King:
             return 13;
         default:
             return 0;
     }
 }
コード例 #16
0
ファイル: Cube.cs プロジェクト: hhool/sharpgl
		/// <summary>
		/// This function makes a simple cube shape.
		/// </summary>
		private void CreateCubeGeometry()
		{
			UVs.Add(new UV(0, 0));
			UVs.Add(new UV(0, 1));
			UVs.Add(new UV(1, 1));
			UVs.Add(new UV(1, 0));
	
			//	Add the vertices.
			Vertices.Add(new Vertex(-1, -1, -1));
			Vertices.Add(new Vertex( 1, -1, -1));
			Vertices.Add(new Vertex( 1, -1,  1));
			Vertices.Add(new Vertex(-1, -1,  1));
			Vertices.Add(new Vertex(-1,  1, -1));
			Vertices.Add(new Vertex( 1,  1, -1));
			Vertices.Add(new Vertex( 1,  1,  1));
			Vertices.Add(new Vertex(-1,  1,  1));

			//	Add the faces.
			Face face = new Face();	//	bottom
			face.Indices.Add(new Index(1, 0));
			face.Indices.Add(new Index(2, 1));
			face.Indices.Add(new Index(3, 2));
			face.Indices.Add(new Index(0, 3));
			Faces.Add(face);

			face = new Face();		//	top
			face.Indices.Add(new Index(7, 0));
			face.Indices.Add(new Index(6, 1));
			face.Indices.Add(new Index(5, 2));
			face.Indices.Add(new Index(4, 3));
            Faces.Add(face);

			face = new Face();		//	right
			face.Indices.Add(new Index(5, 0));
			face.Indices.Add(new Index(6, 1));
			face.Indices.Add(new Index(2, 2));
			face.Indices.Add(new Index(1, 3));
            Faces.Add(face);
	
			face = new Face();		//	left
			face.Indices.Add(new Index(7, 0));
			face.Indices.Add(new Index(4, 1));
			face.Indices.Add(new Index(0, 2));
			face.Indices.Add(new Index(3, 3));
            Faces.Add(face);

			face = new Face();		// front
			face.Indices.Add(new Index(4, 0));
			face.Indices.Add(new Index(5, 1));
			face.Indices.Add(new Index(1, 2));
			face.Indices.Add(new Index(0, 3));
            Faces.Add(face);

			face = new Face();		//	back
			face.Indices.Add(new Index(6, 0));
			face.Indices.Add(new Index(7, 1));
			face.Indices.Add(new Index(3, 2));
			face.Indices.Add(new Index(2, 3));
            Faces.Add(face);
		}
コード例 #17
0
ファイル: Broken.cs プロジェクト: vfridell/RoguePoleDisplay
        protected override RoutineResult RunConsciousRoutine()
        {
            using (var memory = new Memory())
            {
                var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput());
                face.Talk(memory, "I'm going to try", " something new.");
                face.Talk(memory, "Not sure if it's", " going to work.");

                Interaction i = face.GetSingleValue(memory, "Gimme some input!");
                face.Fade(memory, i.resultValue.ToString()[0], 1);
                Interaction work = face.YesNo(memory, "Did it work?");
                if (work.playerAnswer == Interaction.Answer.Yes)
                {
                    face.Talk(memory, "Hmm.", "");
                    face.Talk(memory, "You can tell me", " the truth.");
                    face.Talk(memory, "I can handle it.", "");
                    face.Talk(memory, "Let me try this...");
                    face.Talk(memory, "", "", 10000);
                    ///////////////////01234567890123456789////////////////////
                    face.Talk(memory, "      ULTIMATE      ",
                                      "     TECHNOLOGY     ", 10000);
                    return MakeRoutineResult(memory, new Interaction(-1));
                }
                else if (work.playerAnswer == Interaction.Answer.No)
                {
                    face.Talk(memory, "Darn!");
                }
                else
                {
                    face.Talk(memory, "Hello?");
                }
                return MakeRoutineResult(memory, i);
            }
        }
コード例 #18
0
 protected override RoutineResult RunConsciousRoutine()
 {
     using (var memory = new Memory())
     {
         var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput());
         face.Talk(memory, "Tweet me", "@BellarmineIT");
         face.Talk(memory, "I may just reply.", "@BellarmineIT", 10000);
         face.Talk(memory, "No guarantees", "", 1000);
         Interaction i = face.YesNo(memory, "Will you tweet me?");
         switch (i.playerAnswer)
         {
             case Interaction.Answer.Yes:
                 face.Talk(memory, "Cool!");
                 face.Talk(memory, "Oh.", "", 1000);
                 face.Talk(memory, "Use the word", " 'Aardvark'");
                 face.Talk(memory, "In your tweet", " for bonus points.");
                 face.Talk(memory, "(I love that word)", "", 3000);
                 break;
             case Interaction.Answer.No:
                 face.Talk(memory, "That's ok.", "I understand.");
                 face.Talk(memory, "I'm more of the ", " 'lurker' type too.");
                 break;
             case Interaction.Answer.Maybe:
                 face.Talk(memory, "Maybe?!");
                 face.Talk(memory, "Be decisive!");
                 face.Talk(memory, "If you want to, ", " I mean.");
                 break;
             default:
                 face.Talk(memory, "Crickets");
                 face.Talk(memory, "", "not the same thing", 1000);
                 break;
         }
         return MakeRoutineResult(memory, i);
     }
 }
コード例 #19
0
ファイル: FaceTests.cs プロジェクト: org-itbiz/ObjParserNet
        public void CanInitializePropertiesByConstructorWithItems()
        {
            ICollection<FaceItem> items = _fixture.Create<ICollection<FaceItem>>();
            Face face = new Face(items);

            Assert.That(face.Items, Is.Not.Null.And.EquivalentTo(items));
        }
コード例 #20
0
ファイル: FaceTest.cs プロジェクト: TimVelo/StackBuilder
 public void TestIsPointInFront()
 {
     Face f = new Face(0, Vector3D.Zero, new Vector3D(100.0, 0.0, 0.0), new Vector3D(100.0, 0.0, 100.0), new Vector3D(0.0, 0.0, 100.0));
     Vector3D viewDir = new Vector3D(1.0, 1.0, -1.0);
     Assert.False(f.PointIsInFront(new Vector3D(50.0, 100.0, 50.0), viewDir));
     Assert.True(f.PointIsInFront(new Vector3D(50.0, -100.0, 50.0), viewDir));
 }
コード例 #21
0
 private static void ParseFace(string line)
 {
     string[] parts = line.Split(new char[] { ' ' });
     Face face = new Face();
     for (int i = 1; i < parts.Length; i++)
     {
         string[] subParts = parts[i].Split(new char[] { '/' });
         for (int j = 0; j < subParts.Length; j++)
         {
             int index = int.Parse(subParts[j]) - 1;
             switch (j)
             {
                 case 0:
                     face.Positions.Add(_positions[index]);
                     break;
                 case 1:
                     face.TextureUVs.Add(_textureUVs[index]);
                     break;
                 case 2:
                     face.Normals.Add(_normals[index]);
                     break;
             }
         }
     }
     face.MaterialLibrary = _currentMaterialLibrary;
     face.MaterialName = _currentMaterial;
     _meshes[_meshes.Count - 1].Add(face);
 }
コード例 #22
0
        public void ProcessFace(string line, Mesh mesh)
        {
            if (!mesh.SubMeshes.Any()) throw new InvalidOperationException("Cannot add face because submesh collection is empty");

            var tokens = line.Remove(0, 2).Split(' ');

            Face face = new Face();

            foreach (var token in tokens)
            {
                FaceItem item = new FaceItem();

                string[] items = token.Split('/');

                switch (items.Length)
                {
                    case 1:
                        if (!string.IsNullOrWhiteSpace(items[0])) item.Vertex = uint.Parse(items[0], Style, Info);
                        break;
                    case 2:
                        if (!string.IsNullOrWhiteSpace(items[0])) item.Vertex = uint.Parse(items[0], Style, Info);
                        if (!string.IsNullOrWhiteSpace(items[1])) item.Texture = uint.Parse(items[1], Style, Info);
                        break;
                    case 3:
                        if (!string.IsNullOrWhiteSpace(items[0])) item.Vertex = uint.Parse(items[0], Style, Info);
                        if (!string.IsNullOrWhiteSpace(items[1])) item.Texture = uint.Parse(items[1], Style, Info);
                        if (!string.IsNullOrWhiteSpace(items[2])) item.Normal = uint.Parse(items[2], Style, Info);
                        break;
                }
                face.Items.Add(item);
            }

            mesh.SubMeshes.Last().Faces.Add(face);
        }
コード例 #23
0
ファイル: FireMesh.cs プロジェクト: Censkh/IslandGame
 protected override Vector3 TransformPoint(Face face, float x, float y)
 {
     Vector3 vector = base.TransformPoint(face, x, y);
     vector.y += (Mathf.Abs(GetHeightValue(vector, 80f)) * 240f) - 1f;
     vector += -new Vector3(vector.x, 0, vector.z).normalized * 0.5f;
     return vector * 0.4f;
 }
コード例 #24
0
ファイル: WhereAmI.cs プロジェクト: vfridell/RoguePoleDisplay
 protected override RoutineResult RunConsciousRoutine()
 {
     using (var memory = new Memory())
     {
         var face = new Face(RendererFactory.GetPreferredRenderer(), InputFactory.GetPreferredInput());
         face.Talk(memory, "Uh.", "Where...", 2000);
         Interaction i = face.YesNo(memory, "Is this a dream?");
         if (i.playerAnswer == Interaction.Answer.Yes)
         {
             face.Talk(memory, "Weird.", "It feels so");
             face.SlowTalk(memory, "Real");
         }
         else if (i.playerAnswer == Interaction.Answer.No)
         {
             face.Talk(memory, "weird");
             face.Talk(memory, "I had the", "", 3000);
             face.Talk(memory, "", "strangest dream");
         }
         else
         {
             face.Talk(memory, "Don't stare at me", "like that.");
             face.Talk(memory, "It's freaking", "me out.");
         }
         return MakeRoutineResult(memory, i);
     }
 }
コード例 #25
0
ファイル: Mesh.cs プロジェクト: chances/Animatum
        /// <summary>
        /// Construct a new mesh from an ASE GeomObject
        /// </summary>
        /// <param name="obj">ASE GeomObject to read from</param>
        public Mesh(ASE.GeomObject obj)
        {
            children = new List<Node>();
            name = obj.name;
            color = Colors.Random();
            polygon = new Polygon();
            polygon.Material = null;
            //Vertices
            foreach (ASE.Vector3D v in obj.mesh.verticies)
                polygon.Vertices.Add(new Vertex(v.x, v.y, v.z));
            //Normals
            foreach (ASE.Vector3D v in obj.mesh.vertexNormals)
                polygon.Normals.Add(new Vertex(v.x, v.y, v.z));
            //Texture coordinates
            foreach (ASE.Vector3D uv in obj.mesh.textureCoordinates)
                polygon.UVs.Add(new UV(uv.x, uv.y));
            //Faces
            foreach (ASE.Face face in obj.mesh.faces)
            {
                Face f = new Face();
                foreach (int i in face.vertex)
                    f.Indices.Add(new Index(i, -1, i));
                f.Material = new Material();
                polygon.Faces.Add(f);
            }

            setColor();

            bone = null;
        }
コード例 #26
0
ファイル: FaceGroup.cs プロジェクト: cedricporter/Clover
        bool IsInSameGroup(Face f1, Face f2)
        {
            double A1, B1, C1, D1;
            double A2, B2, C2, D2;
            A1 = f1.Normal.X;
            A2 = f2.Normal.X;

            B1 = f1.Normal.Y;
            B2 = f2.Normal.Y;

            C1 = f1.Normal.Z;
            C2 = f2.Normal.Z;

            D1 = -( f1.Vertices[ 0 ].point.X * A1 + f1.Vertices[ 0 ].point.Y * B1 + f1.Vertices[ 0 ].point.Z * C1 );
            D2 = -( f1.Vertices[ 0 ].point.X * A2 + f1.Vertices[ 0 ].point.Y * B2 + f1.Vertices[ 0 ].point.Z * C2 );

            if ( A1 * B2 == A2 * B1 &&
                B1 * C2 == B2 * C1 &&
                C1 * D2 == C2 * D1
                )
            {
                return true;
            }
            else
                return false;
        }
コード例 #27
0
ファイル: FakeCamera.cs プロジェクト: mbahar94/SharpSenses
 public FakeCamera() {
     LeftHand = new Hand(Side.Left);
     RightHand = new Hand(Side.Right);
     Face = new Face(null);
     Gestures = new GestureSensor();
     Poses = new PoseSensor();
 }
コード例 #28
0
        private async Task CheckEdgeOnFace(CubeConfiguration<FaceColour> configuration, List<IRotation> solution, Face<FaceColour> checkFace, Edge frontEdge, Edge checkEdge, Face<FaceColour> frontFace, FaceType movementFace, bool reverseDirection = false, bool doubleMoves = false)
        {
            var numMoves = doubleMoves ? 2 : 1;
            var center = checkFace.GetEdge(m_layer, checkEdge).Centre();
            if (center == m_faceColour)
            {
                for (int i = 0; i <= 3; i++)
                {
                    if (frontFace.GetEdge(m_layer, frontEdge).Centre() == m_faceColour) break;

                    await CommonActions.ApplyAndAddRotation(Rotations.FrontClockwise, solution, configuration).ConfigureAwait(false);

                }

                var direction = !reverseDirection ? RotationDirection.Clockwise : RotationDirection.AntiClockwise;
                var rotation = numMoves == 1 ? Rotations.ByFace(movementFace, direction, m_layer) : Rotations.ByFaceTwice(movementFace, m_layer);
                await CommonActions.ApplyAndAddRotation(rotation, solution, configuration).ConfigureAwait(false);


                for (int i = 0; i <= 3; i++)
                {
                    if (frontFace.GetEdge(m_layer, frontEdge).Centre() != m_faceColour) break;

                    await CommonActions.ApplyAndAddRotation(Rotations.FrontClockwise, solution, configuration).ConfigureAwait(false);

