コード例 #1
0
        private List <SolidIndex> ExtractIndices(JArray array)
        {
            List <SolidIndex> solidIndices = new List <SolidIndex>();

            foreach (JObject jObject in array.Children <JObject>())
            {
                SolidIndex index = new SolidIndex();
                foreach (JProperty property in jObject.Children <JProperty>())
                {
                    switch (property.Name)
                    {
                    case "index":
                        index.Index = property.Value.Value <int>();
                        break;

                    case "uv":
                        index.DiffuseUv = ExtractUV(property);
                        break;
                    }
                }

                solidIndices.Add(index);
            }

            if (solidIndices.Count <= 0)
            {
                throw new RunegearFileformatErrorException("Some solid indices could not be added to a solid face!");
            }

            return(solidIndices);
        }
コード例 #2
0
        public override Solid CreateSolid(AABB bounds)
        {
            int       piePieces  = sidesPropertyControl.Sides;
            Solid     solidCone  = new Solid();
            SolidFace bottomFace = new SolidFace();

            // create 4 corners points for the box
            float halfWidth  = (bounds.Max.X - bounds.Min.X) / 2.0f;
            float halfHeight = (bounds.Max.Y - bounds.Min.Y) / 2.0f;
            float halfDepth  = (bounds.Max.Z - bounds.Min.Z) / 2.0f;

            solidCone.Bounds = (AABB)bounds.Clone();
            solidCone.VertexPositions.Add(new Vector3(bounds.Center.X, bounds.Center.Y, -halfDepth));

            float degToRad = (float)(Math.PI / 180.0);
            float radPiece = (360.0f / piePieces * degToRad);

            // create vertices
            for (int i = 0; i < piePieces; i++)
            {
                SolidIndex index    = new SolidIndex();
                Vector3    position = new Vector3
                {
                    X = (float)Math.Cos(i * -radPiece) * halfWidth,
                    Y = (float)Math.Sin(i * -radPiece) * halfHeight,
                    Z = halfDepth
                };
                index.Index = i + 1;

                solidCone.VertexPositions.Add(bounds.Center + position);
                bottomFace.Indices.Add(index);
            }

            solidCone.Faces.Add(bottomFace);
            int vertexCount = solidCone.VertexPositions.Count;

            // generate body
            for (int i = 0; i < piePieces; i++)
            {
                int index     = i + 1;
                int nextIndex = index + 1;
                if (nextIndex == vertexCount)
                {
                    nextIndex = 1;
                }

                SolidFace bodyFace = new SolidFace();

                SolidIndex a = new SolidIndex {
                    Index = 0
                };
                SolidIndex b = new SolidIndex {
                    Index = index
                };
                SolidIndex c = new SolidIndex {
                    Index = nextIndex
                };

                bodyFace.Indices.Add(c);
                bodyFace.Indices.Add(b);
                bodyFace.Indices.Add(a);

                solidCone.Faces.Add(bodyFace);
            }

            return(solidCone);
        }
コード例 #3
0
        public override Solid CreateSolid(AABB bounds)
        {
            int       piePieces     = sidesPropertyControl.Sides;
            Solid     solidCylinder = new Solid();
            SolidFace topFace       = new SolidFace();
            SolidFace bottomFace    = new SolidFace();

            solidCylinder.Bounds = (AABB)bounds.Clone();
            Vector3 center = bounds.Center;

            // create 4 corners points for the box
            float halfWidth  = (bounds.Max.X - bounds.Min.X) / 2.0f;
            float halfHeight = (bounds.Max.Y - bounds.Min.Y) / 2.0f;
            float halfDepth  = (bounds.Max.Z - bounds.Min.Z) / 2.0f;

            float degToRad = (float)(Math.PI / 180.0);
            float radPiece = (360.0f / piePieces * degToRad);

            // create top and bottom face
            for (int i = 0; i < piePieces; i++)
            {
                SolidIndex topIndex    = new SolidIndex();
                SolidIndex bottomIndex = new SolidIndex();
                Vector3    position    = new Vector3
                {
                    X = (float)Math.Cos(i * radPiece) * halfWidth,
                    Y = (float)Math.Sin(i * radPiece) * halfHeight
                };

                solidCylinder.VertexPositions.Add(center + new Vector3(position.X, position.Y, -halfDepth));
                solidCylinder.VertexPositions.Add(center + new Vector3(position.X, position.Y, halfDepth));

                topIndex.Index    = i * 2;
                bottomIndex.Index = piePieces * 2 - (i * 2 + 1);

                topFace.Indices.Add(topIndex);
                bottomFace.Indices.Add(bottomIndex);
            }

            solidCylinder.Faces.Add(topFace);
            solidCylinder.Faces.Add(bottomFace);

            // generate body
            for (int i = 0; i < piePieces; i++)
            {
                int nextIndex = i + 1;
                if (nextIndex == piePieces)
                {
                    nextIndex = 0;
                }

                SolidFace  bodyFace = new SolidFace();
                SolidIndex a        = new SolidIndex();
                SolidIndex b        = new SolidIndex();
                SolidIndex c        = new SolidIndex();
                SolidIndex d        = new SolidIndex();

                a.Index = i * 2;
                b.Index = i * 2 + 1;
                c.Index = nextIndex * 2 + 1;
                d.Index = nextIndex * 2;

                bodyFace.Indices.Add(a);
                bodyFace.Indices.Add(b);
                bodyFace.Indices.Add(c);
                bodyFace.Indices.Add(d);

                solidCylinder.Faces.Add(bodyFace);
            }

            return(solidCylinder);
        }