コード例 #1
0
        private static GeometryModel3D GetModel_WoodIron_Ring_Band(double ballRadius, double z, System.Windows.Media.Media3D.Material material, TriangleIndexed[] ball, SortedList <string, double> from, SortedList <string, double> to, string prefix)
        {
            const double ENLARGE = 1.04d;

            GeometryModel3D retVal = new GeometryModel3D();

            retVal.Material     = material;
            retVal.BackMaterial = material;

            double bandHeight     = WeaponDNA.GetKeyValue(prefix + "Height", from, to, StaticRandom.NextPercent(ballRadius * .15, .5));
            double bandHeightHalf = bandHeight / 2d;

            // Slice the hull at the top and bottom band z's
            Point3D[] slice1 = Math3D.GetIntersection_Hull_Plane(ball, new Triangle(new Point3D(0, 0, z - bandHeightHalf), new Point3D(1, 0, z - bandHeightHalf), new Point3D(0, 1, z - bandHeightHalf)));
            Point3D[] slice2 = Math3D.GetIntersection_Hull_Plane(ball, new Triangle(new Point3D(0, 0, z + bandHeightHalf), new Point3D(1, 0, z + bandHeightHalf), new Point3D(0, 1, z + bandHeightHalf)));

            // Enlarge those polygons xy, leave z alone
            slice1 = slice1.Select(o => new Point3D(o.X * ENLARGE, o.Y * ENLARGE, o.Z)).ToArray();
            slice2 = slice2.Select(o => new Point3D(o.X * ENLARGE, o.Y * ENLARGE, o.Z)).ToArray();

            // Now turn those two polygons into a 3d hull
            TriangleIndexed[] band = Math3D.GetConvexHull(UtilityCore.Iterate(slice1, slice2).ToArray());

            retVal.Geometry = UtilityWPF.GetMeshFromTriangles(band);

            return(retVal);
        }
コード例 #2
0
        private void Window_Loaded(object sender, RoutedEventArgs e)
        {
            try
            {
                #region Trackball

                // Camera Trackball
                _trackball = new TrackBallRoam(_camera);
                //_trackball.ShouldHitTestOnOrbit = true;
                _trackball.EventSource           = grdViewPort; //NOTE:  If this control doesn't have a background color set, the trackball won't see events (I think transparent is ok, just not null)
                _trackball.AllowZoomOnMouseWheel = true;
                _trackball.Mappings.AddRange(TrackBallMapping.GetPrebuilt(TrackBallMapping.PrebuiltMapping.MouseComplete));
                //_trackball.GetOrbitRadius += new GetOrbitRadiusHandler(Trackball_GetOrbitRadius);

                #endregion

                //Material
                _material = new MaterialGroup();
                RefreshColors();

                // Visuals
                AddVisual(UtilityWPF.GetCylinder_AlongX(60, 1, 2), new Point3D(-2.5, 2.5, 0));
                AddVisual(UtilityWPF.GetCube_IndependentFaces(new Point3D(-1, -1, -1), new Point3D(1, 1, 1)), new Point3D(2.5, 2.5, 0));

                AddVisual(UtilityWPF.GetSphere_LatLon(20, 1), new Point3D(-2.5, -2.5, 0));

                var hull = Math3D.GetConvexHull(Enumerable.Range(0, 40).Select(o => Math3D.GetRandomVector_Spherical(1.1, 1.3).ToPoint()).ToArray());
                AddVisual(UtilityWPF.GetMeshFromTriangles(hull), new Point3D(2.5, -2.5, 0));
                AddVisual(UtilityWPF.GetMeshFromTriangles_IndependentFaces(hull), new Point3D(2.5, -6, 0));

                // Timer
                _timer          = new DispatcherTimer();
                _timer.Interval = TimeSpan.FromMilliseconds(20);
                _timer.Tick    += Timer_Tick;
                _timer.Start();

                _isInitialized = true;