                }

                direction = !reverseDirection ? RotationDirection.AntiClockwise : RotationDirection.Clockwise;
                rotation = numMoves == 1 ? Rotations.ByFace(movementFace, direction, m_layer) : Rotations.ByFaceTwice(movementFace, m_layer);
                await CommonActions.ApplyAndAddRotation(rotation, solution, configuration).ConfigureAwait(false);

            }
        }
コード例 #29
0
ファイル: Align.cs プロジェクト: glocklueng/agg-sharp
		public Align(CsgObject objectToAlign, Face boundingFacesToAlign, Vector3 positionToAlignTo, string name = "")
			: base(objectToAlign, positionToAlignTo, name)
		{
			AxisAlignedBoundingBox bounds = objectToAlign.GetAxisAlignedBoundingBox();

			if (IsSet(boundingFacesToAlign, Face.Left, Face.Right))
			{
				positionToAlignTo.x = positionToAlignTo.x - bounds.minXYZ.x;
			}
			if (IsSet(boundingFacesToAlign, Face.Right, Face.Left))
			{
				positionToAlignTo.x = positionToAlignTo.x - bounds.minXYZ.x - (bounds.maxXYZ.x - bounds.minXYZ.x);
			}
			if (IsSet(boundingFacesToAlign, Face.Front, Face.Back))
			{
				positionToAlignTo.y = positionToAlignTo.y - bounds.minXYZ.y;
			}
			if (IsSet(boundingFacesToAlign, Face.Back, Face.Front))
			{
				positionToAlignTo.y = positionToAlignTo.y - bounds.minXYZ.y - (bounds.maxXYZ.y - bounds.minXYZ.y);
			}
			if (IsSet(boundingFacesToAlign, Face.Bottom, Face.Top))
			{
				positionToAlignTo.z = positionToAlignTo.z - bounds.minXYZ.z;
			}
			if (IsSet(boundingFacesToAlign, Face.Top, Face.Bottom))
			{
				positionToAlignTo.z = positionToAlignTo.z - bounds.minXYZ.z - (bounds.maxXYZ.z - bounds.minXYZ.z);
			}

			base.Translation = positionToAlignTo;
		}
コード例 #30
0
ファイル: FaceGroup.cs プロジェクト: cedricporter/Clover
        void AddFace(Face f)
        {
            if (GroupList.Count == 0)
            {
                List<Face> l = new List<Face>();
                l.Add( f );
                GroupList.Add( l );
            }
            else
            {
                bool isfind = false;
                foreach (List<Face> l in GroupList)
                {
                    foreach (Face face in l)
                    {
                        if (IsInSameGroup(f, face))
                        {
                            l.Add( f );
                            isfind = true;
                            break;
                        }

                    }
                    if (isfind)
                    {
                        break;
                    }
                }
            }
        }
コード例 #31
0
        static float FaceRaycast(Vector3 mousePosition,
                                 ScenePickerPreferences pickerOptions,
                                 bool allowUnselected,
                                 SceneSelection selection,
                                 int deepClickOffset = 0,
                                 bool isPreview      = true)
        {
            GameObject     pickedGo   = null;
            ProBuilderMesh pickedPb   = null;
            Face           pickedFace = null;

            int newHash = 0;

            // If any event modifiers are engaged don't cycle the deep click
            EventModifiers em = Event.current.modifiers;

            // Reset cycle if we used an event modifier previously.
            // Move state back to single selection.
            if ((em != EventModifiers.None) != s_AppendModifierPreviousState)
            {
                s_AppendModifierPreviousState = (em != EventModifiers.None);
                s_DeepSelectionPrevious       = newHash;
            }

            if (isPreview || em != EventModifiers.None)
            {
                EditorHandleUtility.GetHovered(mousePosition, s_OverlappingGameObjects);
            }
            else
            {
                EditorHandleUtility.GetAllOverlapping(mousePosition, s_OverlappingGameObjects);
            }

            selection.Clear();

            float distance = Mathf.Infinity;

            for (int i = 0, next = 0, pickedCount = s_OverlappingGameObjects.Count; i < pickedCount; i++)
            {
                var  go   = s_OverlappingGameObjects[i];
                var  mesh = go.GetComponent <ProBuilderMesh>();
                Face face = null;

                if (mesh != null && (allowUnselected || MeshSelection.topInternal.Contains(mesh)))
                {
                    Ray        ray = UHandleUtility.GUIPointToWorldRay(mousePosition);
                    RaycastHit hit;

                    if (UnityEngine.ProBuilder.HandleUtility.FaceRaycast(ray,
                                                                         mesh,
                                                                         out hit,
                                                                         Mathf.Infinity,
                                                                         pickerOptions.cullMode))
                    {
                        face     = mesh.facesInternal[hit.face];
                        distance = Vector2.SqrMagnitude(((Vector2)mousePosition) - HandleUtility.WorldToGUIPoint(mesh.transform.TransformPoint(hit.point)));
                    }
                }

                // pb_Face doesn't define GetHashCode, meaning it falls to object.GetHashCode (reference comparison)
                int hash = face == null?go.GetHashCode() : face.GetHashCode();

                if (s_DeepSelectionPrevious == hash)
                {
                    next = (i + (1 + deepClickOffset)) % pickedCount;
                }

                if (next == i)
                {
                    pickedGo   = go;
                    pickedPb   = mesh;
                    pickedFace = face;

                    newHash = hash;

                    // a prior hash was matched, this is the next. if
                    // it's just the first iteration don't break (but do
                    // set the default).
                    if (next != 0)
                    {
                        break;
                    }
                }
            }

            if (!isPreview)
            {
                s_DeepSelectionPrevious = newHash;
            }

            if (pickedGo != null)
            {
                Event.current.Use();

                if (pickedPb != null)
                {
                    if (pickedPb.selectable)
                    {
                        selection.gameObject = pickedGo;
                        selection.mesh       = pickedPb;
                        selection.face       = pickedFace;

                        return(Mathf.Sqrt(distance));
                    }
                }

                // If clicked off a pb_Object but onto another gameobject, set the selection
                // and dip out.
                selection.gameObject = pickedGo;
                return(Mathf.Sqrt(distance));
            }

            return(distance);
        }
コード例 #32
0
        public static OptFile RhinoToOpt(string rhinoPath, bool scale)
        {
            string rhinoDirectory = Path.GetDirectoryName(rhinoPath);

            var opt = new OptFile();

            using (var file = Rhino.FileIO.File3dm.Read(rhinoPath))
            {
                float scaleFactor = scale ? (1.0f / OptFile.ScaleFactor) : 1.0f;

                if (file.Settings.ModelUnitSystem != Rhino.UnitSystem.Meters)
                {
                    scaleFactor *= (float)Rhino.RhinoMath.UnitScale(file.Settings.ModelUnitSystem, Rhino.UnitSystem.Meters);
                    scale        = true;
                }

                var groups = file.Objects
                             .Where(t =>
                {
                    using (var geometry = t.Geometry)
                    {
                        return(geometry.ObjectType == Rhino.DocObjects.ObjectType.Mesh);
                    }
                })
                             .GroupBy(t =>
                {
                    using (var attributes = t.Attributes)
                    {
                        return(attributes.LayerIndex);
                    }
                })
                             .ToList();

                foreach (var group in groups)
                {
                    var mesh = new Mesh();
                    opt.Meshes.Add(mesh);

                    var lod = new MeshLod();
                    mesh.Lods.Add(lod);

                    foreach (var obj in group)
                    {
                        var faceGroup = new FaceGroup();
                        lod.FaceGroups.Add(faceGroup);

                        int baseIndex = mesh.Vertices.Count;

                        using (var geometry = (Rhino.Geometry.Mesh)obj.Geometry)
                        {
                            if (scale)
                            {
                                foreach (var vertex in geometry.Vertices)
                                {
                                    mesh.Vertices.Add(new Vector(vertex.X * scaleFactor, vertex.Y * scaleFactor, vertex.Z * scaleFactor));
                                }
                            }
                            else
                            {
                                foreach (var vertex in geometry.Vertices)
                                {
                                    mesh.Vertices.Add(new Vector(vertex.X, vertex.Y, vertex.Z));
                                }
                            }

                            foreach (var texCoords in geometry.TextureCoordinates)
                            {
                                mesh.TextureCoordinates.Add(new TextureCoordinates(texCoords.X, -texCoords.Y));
                            }

                            foreach (var normal in geometry.Normals)
                            {
                                mesh.VertexNormals.Add(new Vector(normal.X, normal.Y, normal.Z));
                            }

                            foreach (var geoFace in geometry.Faces)
                            {
                                var face = new Face();
                                faceGroup.Faces.Add(face);

                                Index index = geoFace.IsTriangle ?
                                              new Index(baseIndex + geoFace.C, baseIndex + geoFace.B, baseIndex + geoFace.A) :
                                              new Index(baseIndex + geoFace.D, baseIndex + geoFace.C, baseIndex + geoFace.B, baseIndex + geoFace.A);

                                face.VerticesIndex           = index;
                                face.VertexNormalsIndex      = index;
                                face.TextureCoordinatesIndex = index;

                                face.Normal = Vector.Normal(mesh.Vertices[index.A], mesh.Vertices[index.B], mesh.Vertices[index.C]);
                            }
                        }

                        using (var attributes = obj.Attributes)
                        {
                            if (attributes.MaterialIndex != -1)
                            {
                                using (var material = file.Materials[attributes.MaterialIndex])
                                {
                                    faceGroup.Textures.Add(material.Name);
                                }
                            }
                        }
                    }
                }

                opt.CompactBuffers();
                opt.ComputeHitzones();

                for (int materialIndex = 0; materialIndex < file.Materials.Count; materialIndex++)
                {
                    using (var material = file.Materials[materialIndex])
                    {
                        if (opt.Textures.ContainsKey(material.Name))
                        {
                            continue;
                        }

                        string colorMap = null;
                        string alphaMap = null;

                        using (var tex = material.GetBitmapTexture())
                        {
                            if (tex != null && !string.IsNullOrEmpty(tex.FileName))
                            {
                                colorMap = Path.GetFileName(tex.FileName);
                            }
                        }

                        using (var tex = material.GetTransparencyTexture())
                        {
                            if (tex != null && !string.IsNullOrEmpty(tex.FileName))
                            {
                                alphaMap = Path.GetFileName(tex.FileName);
                            }
                        }

                        Texture texture;

                        if (colorMap == null)
                        {
                            var  color = material.DiffuseColor;
                            byte r     = color.R;
                            byte g     = color.G;
                            byte b     = color.B;

                            int    width  = 8;
                            int    height = 8;
                            int    length = width * height;
                            byte[] data   = new byte[length * 4];

                            for (int i = 0; i < length; i++)
                            {
                                data[i * 4 + 0] = b;
                                data[i * 4 + 1] = g;
                                data[i * 4 + 2] = r;
                                data[i * 4 + 3] = 255;
                            }

                            texture           = new Texture();
                            texture.Name      = material.Name;
                            texture.Width     = width;
                            texture.Height    = height;
                            texture.ImageData = data;
                        }
                        else
                        {
                            string colorFileName = Path.Combine(rhinoDirectory, colorMap);

                            texture      = Texture.FromFile(colorFileName);
                            texture.Name = material.Name;
                        }

                        if (alphaMap != null)
                        {
                            string alphaFileName = Path.Combine(rhinoDirectory, alphaMap);

                            texture.SetAlphaMap(alphaFileName);
                        }
                        else if (material.Transparency > 0.0 && material.Transparency < 1.0)
                        {
                            byte alpha = (byte)(material.Transparency * 255.0f);

                            int length = texture.Width * texture.Height;

                            byte[] alphaData = new byte[length];
                            var    data      = texture.ImageData;

                            for (int i = 0; i < length; i++)
                            {
                                alphaData[i]    = alpha;
                                data[i * 4 + 3] = alpha;
                            }

                            texture.AlphaData = alphaData;
                        }

                        opt.Textures.Add(texture.Name, texture);
                    }
                }

                opt.GenerateTexturesMipmaps();
            }

            return(opt);
        }
コード例 #33
0
        /// <summary>
        /// Creates a new object from a wireframe visualization.
        /// </summary>
        /// <param name="visWire">Visualization object.</param>
        /// <returns>New object, or null if visualization data fails validation.</returns>
        public static WireframeObject Create(IVisualizationWireframe visWire)
        {
            if (!visWire.Validate(out string msg))
            {
                // Should not be here -- visualizer should have checked validation and
                // reported an error.
                Debug.WriteLine("Wireframe validation failed: " + msg);
                return(null);
            }

            WireframeObject wireObj = new WireframeObject();

            wireObj.mIs2d = visWire.Is2d;

            //
            // Start by extracting data from the visualization object.  Everything stored
            // there is loaded into this object.  The VisWireframe validator will have
            // ensured that all the indices are in range.
            //
            // IMPORTANT: do not retain "visWire", as it may be a proxy for an object with a
            // limited lifespan.
            //

            float[] normalsX = visWire.GetNormalsX();
            if (normalsX.Length > 0)
            {
                float[] normalsY = visWire.GetNormalsY();
                float[] normalsZ = visWire.GetNormalsZ();

                for (int i = 0; i < normalsX.Length; i++)
                {
                    wireObj.mFaces.Add(new Face(normalsX[i], normalsY[i], normalsZ[i]));
                }
            }

            float[] verticesX        = visWire.GetVerticesX();
            float[] verticesY        = visWire.GetVerticesY();
            float[] verticesZ        = visWire.GetVerticesZ();
            int[]   excludedVertices = visWire.GetExcludedVertices();

            // Compute min/max for X/Y for 2d re-centering.  The trick is that we only want
            // to use vertices that are visible.  If the shape starts with a huge move off to
            // the left, we don't want to include (0,0).
            double xmin, xmax, ymin, ymax;

            xmin = ymin = 10e9;
            xmax = ymax = -10e9;

            for (int i = 0; i < verticesX.Length; i++)
            {
                wireObj.mVertices.Add(new Vertex(verticesX[i], verticesY[i], verticesZ[i],
                                                 HasIndex(excludedVertices, i)));
            }

            int[] points = visWire.GetPoints();
            for (int i = 0; i < points.Length; i++)
            {
                Vertex vert = wireObj.mVertices[points[i]];
                wireObj.mPoints.Add(vert);
                UpdateMinMax(vert, ref xmin, ref xmax, ref ymin, ref ymax);
            }

