public static ModelMeshAndPositionNeighbors CreateModelFromMold(int ptDensity, Stream moldDataStream, Logger logger) { var createModelInfo = new CreateModelInfo { MoldData = moldDataStream, Minx = 1, Maxx = ptDensity, Miny = 1, Maxy = ptDensity, Minz = 1, Maxz = ptDensity }; logger.Log("Start model creation from mold points"); var ptsToPolygons = new PointsToPolygons(createModelInfo); var model = ptsToPolygons.Process(); logger.Log("End model creation from mold points."); if (moldDataStream != null) { moldDataStream.Close(); } var neighboringIndices = model == null? null : PaulBourkeSmoother.GetPositionNeighbors(model.Positions.Count, model.TriangleIndices); return(new ModelMeshAndPositionNeighbors { MeshGeometry = model, PositionNeighbors = neighboringIndices }); }
public void TestNativeAmerican() { var camPos1 = new Point3D(0.000000, 0.000000, 1239.995361); var lookingAtPt1 = new Point3D(-0.810811, 0.000000, 0.000000); var image1 = (Bitmap)Image.FromFile(_inputPath + @"\native_american_front.jpg"); var frontTexImageInfo = new AddTexImageInfo { CameraLocation = camPos1, ImageBitmap = image1, LookingAt = lookingAtPt1 }; var camPos2 = new Point3D(-54.005825, 0.000000, -1238.818726); var lookingAtPt2 = new Point3D(0.810041, 0.000000, -0.035313); var image2 = (Bitmap)Image.FromFile(_inputPath + @"\native_american_back.jpg"); var backTexImageInfo = new AddTexImageInfo { CameraLocation = camPos2, ImageBitmap = image2, LookingAt = lookingAtPt2 }; var cameraRatio = Te(); var addTextureInfo = new AddTextureInfo { CameraRatio = cameraRatio, ImageInfos = new[] { frontTexImageInfo, backTexImageInfo } }; var mdlFilePath = _inputPath + @"\native_american.mdl"; var mdlReader = new MdlFilePolygonDataReader(mdlFilePath); var triangles = Triangle.GetTrianglesFromPts(mdlReader.Points);; var meshGeometryModel = PaulBourkeSmoother.CreateMeshGeometry3DFromTriangles(triangles); Assert.AreEqual(0, meshGeometryModel.Normals.Count); //make the model smoother var currentPositions = meshGeometryModel.Positions; var positionNeighbors = PaulBourkeSmoother.GetPositionNeighbors(currentPositions.Count, meshGeometryModel.TriangleIndices); for (var ctr = 1; ctr <= 4; ctr++) { var newPositions = PaulBourkeSmoother.GetSmoothenedPositions(currentPositions, meshGeometryModel.TriangleIndices, positionNeighbors); currentPositions = newPositions; } meshGeometryModel.Positions = currentPositions; var result = TextureProcessor.GenerateTexture(addTextureInfo, meshGeometryModel, _outputPath + @"\log.txt"); var textureImageName = _outputPath + @"\" + "native_american.bmp"; result.Bitmap.Save(textureImageName); meshGeometryModel.TextureCoordinates = result.TextureCoordinates; var geometryModel3D = new GeometryModel3D { Geometry = meshGeometryModel, Material = new DiffuseMaterial { Brush = new ImageBrush { ImageSource = new BitmapImage(new Uri(textureImageName, UriKind.Relative)), ViewportUnits = BrushMappingMode.Absolute } } }; XamlWriter.SaveGeometryModel3D(_outputPath + @"\native_american_ModelWithTexture.xaml", geometryModel3D); MdlToXamlConverter.SaveAsGeometryModel3D(mdlFilePath, _outputPath + @"\Orig_native_american_Model_WithTexture.xaml"); }