                RefreshColors();
            }
            catch (Exception ex)
            {
                MessageBox.Show(ex.ToString(), this.Title, MessageBoxButton.OK, MessageBoxImage.Error);
            }
        }
コード例 #3
0
        /// <summary>
        /// This is exposed so it can be called externally on a separate thread, then call this asteroid's constructor
        /// in the main thread once this returns
        /// </summary>
        public static ITriangleIndexed[] GetHullTriangles(double radius)
        {
            const int NUMPOINTS = 60;           // too many, and it looks too perfect

            Exception lastException = null;
            Random    rand          = StaticRandom.GetRandomForThread();

            for (int infiniteLoopCntr = 0; infiniteLoopCntr < 50; infiniteLoopCntr++)           // there is a slight chance that the convex hull generator will choke on the inputs.  If so just retry
            {
                try
                {
                    double minRadius = radius * .9d;

                    Point3D[] points = new Point3D[NUMPOINTS];

                    // Make a point cloud
                    for (int cntr = 0; cntr < NUMPOINTS; cntr++)
                    {
                        points[cntr] = Math3D.GetRandomVector_Spherical(minRadius, radius).ToPoint();
                    }

                    // Squash it
                    Transform3DGroup transform = new Transform3DGroup();
                    transform.Children.Add(new ScaleTransform3D(.33d + (rand.NextDouble() * .66d), .33d + (rand.NextDouble() * .66d), 1d)); // squash it
                    transform.Children.Add(new RotateTransform3D(new QuaternionRotation3D(Math3D.GetRandomRotation())));                    // giving it a random rotation, since it's always squashed along the same axiis
                    transform.Transform(points);

                    // Get a hull that wraps those points
                    ITriangleIndexed[] retVal = Math3D.GetConvexHull(points.ToArray());

                    // Get rid of unused points
                    retVal = TriangleIndexed.Clone_CondensePoints(retVal);

                    // Exit Function
                    return(retVal);
                }
                catch (Exception ex)
                {
                    lastException = ex;
                }
            }

            throw new ApplicationException(lastException.ToString());
        }
コード例 #4
0
        private static Model3DGroup GetModel_WoodIron(WeaponSpikeBallDNA dna, WeaponSpikeBallDNA finalDNA, WeaponMaterialCache materials)
        {
            Model3DGroup retVal = new Model3DGroup();

            Random rand = StaticRandom.GetRandomForThread();
            var    from = dna.KeyValues;
            var    to   = finalDNA.KeyValues;

            double spikeLength = dna.Radius * 1.4d;
            double ballRadius  = dna.Radius * 1d;

            double spikeRadius = dna.Radius * .2;

            #region Ball

            System.Windows.Media.Media3D.Material material = materials.Ball_Wood;     // the property get returns a slightly random color

            GeometryModel3D geometry = new GeometryModel3D();

            geometry.Material     = material;
            geometry.BackMaterial = material;

            // Create a convex hull out of semi evenly distibuted points
            int numHullPoints      = Convert.ToInt32(WeaponDNA.GetKeyValue("numHullPoints", from, to, rand.Next(20, 50)));
            TriangleIndexed[] ball = Math3D.GetConvexHull(Math3D.GetRandomVectors_SphericalShell_EvenDist(numHullPoints, ballRadius, .03, 10).Select(o => o.ToPoint()).ToArray());

            geometry.Geometry = UtilityWPF.GetMeshFromTriangles(ball);

            retVal.Children.Add(geometry);

            #endregion

            // These are placed where the rings are, to push spikes away (so that spikes don't poke through the rings)
            List <Vector3D> staticPoints = new List <Vector3D>();

            #region Rings

            material = materials.Spike_Iron;     // the property get returns a slightly random color

            // 0, 1 or 2 rings.  Higher chance of 0 than 2
            int numRings = Convert.ToInt32(WeaponDNA.GetKeyValue("numRings", from, to, Math.Floor(rand.NextPow(2, 2.3))));

            double[] zs = new double[0];

            switch (numRings)
            {
            case 0:
                break;

            case 1:
                zs = new double[] { WeaponDNA.GetKeyValue("ringZ1", from, to, Math1D.GetNearZeroValue(ballRadius * .75)) };
                break;

            case 2:
                double z1 = WeaponDNA.GetKeyValue("ringZ1", from, to, Math1D.GetNearZeroValue(ballRadius * .75));
                double z2 = 0;

                if (from == null || !from.TryGetValue("ringZ2", out z2))
                {
                    do
                    {
                        z2 = Math1D.GetNearZeroValue(ballRadius * .75);
                    } while (Math.Abs(z1 - z2) < ballRadius * .4);

                    to.Add("ringZ2", z2);
                }

                zs = new double[] { z1, z2 };
                break;

            default:
                throw new ApplicationException("Unexpected number of rings: " + numRings.ToString());
            }