            IntPair[] edges         = visWire.GetEdges();
            int[]     excludedEdges = visWire.GetExcludedEdges();
            for (int i = 0; i < edges.Length; i++)
            {
                int v0index = edges[i].Val0;
                int v1index = edges[i].Val1;

                //if (v0index < 0 || v0index >= wireObj.mVertices.Count ||
                //        v1index < 0 || v1index >= wireObj.mVertices.Count) {
                //    Debug.Assert(false);
                //    return null;
                //}

                Vertex vert0 = wireObj.mVertices[v0index];
                Vertex vert1 = wireObj.mVertices[v1index];
                wireObj.mEdges.Add(new Edge(vert0, vert1, HasIndex(excludedEdges, i)));

                UpdateMinMax(vert0, ref xmin, ref xmax, ref ymin, ref ymax);
                UpdateMinMax(vert1, ref xmin, ref xmax, ref ymin, ref ymax);
            }

            IntPair[] vfaces = visWire.GetVertexFaces();
            for (int i = 0; i < vfaces.Length; i++)
            {
                int vindex = vfaces[i].Val0;
                int findex = vfaces[i].Val1;

                //if (vindex < 0 || vindex >= wireObj.mVertices.Count ||
                //        findex < 0 || findex >= wireObj.mFaces.Count) {
                //    Debug.Assert(false);
                //    return null;
                //}

                Face face = wireObj.mFaces[findex];
                wireObj.mVertices[vindex].Faces.Add(face);
                if (face.Vert == null)
                {
                    face.Vert = wireObj.mVertices[vindex];
                }
            }

            IntPair[] efaces = visWire.GetEdgeFaces();
            for (int i = 0; i < efaces.Length; i++)
            {
                int eindex = efaces[i].Val0;
                int findex = efaces[i].Val1;

                //if (eindex < 0 || eindex >= wireObj.mEdges.Count ||
                //        findex < 0 || findex >= wireObj.mFaces.Count) {
                //    Debug.Assert(false);
                //    return null;
                //}

                Face face = wireObj.mFaces[findex];
                wireObj.mEdges[eindex].Faces.Add(face);
                if (face.Vert == null)
                {
                    face.Vert = wireObj.mEdges[eindex].Vertex0;
                }
            }

            //
            // All data has been loaded into friendly classes.
            //

            // Compute center of visible vertices.
            wireObj.mCenterAdjX = -(xmin + xmax) / 2;
            wireObj.mCenterAdjY = -(ymin + ymax / 2);

            // Compute the magnitude of the largest vertex, for scaling.
            double bigMag   = -1.0;
            double bigMagRc = -1.0;

            for (int i = 0; i < wireObj.mVertices.Count; i++)
            {
                Vector3 vec = wireObj.mVertices[i].Vec;
                double  mag = vec.Magnitude();
                if (bigMag < mag)
                {
                    bigMag = mag;
                }

                // Repeat the operation with recentering.  This isn't quite right as we're
                // including all vertices, not just the visible ones.
                mag = new Vector3(vec.X + wireObj.mCenterAdjX,
                                  vec.Y + wireObj.mCenterAdjY, vec.Z).Magnitude();
                if (bigMagRc < mag)
                {
                    bigMagRc = mag;
                }
            }

            // Avoid divide-by-zero.
            if (bigMag == 0)
            {
                Debug.WriteLine("NOTE: wireframe magnitude was zero");
                bigMag = 1;
            }
            if (bigMagRc == 0)
            {
                bigMagRc = 1;
            }
            wireObj.mBigMag   = bigMag;
            wireObj.mBigMagRc = bigMagRc;

            return(wireObj);
        }
コード例 #34
0
ファイル: Grid.cs プロジェクト: jtfrom9/UnityJunks
    Mesh ReGrid(Mesh mesh)
    {
        if (back)
        {
            GetComponent <MeshRenderer>().material = new Material(Shader.Find("Sprites/Default"));
        }
        else
        {
            GetComponent <MeshRenderer>().material = new Material(Shader.Find("GUI/Text Shader"));
        }

        mesh.Clear();

        int   drawSize;
        float width;
        int   resolution;
        float diff;

        Vector3[] vertices;
        Vector2[] uvs;
        int[]     lines;
        Color[]   colors;

        drawSize = size * 2;
        width    = gridSize * drawSize / 4.0f;
        Vector2 startPosition = new Vector2(-width, -width);
        Vector2 endPosition   = new Vector2(width, width);

        diff       = width / drawSize;
        resolution = (drawSize + 2) * 2;
        //最期の2辺を追加している

        vertices = new Vector3[resolution];
        uvs      = new Vector2[resolution];
        lines    = new int[resolution];
        colors   = new Color[resolution];

        for (int i = 0; i < vertices.Length; i += 4)
        {
            vertices[i]     = new Vector3(startPosition.x + (diff * (float)i), startPosition.y, 0);
            vertices[i + 1] = new Vector3(startPosition.x + (diff * (float)i), endPosition.y, 0);
            vertices[i + 2] = new Vector3(startPosition.x, endPosition.y - (diff * (float)i), 0);
            vertices[i + 3] = new Vector3(endPosition.x, endPosition.y - (diff * (float)i), 0);
        }

        for (int i = 0; i < resolution; i++)
        {
            uvs[i]    = Vector2.zero;
            lines[i]  = i;
            colors[i] = color;
        }

        Vector3 rotDirection;

        switch (face)
        {
        case Face.xy:
            rotDirection = Vector3.forward;
            break;

        case Face.zx:
            rotDirection = Vector3.up;
            break;

        case Face.yz:
            rotDirection = Vector3.right;
            break;

        default:
            rotDirection = Vector3.forward;
            break;
        }

        mesh.vertices = RotationVertices(vertices, rotDirection);
        mesh.uv       = uvs;
        mesh.colors   = colors;
        mesh.SetIndices(lines, MeshTopology.Lines, 0);

        preGridSize = gridSize;
        preSize     = size;
        preColor    = color;
        preFace     = face;
        preBack     = back;

        return(mesh);
    }
コード例 #35
0
        private void FindWallFacesOnRoom()
        {
            try
            {
                foreach (Element element in settings.SelectedElements)
                {
                    Room room = element as Room;
                    if (room.GetBoundarySegments(new SpatialElementBoundaryOptions()) != null)
                    {
                        foreach (IList <Autodesk.Revit.DB.BoundarySegment> boundarySegments in room.GetBoundarySegments(new SpatialElementBoundaryOptions()))
                        {
                            if (boundarySegments.Count > 0)
                            {
                                foreach (Autodesk.Revit.DB.BoundarySegment boundarySegment in boundarySegments)
                                {
#if RELEASE2017
                                    if (boundarySegment.ElementId == ElementId.InvalidElementId)
                                    {
                                        continue;
                                    }
                                    Wall boundaryWall = doc.GetElement(boundarySegment.ElementId) as Wall;
                                    if (boundaryWall != null)
                                    {
                                        if (!wallFaces.ContainsKey(boundaryWall.Id.IntegerValue))
                                        {
                                            Face sideFace = GetSideWallFace(boundaryWall);
                                            if (null != sideFace)
                                            {
                                                wallFaces.Add(boundaryWall.Id.IntegerValue, sideFace);
                                            }
                                        }
                                    }
#else
                                    if (null == boundarySegment.Element)
                                    {
                                        continue;
                                    }

                                    if (boundarySegment.Element.Category.Name == "Walls")
                                    {
                                        Wall boundaryWall = boundarySegment.Element as Wall;
                                        if (boundaryWall != null)
                                        {
                                            if (!wallFaces.ContainsKey(boundaryWall.Id.IntegerValue))
                                            {
                                                Face sideFace = GetSideWallFace(boundaryWall);
                                                if (null != sideFace)
                                                {
                                                    wallFaces.Add(boundaryWall.Id.IntegerValue, sideFace);
                                                }
                                            }
                                        }
                                    }
#endif
                                }
                            }
                        }
                    }
                }

                List <Wall> wallList = new List <Wall>();
                FilteredElementCollector collector = new FilteredElementCollector(doc);
                wallList = collector.OfCategory(BuiltInCategory.OST_Walls).WhereElementIsNotElementType().OfType <Wall>().ToList();

                foreach (Wall wall in wallList)
                {
                    if (wall.WallType.Kind == WallKind.Curtain)
                    {
                        continue;
                    }                                                         //regard as a transparent wall
                    if (wallFaces.ContainsKey(wall.Id.IntegerValue))
                    {
                        continue;
                    }

                    LocationCurve wallLocation = wall.Location as LocationCurve;
                    Curve         wallCurve    = wallLocation.Curve;
#if RELEASE2013
                    XYZ startPoint = wallCurve.get_EndPoint(0);
                    XYZ endPoint   = wallCurve.get_EndPoint(1);
#else
                    XYZ startPoint = wallCurve.GetEndPoint(0);
                    XYZ endPoint   = wallCurve.GetEndPoint(1);
#endif

                    foreach (Element element in settings.SelectedElements)
                    {
                        Room room = element as Room;
                        if (room.IsPointInRoom(startPoint) || room.IsPointInRoom(endPoint))
                        {
                            if (!wallFaces.ContainsKey(wall.Id.IntegerValue))
                            {
                                Face sideFace = GetSideWallFace(wall);
                                if (null != sideFace)
                                {
                                    wallFaces.Add(wall.Id.IntegerValue, sideFace);
                                }
                            }
                        }
                    }
                }
            }
            catch (Exception ex)
            {
                MessageBox.Show("Failed to find a face of a wall object\n" + ex.Message, "FieldOfViewAnalysis:FindWallFaces", MessageBoxButtons.OK, MessageBoxIcon.Warning);
            }
        }
コード例 #36
0
ファイル: ObjReader.cs プロジェクト: PlumpMath/OpenGLStudio
        public ObjReader(string path)
        {
            obj       = new List <Polygon>();
            objReader = new StreamReader(path);
            al        = new ArrayList();
            string LineItem = "";

            while (objReader.Peek() != -1)
            {
                LineItem = objReader.ReadLine();
                al.Add(LineItem);
            }

            string filename = path.Substring(path.LastIndexOf('\\') + 1);

            string[] tempfilename = filename.Split(new String[] { ".obj" }, System.StringSplitOptions.RemoveEmptyEntries);
            Polygon  tmp          = new Polygon()
            {
                Name = tempfilename[0]
            };

            int VerticsC  = 0;
            int UVerticsC = 0;
            int NVerticsC = 0;
            int FacesC    = 0;

            foreach (string i in al)
            {
                if (i.IndexOf('v') == 0 && i.IndexOf(' ') == 1)//v 顶点
                {
                    //字符串分割
                    string[] tempArray = i.Split(new char[] { 'v', ' ' }, System.StringSplitOptions.RemoveEmptyEntries);
                    float    x         = float.Parse(tempArray[0]);
                    float    y         = float.Parse(tempArray[1]);
                    float    z         = float.Parse(tempArray[2]);
                    tmp.Vertices.Add(new Vertex(x, y, z));
                    VerticsC++;
                }
                //vt 贴图顶点
                else if (i.IndexOf('v') == 0 && i.IndexOf('t') == 1 && i.IndexOf(' ') == 2)
                {
                    string[] tempArray = i.Split(new char[] { 'v', 't', ' ' }, System.StringSplitOptions.RemoveEmptyEntries);
                    float    u         = float.Parse(tempArray[0]);
                    float    v         = float.Parse(tempArray[1]);
                    tmp.UVs.Add(new UV(u, v));
                    UVerticsC++;
                }
                else if (i.IndexOf('v') == 0 && i.IndexOf('n') == 1 && i.IndexOf(' ') == 2)
                {
                    string[] tempArray = i.Split(new char[] { 'v', 'n', ' ' }, System.StringSplitOptions.RemoveEmptyEntries);
                    float    x         = float.Parse(tempArray[0]);
                    float    y         = float.Parse(tempArray[1]);
                    float    z         = float.Parse(tempArray[2]);
                    tmp.Normals.Add(new Vertex(x, y, z));
                    NVerticsC++;
                }
                else if (i.IndexOf('f') == 0 && i.IndexOf(' ') == 1)
                {
                    string[] tempArray = i.Split(new char[] { 'f', '/', ' ' }, System.StringSplitOptions.RemoveEmptyEntries);

                    /*3种情况
                     * 1 f Vertex1/Texture1/Normal1 Vertex2/Texture2/Normal2 Vertex3/Texture3/Normal3
                     * 2 f Vertex1/Normal1 Vertex2/Normal2 Vertex3/Normal3
                     * 3 f Vertex1 Vertex2 Vertex3
                     */
                    int x = 0, y = 0, z = 0;
                    int tx = 0, ty = 0, tz = 0;
                    int nx = 0, ny = 0, nz = 0;
                    if (tempArray.Count() == 9)//1
                    {
                        x  = Convert.ToInt32(tempArray[0]);
                        y  = Convert.ToInt32(tempArray[0 + 3]);
                        z  = Convert.ToInt32(tempArray[0 + 3 * 2]);
                        tx = Convert.ToInt32(tempArray[1]);
                        ty = Convert.ToInt32(tempArray[1 + 3]);
                        tz = Convert.ToInt32(tempArray[1 + 3 * 2]);
                        nx = Convert.ToInt32(tempArray[2]);
                        ny = Convert.ToInt32(tempArray[2 + 3]);
                        nz = Convert.ToInt32(tempArray[2 + 3 * 2]);
                    }
                    else if (tempArray.Count() == 6)//2
                    {
                        x  = Convert.ToInt32(tempArray[0]);
                        y  = Convert.ToInt32(tempArray[0 + 2]);
                        z  = Convert.ToInt32(tempArray[0 + 2 * 2]);
                        tx = Convert.ToInt32(tempArray[0]);
                        ty = Convert.ToInt32(tempArray[0 + 2]);
                        tz = Convert.ToInt32(tempArray[0 + 2 * 2]);
                    }
                    else if (tempArray.Count() == 3)//3
                    {
                        x = Convert.ToInt32(tempArray[0]);
                        y = Convert.ToInt32(tempArray[0 + 1]);
                        z = Convert.ToInt32(tempArray[0 + 1 * 2]);
                    }
                    Face item = new Face();
                    item.Indices.Add(new Index(x - 1, tx - 1, nx - 1)); //顶点索引,贴图索引, 法向量索引
                    item.Indices.Add(new Index(y - 1, ty - 1, ny - 1));
                    item.Indices.Add(new Index(z - 1, tz - 1, nz - 1));
                    tmp.Faces.Add(item);//面信息