public void TestDinosaurModel() { var camPos1 = new Point3D(0.000000, 0.000000, 40.000000); var lookingAtPt1 = new Point3D(0.449719, 0.000000, 0.000000); var image1 = (Bitmap)Image.FromFile(_inputPath + @"\dinosaur_front.bmp"); var frontTexImageInfo = new AddTexImageInfo { CameraLocation = camPos1, ImageBitmap = image1, LookingAt = lookingAtPt1 }; var camPos2 = new Point3D(9.568636, 0.000000, -38.838657); var lookingAtPt2 = new Point3D(-0.436662, 0.000000, -0.107580); var image2 = (Bitmap)Image.FromFile(_inputPath + @"\dinosaur_back.bmp"); var backTexImageInfo = new AddTexImageInfo { CameraLocation = camPos2, ImageBitmap = image2, LookingAt = lookingAtPt2 }; var cameraRatio = new CameraRatio { XRangeAtInfinity = 30.000000, YRangeAtInfinity = 22.504684 }; var addTextureInfo = new AddTextureInfo { CameraRatio = cameraRatio, ImageInfos = new[] { frontTexImageInfo, backTexImageInfo } }; var models = XamlFormatModelReader.GetModelsFromFile(_inputPath + @"\dinosaur_with_normals.xaml"); var meshGeometryModel = (MeshGeometry3D)models[0].Geometry; //make the model smoother var currentPositions = meshGeometryModel.Positions; var positionNeighbors = PaulBourkeSmoother.GetPositionNeighbors(currentPositions.Count, meshGeometryModel.TriangleIndices); for (var ctr = 1; ctr <= 21; ctr++) { var newPositions = PaulBourkeSmoother.GetSmoothenedPositions(currentPositions, meshGeometryModel.TriangleIndices, positionNeighbors); currentPositions = newPositions; } meshGeometryModel.Positions = currentPositions; var result = TextureProcessor.GenerateTexture(addTextureInfo, meshGeometryModel, _outputPath + @"\log.txt"); var textureImageName = _outputPath + @"\" + "dinosaur_texture.bmp"; result.Bitmap.Save(textureImageName); meshGeometryModel.TextureCoordinates = result.TextureCoordinates; var geometryModel3D = new GeometryModel3D { Geometry = meshGeometryModel, Material = new DiffuseMaterial { Brush = new ImageBrush { ImageSource = new BitmapImage(new Uri(textureImageName, UriKind.Relative)), ViewportUnits = BrushMappingMode.Absolute } } }; XamlWriter.SaveGeometryModel3D(_outputPath + @"\ModelWithTexture.xaml", geometryModel3D); MdlToXamlConverter.SaveAsGeometryModel3D(_inputPath + @"\dinosaur.mdl", _outputPath + @"\Orig_dinosaur_Model_WithTexture.xaml"); }
public void TestGetSmoothenedPositions() { var mdlFileReader = new MdlFilePolygonDataReader(_inputPath + @"\flowerpetals.mdl"); var triangles = Triangle.GetTrianglesFromPts(mdlFileReader.Points); XamlWriter.WritePolygonsToXamlFile("", string.Format(@"{0}\InputModel.xaml", _outputPath), mdlFileReader.Points, false); var meshGeometryModel = PaulBourkeSmoother.CreateMeshGeometry3DFromTriangles(triangles); XamlWriter.SaveMeshGeometryModel(string.Format(@"{0}\InputModelMeshGeometry.xaml", _outputPath), meshGeometryModel, Color.FromRgb(100, 100, 100)); var currentPositions = meshGeometryModel.Positions; var positionNeighbors = PaulBourkeSmoother.GetPositionNeighbors(currentPositions.Count, meshGeometryModel.TriangleIndices); for (var ctr = 1; ctr <= 10; ctr++) { var newPositions = PaulBourkeSmoother.GetSmoothenedPositions(currentPositions, meshGeometryModel.TriangleIndices, positionNeighbors); XamlWriter.SavePositionsAndTriangleIndicesAsModel(string.Format(@"{0}\Smoothing_Iteration_{1}.xaml", _outputPath, ctr), newPositions, meshGeometryModel.TriangleIndices, Color.FromRgb(100, 100, 100)); currentPositions = newPositions; } }