            // Build the rings at the z offsets that were calculated above
            for (int cntr = 0; cntr < zs.Length; cntr++)
            {
                retVal.Children.Add(GetModel_WoodIron_Ring_Band(ballRadius, zs[cntr], material, ball, from, to, "ringZ" + cntr.ToString()));

                // Store points at the rings
                double ringRadiusAvg = Math.Sqrt((ballRadius * ballRadius) - (zs[cntr] * zs[cntr]));
                staticPoints.AddRange(Math2D.GetCircle_Cached(7).Select(o => (o.ToVector() * ringRadiusAvg).ToVector3D(zs[cntr])));
            }

            #endregion

            #region Spikes

            Vector3D[] staticPointsArr = staticPoints.Count == 0 ? null : staticPoints.ToArray();
            double[]   staticRepulse   = staticPoints.Count == 0 ? null : Enumerable.Range(0, staticPoints.Count).Select(o => .005d).ToArray();

            int numSpikes = Convert.ToInt32(WeaponDNA.GetKeyValue("numSpikes", from, to, rand.Next(8, 14)));

            Vector3D[] spikeLocations;
            if (from != null && from.ContainsKey("spikeLoc0X"))
            {
                spikeLocations = new Vector3D[numSpikes];

                for (int cntr = 0; cntr < numSpikes; cntr++)
                {
                    string prefix = "spikeLoc" + cntr.ToString();
                    spikeLocations[cntr] = new Vector3D(to[prefix + "X"], to[prefix + "Y"], to[prefix + "Z"]);
                }
            }
            else
            {
                spikeLocations = Math3D.GetRandomVectors_SphericalShell_EvenDist(numSpikes, ballRadius, .03, 10, null, staticPointsArr, staticRepulse);

                for (int cntr = 0; cntr < numSpikes; cntr++)
                {
                    string prefix = "spikeLoc" + cntr.ToString();
                    to.Add(prefix + "X", spikeLocations[cntr].X);
                    to.Add(prefix + "Y", spikeLocations[cntr].Y);
                    to.Add(prefix + "Z", spikeLocations[cntr].Z);
                }
            }

            for (int cntr = 0; cntr < spikeLocations.Length; cntr++)
            {
                material = materials.Spike_Iron;     // the property get returns a slightly random color

                geometry = new GeometryModel3D();

                geometry.Material     = material;
                geometry.BackMaterial = material;

                RotateTransform3D transform = new RotateTransform3D(new QuaternionRotation3D(Math3D.GetRotation(new Vector3D(0, 0, 1), spikeLocations[cntr])));       // the tube builds along z

                List <TubeRingBase> rings = new List <TubeRingBase>();

                double spikeRadiusA = WeaponDNA.GetKeyValue("spikeRad" + cntr.ToString(), from, to, rand.NextPercent(spikeRadius, .33));

                rings.Add(new TubeRingRegularPolygon(0, false, spikeRadiusA, spikeRadiusA, false));
                rings.Add(new TubeRingPoint(WeaponDNA.GetKeyValue("spikeLen" + cntr.ToString(), from, to, rand.NextDouble(spikeLength * .9, spikeLength * 1.1)), false));

                int  numSegments = Convert.ToInt32(WeaponDNA.GetKeyValue("spikeSegs" + cntr.ToString(), from, to, rand.Next(3, 6)));
                bool isSoft      = Math1D.IsNearZero(WeaponDNA.GetKeyValue("spikeSoft" + cntr.ToString(), from, to, rand.Next(2)));
                geometry.Geometry = UtilityWPF.GetMultiRingedTube(numSegments, rings, isSoft, false, transform);

                retVal.Children.Add(geometry);
            }

            #endregion

            return(retVal);
        }