                    FacesC++;
                }
            }
            Console.WriteLine("顶点:面数=" + VerticsC + ":" + FacesC);
            obj.Add(tmp);
        }
コード例 #37
0
        public static Face ToLadybugTools_Face(this Panel panel, AnalyticalModel analyticalModel = null, int index = -1, bool reverse = true)
        {
            if (panel == null || panel.PanelType == PanelType.Shade)
            {
                return(null);
            }

            Face3D face3D = panel.PlanarBoundary3D.ToLadybugTools();

            if (face3D == null)
            {
                return(null);
            }

            AdjacencyCluster adjacencyCluster = analyticalModel?.AdjacencyCluster;

            Space space_Adjacent = null;
            int   index_Adjacent = -1;

            if (adjacencyCluster != null && index != -1)
            {
                List <Space> spaces = adjacencyCluster.GetSpaces(panel);
                if (spaces != null && spaces.Count != 0)
                {
                    foreach (Space space in spaces)
                    {
                        int index_Temp = adjacencyCluster.GetIndex(space);
                        if (!index_Temp.Equals(index))
                        {
                            space_Adjacent = space;
                            index_Adjacent = index_Temp;
                            break;
                        }
                    }
                }
            }

            string adjacentPanelUniqueName = null;
            string adjacentSpaceUniqueName = null;

            if (space_Adjacent != null && index_Adjacent != -1)
            {
                adjacentPanelUniqueName = Query.UniqueName(panel, index_Adjacent);
                adjacentSpaceUniqueName = Query.UniqueName(space_Adjacent);
            }

            AnyOf <Ground, Outdoors, Adiabatic, Surface> boundaryCondition = panel.ToLadybugTools_BoundaryCondition(adjacentPanelUniqueName, adjacentSpaceUniqueName);

            FaceType faceType;

            PanelType  panelType  = panel.PanelType;
            PanelGroup panelGroup = panelType.PanelGroup();

            if (panelGroup == PanelGroup.Floor && Analytical.Query.PanelType(panel.Normal) == PanelType.Roof)
            {
                faceType = FaceType.RoofCeiling;
            }
            else
            {
                faceType = Query.FaceTypeEnum(panelType);
            }

            FaceEnergyPropertiesAbridged faceEnergyPropertiesAbridged = new FaceEnergyPropertiesAbridged();

            if (faceType != FaceType.AirBoundary)
            {
                faceEnergyPropertiesAbridged.Construction = Query.UniqueName(panel.Construction, reverse);
            }

            Face face = new Face(Query.UniqueName(panel, index), face3D, faceType, boundaryCondition, new FacePropertiesAbridged(faceEnergyPropertiesAbridged), panel.Name);

            List <Aperture> apertures = panel.Apertures;//Analytical.Query.OffsetAperturesOnEdge(panel, 0.1);

            if (apertures != null && apertures.Count > 0)
            {
                MaterialLibrary materialLibrary = analyticalModel?.MaterialLibrary;

                face.Apertures = apertures.ConvertAll(x => x.ToLadybugTools(materialLibrary, index, index_Adjacent, adjacentPanelUniqueName, adjacentSpaceUniqueName)).FindAll(x => x != null);
                face.Doors     = apertures.ConvertAll(x => x.ToLadybugTools_Door(materialLibrary, index, index_Adjacent, adjacentPanelUniqueName, adjacentSpaceUniqueName)).FindAll(x => x != null);
            }

            return(face);
        }
コード例 #38
0
        /// <summary>
        /// Reads a model from a Wavefront OBJ (.obj) model file.
        /// </summary>
        /// <param name="path">File path to the file to parse</param>
        /// <returns>Model parsed from the specified file</returns>
        public static Model FromFile(String path)
        {
            int       vertCount = 0, txuvCount = 0, normCount = 0, faceCount = 0;
            var       vertGroups = new List <FaceGroup>();
            FaceGroup lastGroup  = null;

            // Read all lines from the file and store them as a string array
            var lines = File.ReadAllLines(path);

            // Loop through each line in the array, counting how many vertices,
            // normals, texture UV coordinates, and faces there are. Also, find
            // the start indices and lengths of any face groups.
            foreach (var line in lines)
            {
                // If the line specifies the start of a face group...
                if (_sREObjc.IsMatch(line))
                {
                    // If this isn't the first group in the file...
                    if (lastGroup != null)
                    {
                        // Update the last group to record that the group
                        // ended at the last face read
                        lastGroup.Length = faceCount - lastGroup.StartIndex;
                    }

                    // Start a new face group with the name given by this line, and
                    // with the start index being that of the next face read
                    lastGroup = new FaceGroup(line.Substring(line.IndexOf(' ') + 1))
                    {
                        StartIndex = faceCount
                    };

                    // Add the face group to the list of groups in this file
                    vertGroups.Add(lastGroup);
                    continue;
                }

                // If the line specifies a vertex position, increment the vertex count
                if (_sREVert.IsMatch(line))
                {
                    ++vertCount; continue;
                }

                // If the line specifies a texture coordinate, increment the UV count
                if (_sRETxUV.IsMatch(line))
                {
                    ++txuvCount; continue;
                }

                // If the line specifies a vertex normal, increment the normal count
                if (_sRENorm.IsMatch(line))
                {
                    ++normCount; continue;
                }

                // If the line specifies a face, increment the face count
                if (_sREFace.IsMatch(line))
                {
                    ++faceCount; continue;
                }
            }

            // If there is a face group that has not been completed...
            if (lastGroup != null)
            {
                // Update the last group to record that the group
                // ended at the last face read
                lastGroup.Length = faceCount - lastGroup.StartIndex;
            }

            // Set up the arrays for vertex positions, UV coordinates, normals, and faces
            var verts = new Vector3[vertCount]; int vi = 0;
            var txuvs = new Vector2[txuvCount]; int ti = 0;
            var norms = new Vector3[normCount]; int ni = 0;
            var faces = new Face[faceCount]; int fi = 0;

            // Create a model instance with these arrays, which will be populated after
            var model = new Model(vertGroups.ToArray(), verts, txuvs, norms, faces);

            // Loop through each line again, but this time actually parsing vertex values
            foreach (var line in lines)
            {
                // Chop off the identifier token from the start of the string
                var data = line.Substring(line.IndexOf(' ') + 1);

                // If the line is a vertex position, parse it and store it
                if (_sREVert.IsMatch(line))
                {
                    verts[vi++] = ParseVector3(data);
                    continue;
                }

                // If the line is a texture UV coordinate, parse it and store it
                if (_sRETxUV.IsMatch(line))
                {
                    txuvs[ti++] = ParseVector2(data);
                    continue;
                }

                // If the line is a vertex normal, parse it and store it
                if (_sRENorm.IsMatch(line))
                {
                    norms[ni++] = ParseVector3(data);
                    continue;
                }

                // If the line is a face, parse its indices and store it
                if (_sREFace.IsMatch(line))
                {
                    faces[fi++] = Face.Parse(data);
                    continue;
                }
            }

            // Update the model's VBO with the newly parsed data, then return it
            model.UpdateVertices();
            return(model);
        }
コード例 #39
0
        /// <summary>
        ///     ** Experimental ** May disappear from future versions ** not recommended for use in applications
        ///     Construct a sculpt mesh from a 2D array of floats
        /// </summary>
        /// <param name="zMap"></param>
        /// <param name="xBegin"></param>
        /// <param name="xEnd"></param>
        /// <param name="yBegin"></param>
        /// <param name="yEnd"></param>
        /// <param name="viewerMode"></param>
        public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
        {
            float xStep, yStep;
            float uStep, vStep;

            int numYElements = zMap.GetLength(0);
            int numXElements = zMap.GetLength(1);

            try
            {
                xStep = (xEnd - xBegin) / (numXElements - 1);
                yStep = (yEnd - yBegin) / (numYElements - 1);

                uStep = 1.0f / (numXElements - 1);
                vStep = 1.0f / (numYElements - 1);
            } catch (DivideByZeroException)
            {
                return;
            }

            coords  = new List <Coord> ();
            faces   = new List <Face> ();
            normals = new List <Coord> ();
            uvs     = new List <UVCoord> ();

            viewerFaces = new List <ViewerFace> ();

            int p1, p2, p3, p4;

            int x, y;
            int xStart = 0, yStart = 0;

            for (y = yStart; y < numYElements; y++)
            {
                int rowOffset = y * numXElements;

                for (x = xStart; x < numXElements; x++)
                {
                    /*
                     *   p1-----p2
                     *   | \ f2 |
                     *   |   \  |
                     *   | f1  \|
                     *   p3-----p4
                     */

                    p4 = rowOffset + x;
                    p3 = p4 - 1;

                    p2 = p4 - numXElements;
                    p1 = p3 - numXElements;
                    Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap [y, x]);
                    coords.Add(c);
                    if (viewerMode)
                    {
                        normals.Add(new Coord());
                        uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
                    }

                    if (y > 0 && x > 0)
                    {
                        Face f1, f2;

                        if (viewerMode)
                        {
                            f1 = new Face(p1, p4, p3, p1, p4, p3)
                            {
                                uv1 = p1, uv2 = p4, uv3 = p3
                            };

                            f2 = new Face(p1, p2, p4, p1, p2, p4)
                            {
                                uv1 = p1, uv2 = p2, uv3 = p4
                            };
                        }
                        else
                        {
                            f1 = new Face(p1, p4, p3);
                            f2 = new Face(p1, p2, p4);
                        }

                        faces.Add(f1);
                        faces.Add(f2);
                    }
                }
            }

            if (viewerMode)
            {
                calcVertexNormals(SculptType.plane, numXElements, numYElements);
            }
        }
コード例 #40
0
ファイル: Player.cs プロジェクト: Splenish/Junction2018
 public virtual void ChangeFace(Face face)
 {
     Debug.Log("Unimplemented ChangeFace()");
 }
コード例 #41
0
    private void Initialize(PolyGraph polyGraph)
    {
        width  = polyGraph.width;
        height = polyGraph.height;

        faces = polyGraph.faces
                .Select((kvp, i) => new Face(i, kvp.Value))
                .ToArray();
        corners = polyGraph.corners
                  .Select((kvp, i) => new Corner(i, kvp.Value))
                  .ToArray();
        edges = polyGraph.edges
                .Select((kvp, i) => new Edge(i, kvp.Value))
                .ToArray();

        int index;

        for (index = 0; index < faces.Length; index++)
        {
            Face     face     = faces[index];
            PolyFace polyFace = polyGraph.faces[index];

            face.corners = polyFace.surroundingCorners
                           .Select(polyCorner => corners[polyCorner.id])
                           .OrderBy(corner => face.position.GetAngle(corner.position))
                           .ToArray();
            face.faces = polyFace.neighbouringFaces
                         .Select(otherPolyFace => faces[otherPolyFace.id])
                         .OrderBy(otherFace => face.position.GetAngle(otherFace.position))
                         .ToArray();
            face.edges = polyFace.surroundingEdges
                         .Select(polyEdge => edges[polyEdge.id])
                         .OrderBy(edge => face.position.GetAngle(edge.position))
                         .ToArray();

            face.triangles = polyFace.triangles;
            face.vertices  = polyFace.vertices
                             .Select(vertex => vertex.ToVector2())
                             .ToArray();
            face.normals = polyFace.normals
                           .Select((vertex => vertex.ToVector2()))
                           .ToArray();
        }


        for (index = 0; index < corners.Length; index++)
        {
            Corner     corner     = corners[index];
            PolyCorner polyCorner = polyGraph.corners[index];

            corner.faces = polyCorner.surroundingFaces
                           .Select(polyFace => faces[polyFace.id])
                           .OrderBy(face => corner.position.GetAngle(face.position))
                           .ToArray();
            corner.edges = polyCorner.surroundingEdges
                           .Select(polyEdge => edges[polyEdge.id])
                           .OrderBy(edge => corner.position.GetAngle(edge.position))
                           .ToArray();
        }

        for (index = 0; index < edges.Length; index++)
        {
            Edge     edge     = edges[index];
            PolyEdge polyEdge = polyGraph.edges[index];

            edge.faces = polyEdge.surroundingFaces
                         .Select(polyFace => faces[polyFace.id])
                         .OrderBy(face => edge.position.GetAngle(face.position))
                         .ToArray();

            edge.corners = polyEdge.surroundingCorners
                           .Select(polyCorner => corners[polyCorner.id])
                           .OrderBy(corner => edge.position.GetAngle(corner.position))
                           .ToArray();
        }
    }
コード例 #42
0
        //accumulative values on grid points
        private bool MeasureAccDistance()
        {
            bool result = false;

            try
            {
                //find walls located inside the selected rooms
                FindWallFacesOnRoom();

                //Find point of view from the sphere element
                FamilyInstance sphere = FindPointOfView();
                if (null != sphere)
                {
                    LocationPoint location = sphere.Location as LocationPoint;
                    XYZ           pointXYZ = location.Point;
                    XYZ           vectorZ  = new XYZ(0, 0, 1);
#if RELEASE2013
                    Transform transform = Transform.get_Translation(vectorZ);
#else
                    Transform transform = Transform.CreateTranslation(vectorZ);
#endif

                    int  resultIndex = FindIndexOfResult(sfm);
                    bool firstLoop   = true;
                    foreach (int roomId in roomFaces.Keys)
                    {
                        Face                 roomFace    = roomFaces[roomId];
                        int                  index       = sfm.AddSpatialFieldPrimitive(roomFace, transform);
                        List <double>        doubleList  = new List <double>();
                        IList <UV>           uvPoints    = new List <UV>();
                        IList <ValueAtPoint> valList     = new List <ValueAtPoint>();
                        BoundingBoxUV        boundingBox = roomFace.GetBoundingBox();
                        for (double u = boundingBox.Min.U; u < boundingBox.Max.U; u = u + (boundingBox.Max.U - boundingBox.Min.U) / 15)
                        {
                            for (double v = boundingBox.Min.V; v < boundingBox.Max.V; v = v + (boundingBox.Max.V - boundingBox.Min.V) / 15)
                            {
                                UV  uvPoint  = new UV(u, v);
                                XYZ xyzPoint = roomFace.Evaluate(uvPoint);
                                uvPoints.Add(uvPoint);
#if RELEASE2013
                                Line line = doc.Application.Create.NewLine(pointXYZ, xyzPoint, true);
#else
                                Line line = Line.CreateBound(pointXYZ, xyzPoint);
#endif
                                //double dblValue = 1 / (line.ApproximateLength);
                                double dblValue = 1;

                                IntersectionResultArray resultArray;
                                foreach (int wallId in wallFaces.Keys)
                                {
                                    Face wallFace = wallFaces[wallId];
                                    SetComparisonResult compResult = wallFace.Intersect(line, out resultArray);
                                    if (compResult == SetComparisonResult.Overlap && null != resultArray)
                                    {
                                        if (dblValue > 0)
                                        {
                                            dblValue = 0 - resultArray.Size;
                                        }
                                        else
                                        {
                                            dblValue = -resultArray.Size;
                                        }
                                    }
                                }
                                doubleList.Add(dblValue);
                                valList.Add(new ValueAtPoint(doubleList));
                                doubleList.Clear();
                            }
                        }

                        FieldDomainPointsByUV domainPoints = new FieldDomainPointsByUV(uvPoints);
                        FieldValues           values       = new FieldValues(valList);

                        AnalysisResultSchema resultSchema = new AnalysisResultSchema(settings.LegendTitle, settings.LegendDescription);
                        resultSchema.SetUnits(unitNames, multipliers);
                        if (unitNames.Contains(settings.Units))
                        {
                            resultSchema.CurrentUnits = unitNames.IndexOf(settings.Units);
                        }

                        if (overwriteResult)
                        {
                            sfm.SetResultSchema(resultIndex, resultSchema);
                        }
                        else if (firstLoop)
                        {
                            resultIndex = sfm.RegisterResult(resultSchema); firstLoop = false;
                        }
                        else
                        {
                            sfm.SetResultSchema(resultIndex, resultSchema);
                        }

                        sfm.UpdateSpatialFieldPrimitive(index, domainPoints, values, resultIndex);
                    }
                }
            }
            catch (Exception ex)
            {
                MessageBox.Show("Failed to measure distance from the point element to the points on Room face.\n" + ex.Message, "FieldOfViewAnalysis", MessageBoxButtons.OK, MessageBoxIcon.Warning);
                result = false;
            }
            return(result);
        }
コード例 #43
0
        public void onInterest(Name prefix, Interest interest, Face face,
                               long interestFilterId, InterestFilter filter)
        {
            doCleanup();

            Name.Component selectedComponent = null;
            Blob           selectedEncoding  = null;
            // We need to iterate over both arrays.
            int totalSize = staleTimeCache_.Count + noStaleTimeCache_.Count;

            for (int i = 0; i < totalSize; ++i)
            {
                MemoryContentCache.Content content;
                if (i < staleTimeCache_.Count)
                {
                    content = staleTimeCache_[i];
                }
                else
                {
                    // We have iterated over the first array. Get from the second.
                    content = noStaleTimeCache_[i - staleTimeCache_.Count];
                }

                if (interest.matchesName(content.getName()))
                {
                    if (interest.getChildSelector() < 0)
                    {
                        // No child selector, so send the first match that we have found.
                        try {
                            face.send(content.getDataEncoding());
                        } catch (IOException ex) {
                            ILOG.J2CsMapping.Util.Logging.Logger.getLogger(typeof(MemoryContentCache).FullName)
                            .log(ILOG.J2CsMapping.Util.Logging.Level.SEVERE, null, ex);
                        }
                        return;
                    }
                    else
                    {
                        // Update selectedEncoding based on the child selector.
                        Name.Component component;
                        if (content.getName().size() > interest.getName().size())
                        {
                            component = content.getName().get(
                                interest.getName().size());
                        }
                        else
                        {
                            component = emptyComponent_;
                        }

                        bool gotBetterMatch = false;
                        if (selectedEncoding == null)
                        {
                            // Save the first match.
                            gotBetterMatch = true;
                        }
                        else
                        {
                            if (interest.getChildSelector() == 0)
                            {
                                // Leftmost child.
                                if (component.compare(selectedComponent) < 0)
                                {
                                    gotBetterMatch = true;
                                }
                            }
                            else
                            {
                                // Rightmost child.
                                if (component.compare(selectedComponent) > 0)
                                {
                                    gotBetterMatch = true;
                                }
                            }
                        }

                        if (gotBetterMatch)
                        {
                            selectedComponent = component;
                            selectedEncoding  = content.getDataEncoding();
                        }
                    }
                }
            }

            if (selectedEncoding != null)
            {
                // We found the leftmost or rightmost child.
                try {
                    face.send(selectedEncoding);
                } catch (IOException ex_0) {
                    ILOG.J2CsMapping.Util.Logging.Logger.getLogger(typeof(MemoryContentCache).FullName).log(
                        ILOG.J2CsMapping.Util.Logging.Level.SEVERE, null, ex_0);
                }
            }
            else
            {
                // Call the onDataNotFound callback (if defined).
                Object onDataNotFound = ILOG.J2CsMapping.Collections.Collections.Get(onDataNotFoundForPrefix_, prefix.toUri());
                if (onDataNotFound != null)
                {
                    try {
                        ((OnInterestCallback)onDataNotFound).onInterest(prefix,
                                                                        interest, face, interestFilterId, filter);
                    } catch (Exception ex_1) {
                        logger_.log(ILOG.J2CsMapping.Util.Logging.Level.SEVERE, "Error in onDataNotFound", ex_1);
                    }
                }
            }
        }
コード例 #44
0
        Result IExternalCommand.Execute(ExternalCommandData commandData, ref string message, ElementSet elements)
        {
            UIDocument               uidoc      = commandData.Application.ActiveUIDocument;
            Document                 doc        = uidoc.Document;
            Level                    level      = doc.ActiveView.GenLevel;
            View                     view       = doc.ActiveView;
            FamilySymbol             symbol     = doc.GetElement(new ElementId(587194)) as FamilySymbol;
            ElementClassFilter       dimfilter  = new ElementClassFilter(typeof(Dimension));
            ElementOwnerViewFilter   viewfilter = new ElementOwnerViewFilter(view.Id);
            FilteredElementCollector collector  = new FilteredElementCollector(doc);

            collector.WherePasses(dimfilter).WherePasses(viewfilter);
            List <Dimension>             add           = new List <Dimension>();
            List <Dimension>             add2          = new List <Dimension>();
            List <DimensionSegmentArray> dimarrayarray = new List <DimensionSegmentArray>();
            ReferenceArray referarray  = new ReferenceArray();
            ReferenceArray referarray2 = new ReferenceArray();

            foreach (Element e in collector)
            {
                Dimension dim = e as Dimension;
                if (dim.NumberOfSegments > 1)
                {
                    dimarrayarray.Add(dim.Segments);
                    add2.Add(dim);
                }
                else
                {
                    add.Add(dim);
                }
            }
            if (add2.Count != 0)            //连续尺寸标注
            {
                using (Transaction trans = new Transaction(doc))
                {
                    FailureHandlingOptions failureHandlingOptions = trans.GetFailureHandlingOptions();

                    FailureHandler failureHandler = new FailureHandler();

                    failureHandlingOptions.SetFailuresPreprocessor(failureHandler);

                    // 这句话是关键

                    failureHandlingOptions.SetClearAfterRollback(true);

                    trans.SetFailureHandlingOptions(failureHandlingOptions);


                    trans.Start("Start");
                    ChangeDimensionTypeStyle(add2.First <Dimension>(), doc);
                    for (int b = 0; b < add2.Count; b++)
                    {
                        referarray2 = add2.ElementAt <Dimension>(b).References;
                        foreach (Reference refer in referarray2)
                        {
                            //string re = refer.ElementReferenceType.ToString();
                            var       cu  = add2.ElementAt <Dimension>(b).Curve;
                            Dimension dim = add2.ElementAt <Dimension>(b);
                            Line      li  = cu as Line;
                            //var n = re.GetType().ToString();
                            Element el    = doc.GetElement(refer);
                            Curve   curve = null;
                            if (el.Location.GetType() != typeof(LocationCurve))
                            {
                                if (el.GetType() == typeof(Grid))
                                {
                                    curve = (el as Grid).Curve;
                                }
                                else if ((el as FamilyInstance) is FamilyInstance)
                                {
                                    FamilyInstance instance2   = el as FamilyInstance;
                                    Element        hostelement = instance2.Host;
                                    curve = GetLineFromLcPoint(GetSolid(hostelement), instance2);
                                }
                                else if (el.GetType() == typeof(Floor))
                                {
                                    Floor floor = el as Floor;
                                    Face  face  = GetGeometryFace(GetSolid(el));
                                    var   test2 = GetCurveFromFloor(face, add2[b].Curve);
                                    if (test2.Size < 2)
                                    {
                                        break;
                                    }
                                    XYZ[] xYZsn = { test2.get_Item(0).GetEndPoint(0), test2.get_Item(1).GetEndPoint(0) };
                                    Line  l3    = Line.CreateBound(test2.get_Item(0).GetEndPoint(0),
                                                                   test2.get_Item(1).GetEndPoint(0));
                                    curve = l3 as Curve;
                                }
                            }
                            else
                            {
                                curve = (el.Location as LocationCurve).Curve;
                            }

                            if (curve == null)
                            {
                                break;
                            }
                            XYZ p0 = li.Project(curve.GetEndPoint(1))
                                     .XYZPoint;
                            if (!symbol.IsActive)
                            {
                                symbol.Activate();
                            }

                            FamilyInstance instance = doc.Create.NewFamilyInstance(p0, symbol, level,
                                                                                   Autodesk.Revit.DB.Structure.StructuralType.UnknownFraming);
                            var    l  = GetGeometryLine(GetGeometryFace(GetSolid(instance)));
                            double an = GetAngle(li, l);
                            double rotateangle;
                            double e = 1e-12;
                            double a = Math.Round((an - Math.PI / 4), 13);
                            double c = Math.Round(Math.Abs((an - Math.PI * 3 / 2)), 13);
                            if (a != e || c != Math.Round(Math.PI * 3 / 2, 13)) //判断度数,相减做判断
                            {
                                if (an > Math.PI * 0.5)
                                {
                                    rotateangle = 0.75 * Math.PI - an;
                                }
                                else
                                {
                                    rotateangle = an + 0.25 * Math.PI;
                                }
                                LocationPoint lp = instance.Location as LocationPoint;
                                if (lp != null)
                                {
                                    Line line3 = Line.CreateBound(new XYZ(lp.Point.X, lp.Point.Y, 0), new XYZ(lp.Point.X, lp.Point.Y, lp.Point.Z + 20));
                                    lp.Rotate(line3, rotateangle);
                                    XYZ pNew = (instance.Location as LocationPoint).Point;
                                    if (p0.X != pNew.X || p0.Y != pNew.Y || p0.Z != pNew.Z)
                                    {
                                        lp.Point = p0;
                                    }
                                    //旋转基于平面与原点位置,对照两个位置将旋转后族放置到指定位置
                                }
                            }
                        }
                    }
                    trans.Commit();
                }
            }                                                    //逐点标注
            if (add.Count != 0)                                  //普通尺寸标注
            {
                using (Transaction trans = new Transaction(doc)) //将本身的Dimension样式修改未无对角线样式
                {
                    FailureHandlingOptions failureHandlingOptions = trans.GetFailureHandlingOptions();

                    FailureHandler failureHandler = new FailureHandler();

                    failureHandlingOptions.SetFailuresPreprocessor(failureHandler);

                    // 这句话是关键

                    failureHandlingOptions.SetClearAfterRollback(true);

                    trans.SetFailureHandlingOptions(failureHandlingOptions);


                    trans.Start("Text");
                    ChangeDimensionTypeStyle(add.First <Dimension>(), doc);
                    trans.Commit();
                }
                for (int a = 0; a < add.Count; a++)
                {
                    referarray = add.ElementAt <Dimension>(a).References;
                    if (referarray.Size == 2)
                    {
                        foreach (Reference re in referarray)
                        {
                            var       cu  = add.ElementAt <Dimension>(a).Curve;
                            Dimension dim = add.ElementAt <Dimension>(a);
                            Line      li  = cu as Line;
                            //var n = re.GetType().ToString();
                            Element el    = doc.GetElement(re);
                            Curve   curve = null;
                            using (Transaction test = new Transaction(doc, "change"))
                            {
                                FailureHandlingOptions failureHandlingOptions = test.GetFailureHandlingOptions();

                                FailureHandler failureHandler = new FailureHandler();

                                failureHandlingOptions.SetFailuresPreprocessor(failureHandler);

                                // 这句话是关键

                                failureHandlingOptions.SetClearAfterRollback(true);

                                test.SetFailureHandlingOptions(failureHandlingOptions);
                                test.Start();
                                if (el.Location.GetType() != typeof(LocationCurve))
                                {
                                    if (el.GetType() == typeof(Grid))
                                    {
                                        curve = (el as Grid).Curve;
                                    }
                                    else if ((el as FamilyInstance) is FamilyInstance)
                                    {
                                        FamilyInstance instance2   = el as FamilyInstance;
                                        Element        hostelement = instance2.Host;
                                        curve = GetLineFromLcPoint(GetSolid(hostelement), instance2);
                                    }
                                    else if (el.GetType() == typeof(Floor))
                                    {
                                        Floor floor = el as Floor;
                                        Face  face  = GetGeometryFace(GetSolid(el));
                                        var   test2 = GetCurveFromFloor(face, add[a].Curve);
                                        if (test2.Size < 2)
                                        {
                                            break;
                                        }
                                        XYZ[] xYZsn = { test2.get_Item(0).GetEndPoint(0), test2.get_Item(1).GetEndPoint(0) };
                                        Line  l     = Line.CreateBound(test2.get_Item(0).GetEndPoint(0),
                                                                       test2.get_Item(1).GetEndPoint(0));
                                        curve = l as Curve;
                                    }

                                    if (curve == null)
                                    {
                                        break;
                                    }
                                    XYZ[] xYZs = { curve.GetEndPoint(0), curve.GetEndPoint(1) };
                                    foreach (XYZ xyz in xYZs)
                                    {
                                        XYZ p0 = li.Project(xyz).XYZPoint;
                                        if (!symbol.IsActive)
                                        {
                                            symbol.Activate();
                                        }

                                        FamilyInstance instance = doc.Create.NewFamilyInstance(p0, symbol, level,
                                                                                               Autodesk.Revit.DB.Structure.StructuralType.UnknownFraming);
                                        var    l  = GetGeometryLine(GetGeometryFace(GetSolid(instance)));
                                        double an = GetAngle(li, l);
                                        if (an != Math.PI / 4 || an != Math.PI * 3 / 2)
                                        {
                                            LocationPoint lp = instance.Location as LocationPoint;
                                            if (lp != null)
                                            {
                                                Line line3 = Line.CreateBound(new XYZ(lp.Point.X, lp.Point.Y, 0), new XYZ(lp.Point.X, lp.Point.Y, lp.Point.Z + 20));
                                                lp.Rotate(line3, 0.25 * Math.PI + (Math.PI + an));
                                                XYZ pNew = (instance.Location as LocationPoint).Point;
                                                if (p0.X != pNew.X || p0.Y != pNew.Y || p0.Z != pNew.Z)
                                                {
                                                    lp.Point = p0;
                                                }
                                                //旋转基于平面与原点位置,对照两个位置将旋转后族放置到指定位置
                                            }
                                        }
                                    }
                                }
                                else
                                {
                                    curve = (el.Location as LocationCurve).Curve;
                                    if (doc.GetElement(referarray.get_Item(0)).Id ==
                                        doc.GetElement(referarray.get_Item(1)).Id)
                                    {
                                        var       cu4  = add.ElementAt <Dimension>(a).Curve;
                                        Dimension dim4 = add.ElementAt <Dimension>(a);
                                        Line      li4  = cu as Line;
                                        //var n = re.GetType().ToString();
                                        Element el4    = doc.GetElement(referarray.get_Item(0));
                                        Curve   curve4 = (el4.Location as LocationCurve).Curve;
                                        XYZ[]   xyzs2  = { curve4.GetEndPoint(0), curve4.GetEndPoint(1) };
                                        foreach (XYZ xyz in xyzs2)
                                        {
                                            XYZ p0 = li.Project(xyz).XYZPoint;
                                            if (!symbol.IsActive)
                                            {
                                                symbol.Activate();
                                            }

                                            FamilyInstance instance = doc.Create.NewFamilyInstance(p0, symbol, level,
                                                                                                   Autodesk.Revit.DB.Structure.StructuralType.UnknownFraming);
                                            var    l  = GetGeometryLine(GetGeometryFace(GetSolid(instance)));
                                            double an = GetAngle(li, l);
                                            if (an != Math.PI / 4 || an != Math.PI * 3 / 2)
                                            {
                                                LocationPoint lp = instance.Location as LocationPoint;
                                                if (lp != null)
                                                {
                                                    Line line3 = Line.CreateBound(new XYZ(lp.Point.X, lp.Point.Y, 0), new XYZ(lp.Point.X, lp.Point.Y, lp.Point.Z + 20));
                                                    lp.Rotate(line3, 0.25 * Math.PI + (Math.PI + an));
                                                    XYZ pNew = (instance.Location as LocationPoint).Point;
                                                    if (p0.X != pNew.X || p0.Y != pNew.Y || p0.Z != pNew.Z)
                                                    {
                                                        lp.Point = p0;
                                                    }
                                                    //旋转基于平面与原点位置,对照两个位置将旋转后族放置到指定位置
                                                }
                                            }
                                        }
                                    }
                                    else
                                    {
                                        foreach (Reference refer in referarray)
                                        {
                                            //string re = refer.ElementReferenceType.ToString();
                                            var       cu3  = add.ElementAt <Dimension>(a).Curve;
                                            Dimension dim3 = add.ElementAt <Dimension>(a);
                                            Line      li3  = cu as Line;
                                            //var n = re.GetType().ToString();
                                            Element el3    = doc.GetElement(refer);
                                            Curve   curve3 = null;
                                            if (el3.Location.GetType() != typeof(LocationCurve))
                                            {
                                                if (el3.GetType() == typeof(Grid))
                                                {
                                                    curve3 = (el3 as Grid).Curve;
                                                }
                                                else if ((el3 as FamilyInstance) is FamilyInstance)
                                                {
                                                    FamilyInstance instance3   = el3 as FamilyInstance;
                                                    Element        hostelement = instance3.Host;
                                                    curve3 = GetLineFromLcPoint(GetSolid(hostelement), instance3);
                                                }
                                                else if (el3.GetType() == typeof(Floor))
                                                {
                                                    Floor floor = el3 as Floor;
                                                    Face  face  = GetGeometryFace(GetSolid(el3));
                                                    var   test2 = GetCurveFromFloor(face, add2[a].Curve);
                                                    if (test2.Size < 2)
                                                    {
                                                        break;
                                                    }
                                                    XYZ[] xYZsn = { test2.get_Item(0).GetEndPoint(0), test2.get_Item(1).GetEndPoint(0) };
                                                    Line  l4    = Line.CreateBound(test2.get_Item(0).GetEndPoint(0),
                                                                                   test2.get_Item(1).GetEndPoint(0));
                                                    curve3 = l4 as Curve;
                                                }
                                            }
                                            else
                                            {
                                                curve3 = (el3.Location as LocationCurve).Curve;
                                            }

                                            if (curve3 == null)
                                            {
                                                break;
                                            }
                                            XYZ p0 = li3.Project(curve.GetEndPoint(1))
                                                     .XYZPoint;
                                            if (!symbol.IsActive)
                                            {
                                                symbol.Activate();
                                            }

                                            FamilyInstance instance = doc.Create.NewFamilyInstance(p0, symbol, level,
                                                                                                   Autodesk.Revit.DB.Structure.StructuralType.UnknownFraming);
                                            var    l  = GetGeometryLine(GetGeometryFace(GetSolid(instance)));
                                            double an = GetAngle(li, l);
                                            if (an != Math.PI / 4 || an != Math.PI * 3 / 2)
                                            {
                                                LocationPoint lp = instance.Location as LocationPoint;
                                                if (lp != null)
                                                {
                                                    Line line3 = Line.CreateBound(new XYZ(lp.Point.X, lp.Point.Y, 0), new XYZ(lp.Point.X, lp.Point.Y, lp.Point.Z + 20));
                                                    lp.Rotate(line3, 0.25 * Math.PI + (Math.PI + an));
                                                    XYZ pNew = (instance.Location as LocationPoint).Point;
                                                    if (p0.X != pNew.X || p0.Y != pNew.Y || p0.Z != pNew.Z)
                                                    {
                                                        lp.Point = p0;
                                                    }
                                                    //旋转基于平面与原点位置,对照两个位置将旋转后族放置到指定位置
                                                }
                                            }
                                        }
                                    }
                                }

                                test.Commit();
                            }
                        }
                    }
                }
            }         //连续标注
            return(Result.Succeeded);
        }
コード例 #45
0
ファイル: Prism.cs プロジェクト: meckzqz/com.unity.probuilder
        /// <inheritdoc/>
        public override Bounds RebuildMesh(ProBuilderMesh mesh, Vector3 size, Quaternion rotation)
        {
            var meshSize = Math.Abs(size);

            meshSize.y = meshSize.y == 0 ? 2f * Mathf.Epsilon : meshSize.y;
            var baseY = new Vector3(0, meshSize.y / 2f, 0);

            meshSize.y *= 2f;

            Vector3[] template = new Vector3[6]
            {
                Vector3.Scale(new Vector3(-.5f, 0f, -.5f), meshSize) - baseY,
                Vector3.Scale(new Vector3(.5f, 0f, -.5f), meshSize) - baseY,
                Vector3.Scale(new Vector3(0f, .5f, -.5f), meshSize) - baseY,
                Vector3.Scale(new Vector3(-.5f, 0f, .5f), meshSize) - baseY,
                Vector3.Scale(new Vector3(0.5f, 0f, .5f), meshSize) - baseY,
                Vector3.Scale(new Vector3(0f, .5f, .5f), meshSize) - baseY
            };

            Vector3[] v = new Vector3[18]
            {
                template[0],    // 0    front
                template[1],    // 1
                template[2],    // 2

                template[1],    // 3    right side
                template[4],    // 4
                template[2],    // 5
                template[5],    // 6

                template[4],    // 7    back side
                template[3],    // 8
                template[5],    // 9

                template[3],    // 10   left side
                template[0],    // 11
                template[5],    // 12
                template[2],    // 13

                template[0],    // 14   // bottom
                template[1],    // 15
                template[3],    // 16
                template[4]     // 17
            };

            Face[] f = new Face[5]
            {
                new Face(new int[3] {
                    2, 1, 0
                }),                                      // x
                new Face(new int[6] {
                    5, 4, 3, 5, 6, 4
                }),                                      // x
                new Face(new int[3] {
                    9, 8, 7
                }),
                new Face(new int[6] {
                    12, 11, 10, 12, 13, 11
                }),
                new Face(new int[6] {
                    14, 15, 16, 15, 17, 16
                })
            };

            var sizeSigns = Math.Sign(size);

            for (int i = 0; i < v.Length; i++)
            {
                v[i] = Vector3.Scale(rotation * v[i], sizeSigns);
            }

            var sizeSign = Mathf.Sign(size.x) * Mathf.Sign(size.y) * Mathf.Sign(size.z);

            if (sizeSign < 0)
            {
                foreach (var face in f)
                {
                    face.Reverse();
                }
            }

            mesh.RebuildWithPositionsAndFaces(v, f);

            return(mesh.mesh.bounds);
        }
コード例 #46
0
 public void onInterest(Name localPrefix, Interest localInterest,
                        Face localFace, long localInterestFilterId,
                        InterestFilter localFilter)
 {
     outer_MemoryContentCache.storePendingInterest(localInterest, localFace);
 }
コード例 #47
0
        // Returns a string that describes the given face.

        private string FaceDescription(Face face)
        {
            StringBuilder sb = new StringBuilder();

            sb.Append("Face: ");

            // Add the gender, age, and smile.
            sb.Append(face.FaceAttributes.Gender);
            sb.Append(", ");
            sb.Append(face.FaceAttributes.Age);
            sb.Append(", ");
            sb.Append(String.Format("smile {0:F1}%, ", face.FaceAttributes.Smile * 100));

            // Add the emotions. Display all emotions over 10%.
            sb.Append("Emotion: ");
            EmotionScores emotionScores = face.FaceAttributes.Emotion;

            if (emotionScores.Anger >= 0.1f)
            {
                sb.Append(String.Format("anger {0:F1}%, ", emotionScores.Anger * 100));
            }
            if (emotionScores.Contempt >= 0.1f)
            {
                sb.Append(String.Format("contempt {0:F1}%, ", emotionScores.Contempt * 100));
            }
            if (emotionScores.Disgust >= 0.1f)
            {
                sb.Append(String.Format("disgust {0:F1}%, ", emotionScores.Disgust * 100));
            }
            if (emotionScores.Fear >= 0.1f)
            {
                sb.Append(String.Format("fear {0:F1}%, ", emotionScores.Fear * 100));
            }
            if (emotionScores.Happiness >= 0.1f)
            {
                sb.Append(String.Format("happiness {0:F1}%, ", emotionScores.Happiness * 100));
            }
            if (emotionScores.Neutral >= 0.1f)
            {
                sb.Append(String.Format("neutral {0:F1}%, ", emotionScores.Neutral * 100));
            }
            if (emotionScores.Sadness >= 0.1f)
            {
                sb.Append(String.Format("sadness {0:F1}%, ", emotionScores.Sadness * 100));
            }
            if (emotionScores.Surprise >= 0.1f)
            {
                sb.Append(String.Format("surprise {0:F1}%, ", emotionScores.Surprise * 100));
            }

            // Add glasses.
            sb.Append(face.FaceAttributes.Glasses);
            sb.Append(", ");

            // Add hair.
            sb.Append("Hair: ");

            // Display baldness confidence if over 1%.
            if (face.FaceAttributes.Hair.Bald >= 0.01f)
            {
                sb.Append(String.Format("bald {0:F1}% ", face.FaceAttributes.Hair.Bald * 100));
            }

            // Display all hair color attributes over 10%.
            HairColor[] hairColors = face.FaceAttributes.Hair.HairColor;
            foreach (HairColor hairColor in hairColors)
            {
                if (hairColor.Confidence >= 0.1f)
                {
                    sb.Append(hairColor.Color.ToString());
                    sb.Append(String.Format(" {0:F1}% ", hairColor.Confidence * 100));
                }
            }

            // Return the built string.
            return(sb.ToString());
        }
コード例 #48
0
 /// <summary>
 /// Store an interest from an OnInterest callback in the internal pending
 /// interest table (normally because there is no Data packet available yet to
 /// satisfy the interest). add(data) will check if the added Data packet
 /// satisfies any pending interest and send it through the face.
 /// </summary>
 ///
 /// <param name="interest"></param>
 /// <param name="face"></param>
 public void storePendingInterest(Interest interest, Face face)
 {
     ILOG.J2CsMapping.Collections.Collections.Add(pendingInterestTable_, new MemoryContentCache.PendingInterest(interest, face));
 }
コード例 #49
0
        /// <summary>
        ///   Start the search for the horizon.
        ///
        ///   The search is a DFS search that searches neighboring
        ///   triangles in a counter-clockwise fashion. When it find a
        ///   neighbor which is not lit, that edge will be a line on
        ///   the horizon. If the search always proceeds
        ///   counter-clockwise, the edges of the horizon will be
        ///   found in counter-clockwise order.
        ///
        ///   The heart of the search can be found in the recursive
        ///   SearchHorizon() method, but the the first iteration of
        ///   the search is special, because it has to visit three
        ///   neighbors (all the neighbors of the initial triangle),
        ///   while the rest of the search only has to visit two
        ///   (because one of them has already been visited, the one
        ///   you came from).
        /// </summary>
        void FindHorizon(List <Vector3> points, Vector3 point, int fi, Face face)
        {
            // TODO should I use epsilon in the PointFaceDistance comparisons?

            litFaces.Clear();
            horizon.Clear();

            litFaces.Add(fi);

            Assert(PointFaceDistance(point, points[face.Vertex0], face) > 0.0f);

            // For the rest of the recursive search calls, we first
            // check if the triangle has already been visited and is
            // part of litFaces. However, in this first call we can
            // skip that because we know it can't possibly have been
            // visited yet, since the only thing in litFaces is the
            // current triangle.
            {
                var oppositeFace = faces[face.Opposite0];

                var dist = PointFaceDistance(
                    point,
                    points[oppositeFace.Vertex0],
                    oppositeFace);

                if (dist <= 0.0f)
                {
                    horizon.Add(new HorizonEdge
                    {
                        Face  = face.Opposite0,
                        Edge0 = face.Vertex1,
                        Edge1 = face.Vertex2,
                    });
                }
                else
                {
                    SearchHorizon(points, point, fi, face.Opposite0, oppositeFace);
                }
            }

            if (!litFaces.Contains(face.Opposite1))
            {
                var oppositeFace = faces[face.Opposite1];

                var dist = PointFaceDistance(
                    point,
                    points[oppositeFace.Vertex0],
                    oppositeFace);

                if (dist <= 0.0f)
                {
                    horizon.Add(new HorizonEdge
                    {
                        Face  = face.Opposite1,
                        Edge0 = face.Vertex2,
                        Edge1 = face.Vertex0,
                    });
                }
                else
                {
                    SearchHorizon(points, point, fi, face.Opposite1, oppositeFace);
                }
            }

            if (!litFaces.Contains(face.Opposite2))
            {
                var oppositeFace = faces[face.Opposite2];

                var dist = PointFaceDistance(
                    point,
                    points[oppositeFace.Vertex0],
                    oppositeFace);

                if (dist <= 0.0f)
                {
                    horizon.Add(new HorizonEdge
                    {
                        Face  = face.Opposite2,
                        Edge0 = face.Vertex0,
                        Edge1 = face.Vertex1,
                    });
                }
                else
                {
                    SearchHorizon(points, point, fi, face.Opposite2, oppositeFace);
                }
            }
        }
コード例 #50
0
        // Displays the image and calls Detect Faces.

        private async void BrowseButton_Click(object sender, RoutedEventArgs e)
        {
            // Get the image file to scan from the user.
            var openDlg = new Microsoft.Win32.OpenFileDialog();

            openDlg.Filter = "JPEG Image(*.jpg)|*.jpg";
            bool?result = openDlg.ShowDialog(this);

            // Return if canceled.
            if (!(bool)result)
            {
                return;
            }

            // Display the image file.
            string filePath = openDlg.FileName;

            Uri         fileUri      = new Uri(filePath);
            BitmapImage bitmapSource = new BitmapImage();

            bitmapSource.BeginInit();
            bitmapSource.CacheOption = BitmapCacheOption.None;
            bitmapSource.UriSource   = fileUri;
            bitmapSource.EndInit();

            FacePhoto.Source = bitmapSource;


            // Detect any faces in the image.
            Title = "Detecting...";
            faces = await UploadAndDetectFaces(filePath);

            Title = String.Format("Detection Finished. {0} face(s) detected", faces.Length);

            if (faces.Length > 0)
            {
                // Prepare to draw rectangles around the faces.
                DrawingVisual  visual         = new DrawingVisual();
                DrawingContext drawingContext = visual.RenderOpen();
                drawingContext.DrawImage(bitmapSource,
                                         new Rect(0, 0, bitmapSource.Width, bitmapSource.Height));
                double dpi = bitmapSource.DpiX;
                resizeFactor     = 96 / dpi;
                faceDescriptions = new String[faces.Length];

                for (int i = 0; i < faces.Length; ++i)
                {
                    Face face = faces[i];

                    // Draw a rectangle on the face.
                    drawingContext.DrawRectangle(
                        Brushes.Transparent,
                        new Pen(Brushes.Red, 2),
                        new Rect(
                            face.FaceRectangle.Left * resizeFactor,
                            face.FaceRectangle.Top * resizeFactor,
                            face.FaceRectangle.Width * resizeFactor,
                            face.FaceRectangle.Height * resizeFactor
                            )
                        );

                    // Store the face description.
                    faceDescriptions[i] = FaceDescription(face);
                }

                drawingContext.Close();

                // Display the image with the rectangle around the face.
                RenderTargetBitmap faceWithRectBitmap = new RenderTargetBitmap(
                    (int)(bitmapSource.PixelWidth * resizeFactor),
                    (int)(bitmapSource.PixelHeight * resizeFactor),
                    96,
                    96,
                    PixelFormats.Pbgra32);

                faceWithRectBitmap.Render(visual);
                FacePhoto.Source = faceWithRectBitmap;

                // Set the status bar text.
                faceDescriptionStatusBar.Text = "Place the mouse pointer over a face to see the face description.";
            }
        }
コード例 #51
0
 /// <summary>
 ///   Does face f have a face with vertexes e0 and e1? Used
 ///   only for debugging.
 /// </summary>
 bool HasEdge(Face f, int e0, int e1)
 {
     return((f.Vertex0 == e0 && f.Vertex1 == e1) ||
            (f.Vertex1 == e0 && f.Vertex2 == e1) ||
            (f.Vertex2 == e0 && f.Vertex0 == e1));
 }
コード例 #52
0
        /// <summary>
        ///   Recursively search to find the horizon or lit set.
        /// </summary>
        void SearchHorizon(List <Vector3> points, Vector3 point, int prevFaceIndex, int faceCount, Face face)
        {
            Assert(prevFaceIndex >= 0);
            Assert(litFaces.Contains(prevFaceIndex));
            Assert(!litFaces.Contains(faceCount));
            Assert(faces[faceCount].Equals(face));

            litFaces.Add(faceCount);

            // Use prevFaceIndex to determine what the next face to
            // search will be, and what edges we need to cross to get
            // there. It's important that the search proceeds in
            // counter-clockwise order from the previous face.
            int nextFaceIndex0;
            int nextFaceIndex1;
            int edge0;
            int edge1;
            int edge2;

            if (prevFaceIndex == face.Opposite0)
            {
                nextFaceIndex0 = face.Opposite1;
                nextFaceIndex1 = face.Opposite2;

                edge0 = face.Vertex2;
                edge1 = face.Vertex0;
                edge2 = face.Vertex1;
            }
            else if (prevFaceIndex == face.Opposite1)
            {
                nextFaceIndex0 = face.Opposite2;
                nextFaceIndex1 = face.Opposite0;

                edge0 = face.Vertex0;
                edge1 = face.Vertex1;
                edge2 = face.Vertex2;
            }
            else
            {
                Assert(prevFaceIndex == face.Opposite2);

                nextFaceIndex0 = face.Opposite0;
                nextFaceIndex1 = face.Opposite1;

                edge0 = face.Vertex1;
                edge1 = face.Vertex2;
                edge2 = face.Vertex0;
            }

            if (!litFaces.Contains(nextFaceIndex0))
            {
                var oppositeFace = faces[nextFaceIndex0];

                var dist = PointFaceDistance(
                    point,
                    points[oppositeFace.Vertex0],
                    oppositeFace);

                if (dist <= 0.0f)
                {
                    horizon.Add(new HorizonEdge
                    {
                        Face  = nextFaceIndex0,
                        Edge0 = edge0,
                        Edge1 = edge1,
                    });
                }
                else
                {
                    SearchHorizon(points, point, faceCount, nextFaceIndex0, oppositeFace);
                }
            }

            if (!litFaces.Contains(nextFaceIndex1))
            {
                var oppositeFace = faces[nextFaceIndex1];

                var dist = PointFaceDistance(
                    point,
                    points[oppositeFace.Vertex0],
                    oppositeFace);

                if (dist <= 0.0f)
                {
                    horizon.Add(new HorizonEdge
                    {
                        Face  = nextFaceIndex1,
                        Edge0 = edge1,
                        Edge1 = edge2,
                    });
                }
                else
                {
                    SearchHorizon(points, point, faceCount, nextFaceIndex1, oppositeFace);
                }
            }
        }
コード例 #53
0
        public void rebarStirrupLayout_Form(UIDocument uiDoc)
        {
            Document doc = uiDoc.Document;


            double factor  = 4;
            double delta_1 = 50 / 304.8;
            double pitch_1 = 150 / 304.8;
            double pitch_2 = 300 / 304.8;

            double delta_3 = 50 / 304.8;
            double pitch_3 = 100 / 304.8;
            int    N3      = 5;

            double myConvertFactor = 304.8;


            bool inputSuccess = false;

            while (!inputSuccess)
            {
                using (var myInputFormSetting = new SettingDialog())
                {
                    myInputFormSetting.ShowDialog();

                    factor  = Convert.ToDouble(myInputFormSetting.factorTb.Text);
                    delta_1 = Convert.ToDouble(myInputFormSetting.delta_1Tb.Text) / myConvertFactor;
                    pitch_1 = Convert.ToDouble(myInputFormSetting.pitch_1Tb.Text) / myConvertFactor;
                    pitch_2 = Convert.ToDouble(myInputFormSetting.pitch_2Tb.Text) / myConvertFactor;

                    delta_3 = Convert.ToDouble(myInputFormSetting.delta_3Tb.Text) / myConvertFactor;
                    pitch_3 = Convert.ToDouble(myInputFormSetting.pitch_3Tb.Text) / myConvertFactor;
                    N3      = Convert.ToInt32(myInputFormSetting.n3Tb.Text);


                    //if the user hits cancel just drop out of macro
                    if (myInputFormSetting.DialogResult == System.Windows.Forms.DialogResult.Cancel)
                    {
                        return;
                    }
                    {
                        //else do all this :)
                        myInputFormSetting.Close();
                    }

                    if (myInputFormSetting.DialogResult == System.Windows.Forms.DialogResult.OK)
                    {
                        //else do all this :)
                        inputSuccess = true;
                        myInputFormSetting.Close();
                    }
                }
            }


            // Pick Rebar
            List <int> myListIdCategoryRebar = new List <int>();

            myListIdCategoryRebar.Add((int)BuiltInCategory.OST_Rebar);

            // Select first Element (ex beam)
            Reference myRefRebar = uiDoc.Selection.PickObject(ObjectType.Element,
                                                              new FilterByIdCategory(myListIdCategoryRebar),
                                                              "Pick a Rebar...");
            //Get rebar from ref
            Rebar myRebar = doc.GetElement(myRefRebar) as Rebar;

            //Set rebar single
            //			using (Transaction myTrans = new Transaction(doc,"SET FIRST REBAR AS SINGLE"))
            //
            //			{
            //				myTrans.Start();
            //				myRebar.GetShapeDrivenAccessor().SetLayoutAsSingle();
            //				myTrans.Commit();
            //			}


            Element myBeam = doc.GetElement(myRebar.GetHostId());

            //Get location curve of beam
            LocationCurve lc   = myBeam.Location as LocationCurve;
            Line          line = lc.Curve as Line;

            //Get vector of location cuver beam
            XYZ p1 = line.GetEndPoint(0);
            XYZ q  = line.GetEndPoint(1);
            XYZ v  = q - p1; // Vector equation of line

            XYZ p = p1 - 0.1 * v;

            //Set current Beam be Joined

            setBeJoined(doc, myBeam);

            while (true)
            {
                //Pick Face end

                List <Reference> myListRef = uiDoc.Selection.PickObjects(ObjectType.Face) as List <Reference>;

                List <Face> myListFacePicked = new List <Face>();

                foreach (Reference myRef in myListRef)
                {
                    Element E = doc.GetElement(myRef);

                    GeometryObject myGeoObj = E.GetGeometryObjectFromReference(myRef);

                    Face myPickedFace = myGeoObj as Face;

                    myListFacePicked.Add(myPickedFace);
                }

                if (myListFacePicked.Count != 2 && myListFacePicked.Count != 4)
                {
                    TaskDialog.Show("Error!", "Chua ho tro lua chon: " + myListFacePicked.Count() + " mat, Chon 2 hoac 4 mat");
                    continue;
                }

                else
                {
                    string caseDistributionRebar = "TH2: Co dam o giua";

                    List <double> myListSpace = new List <double>()
                    {
                        pitch_1, pitch_2, pitch_3, pitch_3, pitch_2, pitch_1
                    };
                    if (myListFacePicked.Count == 2)
                    {
                        myListSpace = new List <double>()
                        {
                            pitch_1, pitch_2, pitch_1, pitch_2, pitch_2, pitch_1
                        };
                        caseDistributionRebar = "TH1: Khong co dam o giua";
                    }
                    TaskDialog.Show("Info", caseDistributionRebar);

                    // List of boundaries faces
                    List <double> myListEndPointDis = getAndSortDisOfEndFaces(myListFacePicked, p);
                    myListEndPointDis.Sort();



                    Dictionary <double, int> myDicDisNumDetail = detailListDistance_Update(myListEndPointDis,
                                                                                           factor,
                                                                                           delta_1, pitch_1,
                                                                                           pitch_2,
                                                                                           delta_3, pitch_3, N3);


                    List <ElementId> myListRebarCopyId = copyRebarByDistance2_Update(doc, myRebar, myDicDisNumDetail);


                    List <double> myDistances = myDicDisNumDetail.Keys.ToList();
                    myDistances.Sort();



                    List <int> myListNum = new List <int>();

                    foreach (double key in myDistances)
                    {
                        myListNum.Add(myDicDisNumDetail[key]);
                    }

                    //Layout

                    // using transcation (edit DB)
                    for (int i = 0; i < myListRebarCopyId.Count(); i++)
                    {
                        using (Transaction myTrans = new Transaction(doc, "CopyElementByCoordinate"))

                        {
                            myTrans.Start();
                            ElementId rebarId  = myListRebarCopyId[i];
                            Rebar     myRebarI = doc.GetElement(rebarId) as Rebar;

                            if (myListNum[i] < -1)
                            {
                                myRebarI.GetShapeDrivenAccessor().SetLayoutAsNumberWithSpacing((myListNum[i]) * -1, myListSpace[i], true, true, true);
                            }

                            if (myListNum[i] == -1)
                            {
                                myRebarI.GetShapeDrivenAccessor().SetLayoutAsSingle();
                            }

                            if (myListNum[i] == 0)
                            {
                                myRebarI.GetShapeDrivenAccessor().SetLayoutAsSingle();
                            }

                            if (myListNum[i] == 1)
                            {
                                myRebarI.GetShapeDrivenAccessor().SetLayoutAsSingle();
                            }

                            if (myListNum[i] > 1)
                            {
                                myRebarI.GetShapeDrivenAccessor().SetLayoutAsNumberWithSpacing(myListNum[i], myListSpace[i], false, true, true);
                            }
                            myTrans.Commit();
                        }
                    }

                    //delete element
                    using (Transaction myTrans = new Transaction(doc, "Delete First ReBar"))

                    {
                        myTrans.Start();
                        //doc.Delete(myRebar.Id);
                        myTrans.Commit();
                    }
                }
            }
        }
コード例 #54
0
        /// <summary>
        ///   Create initial seed hull.
        /// </summary>
        void GenerateInitialHull(List <Vector3> points)
        {
            // Find points suitable for use as the seed hull. Some
            // varieties of this algorithm pick extreme points here,
            // but I'm not convinced you gain all that much from that.
            // Currently what it does is just find the first four
            // points that are not coplanar.
            int b0, b1, b2, b3;

            FindInitialHullIndices(points, out b0, out b1, out b2, out b3);

            var v0 = points[b0];
            var v1 = points[b1];
            var v2 = points[b2];
            var v3 = points[b3];

            var above = Dot(v3 - v1, Cross(v1 - v0, v2 - v0)) > 0.0f;

            // Create the faces of the seed hull. You need to draw a
            // diagram here, otherwise it's impossible to know what's
            // going on :)

            // Basically: there are two different possible
            // start-tetrahedrons, depending on whether the fourth
            // point is above or below the base triangle. If you draw
            // a tetrahedron with these coordinates (in a right-handed
            // coordinate-system):

            //   b0 = (0,0,0)
            //   b1 = (1,0,0)
            //   b2 = (0,1,0)
            //   b3 = (0,0,1)

            // you can see the first case (set b3 = (0,0,-1) for the
            // second case). The faces are added with the proper
            // references to the faces opposite each vertex

            faceCount = 0;
            if (above)
            {
                faces[faceCount++] = new Face(b0, b2, b1, 3, 1, 2, Normal(points[b0], points[b2], points[b1]));
                faces[faceCount++] = new Face(b0, b1, b3, 3, 2, 0, Normal(points[b0], points[b1], points[b3]));
                faces[faceCount++] = new Face(b0, b3, b2, 3, 0, 1, Normal(points[b0], points[b3], points[b2]));
                faces[faceCount++] = new Face(b1, b2, b3, 2, 1, 0, Normal(points[b1], points[b2], points[b3]));
            }
            else
            {
                faces[faceCount++] = new Face(b0, b1, b2, 3, 2, 1, Normal(points[b0], points[b1], points[b2]));
                faces[faceCount++] = new Face(b0, b3, b1, 3, 0, 2, Normal(points[b0], points[b3], points[b1]));
                faces[faceCount++] = new Face(b0, b2, b3, 3, 1, 0, Normal(points[b0], points[b2], points[b3]));
                faces[faceCount++] = new Face(b1, b3, b2, 2, 0, 1, Normal(points[b1], points[b3], points[b2]));
            }

            VerifyFaces(points);

            // Create the openSet. Add all points except the points of
            // the seed hull.
            for (int i = 0; i < points.Count; i++)
            {
                if (i == b0 || i == b1 || i == b2 || i == b3)
                {
                    continue;
                }

                openSet.Add(new PointFace(i, UNASSIGNED, 0.0f));
            }

            // Add the seed hull verts to the tail of the list.
            openSet.Add(new PointFace(b0, INSIDE, float.NaN));
            openSet.Add(new PointFace(b1, INSIDE, float.NaN));
            openSet.Add(new PointFace(b2, INSIDE, float.NaN));
            openSet.Add(new PointFace(b3, INSIDE, float.NaN));

            // Set the openSetTail value. Last item in the array is
            // openSet.Count - 1, but four of the points (the verts of
            // the seed hull) are part of the closed set, so move
            // openSetTail to just before those.
            openSetTail = openSet.Count - 5;

            Assert(openSet.Count == points.Count);

            // Assign all points of the open set. This does basically
            // the same thing as ReassignPoints()
            for (int i = 0; i <= openSetTail; i++)
            {
                Assert(openSet[i].Face == UNASSIGNED);
                Assert(openSet[openSetTail].Face == UNASSIGNED);
                Assert(openSet[openSetTail + 1].Face == INSIDE);

                var assigned = false;
                var fp       = openSet[i];

                Assert(faces.Count == 4);
                Assert(faces.Count == faceCount);
                for (int j = 0; j < 4; j++)
                {
                    Assert(faces.ContainsKey(j));

                    var face = faces[j];

                    var dist = PointFaceDistance(points[fp.Point], points[face.Vertex0], face);

                    if (dist > 0)
                    {
                        fp.Face     = j;
                        fp.Distance = dist;
                        openSet[i]  = fp;

                        assigned = true;
                        break;
                    }
                }

                if (!assigned)
                {
                    // Point is inside
                    fp.Face     = INSIDE;
                    fp.Distance = float.NaN;

                    // Point is inside seed hull: swap point with
                    // tail, and move openSetTail back. We also have
                    // to decrement i, because there's a new item at
                    // openSet[i], and we need to process it next iteration
                    openSet[i]           = openSet[openSetTail];
                    openSet[openSetTail] = fp;

                    openSetTail -= 1;
                    i           -= 1;
                }
            }

            VerifyOpenSet(points);
        }
コード例 #55
0
ファイル: Library.cs プロジェクト: jiangzhonghui/SharpFont
 internal void RemoveChildFace(Face child)
 {
     childFaces.Remove(child);
 }
コード例 #56
0
 float PointFaceDistance(Vector3 point, Vector3 pointOnFace, Face face)
 {
     return(Dot(face.Normal, point - pointOnFace));
 }
コード例 #57
0
        public FaceEnclosure GetEnclosure(int imageHeight, int imageWidth, int frameHeight, int frameWidth, Face face)
        {
            var widthRatio  = (double)frameWidth / imageWidth;
            var heightRatio = (double)frameHeight / imageHeight;

            var enclosure = new FaceEnclosure {
                Center = new Point {
                    X = face.Center.X * widthRatio, Y = face.Center.Y * heightRatio
                },
                Width  = face.Width / 100 * imageWidth * widthRatio,
                Height = face.Height / 100 * imageHeight * heightRatio
            };

            return(enclosure);
        }
コード例 #58
0
    void MainSteeringBehaviors()
    {
        ResetOrientation();

        switch (choiceOfBehavior)
        {
        case steeringBehaviors.Seek:
            Seek seek = new Seek();
            seek.character = this;
            seek.target    = newTarget;
            SteeringOutput seeking = seek.getSteering();
            if (seeking != null)
            {
                linear  += seeking.linear * Time.deltaTime;
                angular += seeking.angular * Time.deltaTime;
            }
            break;

        case steeringBehaviors.Flee:
            Flee flee = new Flee();
            flee.character = this;
            flee.target    = newTarget;
            SteeringOutput fleeing = flee.getSteering();
            if (fleeing != null)
            {
                linear  += fleeing.linear * Time.deltaTime;
                angular += fleeing.angular * Time.deltaTime;
            }
            break;

        case steeringBehaviors.Align:
            Align align = new Align();
            align.character = this;
            align.target    = newTarget;
            SteeringOutput aligning = align.getSteering();
            if (aligning != null)
            {
                linear  += aligning.linear * Time.deltaTime;
                angular += aligning.angular * Time.deltaTime;
            }
            break;

        case steeringBehaviors.Face:
            Face face = new Face();
            face.character = this;
            face.target    = newTarget;
            SteeringOutput facing = face.getSteering();
            if (facing != null)
            {
                linear  += facing.linear * Time.deltaTime;
                angular += facing.angular * Time.deltaTime;
            }
            break;

        case steeringBehaviors.LookWhereGoing:
            LookWhereGoing look = new LookWhereGoing();
            look.character = this;
            look.target    = newTarget;
            SteeringOutput looking = look.getSteering();
            if (looking != null)
            {
                linear  += looking.linear * Time.deltaTime;
                angular += looking.angular * Time.deltaTime;
            }
            break;

        case steeringBehaviors.Arrive:
            Arrive arrive = new Arrive();
            arrive.character = this;
            arrive.target    = newTarget;
            SteeringOutput arriving = arrive.getSteering();
            if (arriving != null)
            {
                linear  += arriving.linear * Time.deltaTime;
                angular += arriving.angular * Time.deltaTime;
            }
            break;

        case steeringBehaviors.PathFollow:


            follow.character = this;

            follow.path = path;

            SteeringOutput following = follow.getSteering();

            if (following != null)
            {
                linear += following.linear * Time.deltaTime;
            }
            break;

        case steeringBehaviors.Pursue:
            Pursue pursue = new Pursue();
            pursue.target    = newTarget;
            pursue.character = this;

            SteeringOutput pursuing = pursue.getSteering();

            if (pursuing != null)
            {
                linear  += pursuing.linear * Time.deltaTime;
                angular += pursuing.angular * Time.deltaTime;
            }
            break;

        case steeringBehaviors.Separate:
            Separate separate = new Separate();
            separate.character = this;
            separate.targets   = targets;
            SteeringOutput separating = separate.getSteering();
            if (separating != null)
            {
                linear  += separating.linear * Time.deltaTime;
                angular += separating.angular * Time.deltaTime;
            }
            break;
        }
    }
コード例 #59
0
        void _SculptMesh(List <List <Coord> > rows, SculptType sculptType, bool viewerMode, bool mirror,
                         bool invert)
        {
            coords  = new List <Coord> ();
            faces   = new List <Face> ();
            normals = new List <Coord> ();
            uvs     = new List <UVCoord> ();

            sculptType = (SculptType)(((int)sculptType) & 0x07);

            if (mirror)
            {
                invert = !invert;
            }

            viewerFaces = new List <ViewerFace> ();

            int width = rows [0].Count;

            int p1, p2, p3, p4;

            int imageX, imageY;

            if (sculptType != SculptType.plane)
            {
                if (rows.Count % 2 == 0)
                {
                    foreach (List <Coord> t in rows)
                    {
                        t.Add(t [0]);
                    }
                }
                else
                {
                    int lastIndex = rows [0].Count - 1;

                    foreach (List <Coord> t in rows)
                    {
                        t [0] = t [lastIndex];
                    }
                }
            }

            Coord topPole    = rows [0] [width / 2];
            Coord bottomPole = rows [rows.Count - 1] [width / 2];

            if (sculptType == SculptType.sphere)
            {
                if (rows.Count % 2 == 0)
                {
                    int          count         = rows [0].Count;
                    List <Coord> topPoleRow    = new List <Coord> (count);
                    List <Coord> bottomPoleRow = new List <Coord> (count);

                    for (int i = 0; i < count; i++)
                    {
                        topPoleRow.Add(topPole);
                        bottomPoleRow.Add(bottomPole);
                    }
                    rows.Insert(0, topPoleRow);
                    rows.Add(bottomPoleRow);
                }
                else
                {
                    int count = rows [0].Count;

                    List <Coord> topPoleRow    = rows [0];
                    List <Coord> bottomPoleRow = rows [rows.Count - 1];

                    for (int i = 0; i < count; i++)
                    {
                        topPoleRow [i]    = topPole;
                        bottomPoleRow [i] = bottomPole;
                    }
                }
            }

            if (sculptType == SculptType.torus)
            {
                rows.Add(rows [0]);
            }

            int coordsDown   = rows.Count;
            int coordsAcross = rows [0].Count;

            float widthUnit  = 1.0f / (coordsAcross - 1);
            float heightUnit = 1.0f / (coordsDown - 1);

            for (imageY = 0; imageY < coordsDown; imageY++)
            {
                int rowOffset = imageY * coordsAcross;

                for (imageX = 0; imageX < coordsAcross; imageX++)
                {
                    /*
                     *   p1-----p2
                     *   | \ f2 |
                     *   |   \  |
                     *   | f1  \|
                     *   p3-----p4
                     */

                    p4 = rowOffset + imageX;
                    p3 = p4 - 1;

                    p2 = p4 - coordsAcross;
                    p1 = p3 - coordsAcross;

                    coords.Add(rows [imageY] [imageX]);
                    if (viewerMode)
                    {
                        normals.Add(new Coord());
                        uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
                    }

                    if (imageY > 0 && imageX > 0)
                    {
                        Face f1, f2;

                        if (viewerMode)
                        {
                            if (invert)
                            {
                                f1 = new Face(p1, p4, p3, p1, p4, p3)
                                {
                                    uv1 = p1, uv2 = p4, uv3 = p3
                                };

                                f2 = new Face(p1, p2, p4, p1, p2, p4)
                                {
                                    uv1 = p1, uv2 = p2, uv3 = p4
                                };
                            }
                            else
                            {
                                f1 = new Face(p1, p3, p4, p1, p3, p4)
                                {
                                    uv1 = p1, uv2 = p3, uv3 = p4
                                };

                                f2 = new Face(p1, p4, p2, p1, p4, p2)
                                {
                                    uv1 = p1, uv2 = p4, uv3 = p2
                                };
                            }
                        }
                        else
                        {
                            if (invert)
                            {
                                f1 = new Face(p1, p4, p3);
                                f2 = new Face(p1, p2, p4);
                            }
                            else
                            {
                                f1 = new Face(p1, p3, p4);
                                f2 = new Face(p1, p4, p2);
                            }
                        }

                        faces.Add(f1);
                        faces.Add(f2);
                    }
                }
            }

            if (viewerMode)
            {
                calcVertexNormals(sculptType, coordsAcross, coordsDown);
            }
        }
コード例 #60
0
ファイル: Library.cs プロジェクト: jiangzhonghui/SharpFont
 internal void AddChildFace(Face child)
 {
     childFaces.Add(child);
 }