fPolylineGameObject make_path <T>(LinearToolpath3 <T> path, fMaterial material, float width, Vector3d origin) where T : IToolpathVertex { Vector3d prev = Vector3d.Zero; tempPolyLine.Clear(); foreach (T vtx in path) { Vector3d v = origin + vtx.Position; v = MeshTransforms.ConvertZUpToYUp(v); v = MeshTransforms.FlipLeftRightCoordSystems(v); // [RMS] because of the sharp turns we make, unity polyline will get twisted up unless we put // in some duplicate vertices =\ if (tempPolyLine.Count > 0) { tempPolyLine.Add((Vector3f)Vector3d.Lerp(prev, v, 0.001)); tempPolyLine.Add((Vector3f)Vector3d.Lerp(prev, v, 0.998)); tempPolyLine.Add((Vector3f)Vector3d.Lerp(prev, v, 0.999)); } tempPolyLine.Add((Vector3f)v); prev = v; } fPolylineGameObject go = PolylinePool.Allocate(); go.SetMaterial(material, true); go.SetLineWidth(width); go.SetVertices(tempPolyLine.ToArray(), false, true); return(go); }
void compute_slice_polylines() { fMaterial mat1 = MaterialUtil.CreateFlatMaterialF(Colorf.Black); fMaterial mat2 = MaterialUtil.CreateFlatMaterialF(Colorf.BlueMetal); // [TODO] do we need to hold data_lock here? seems like no since main thread is blocked, // then it would never be the case that we are setting SliceSet = null // create geometry int slice_i = 0; SlicePolylines = new List <fPolylineGameObject>(); foreach (PlanarSlice slice in SliceSet.Slices) { //DebugUtil.Log(2, "Slice has {0} solids", slice.Solids.Count); Colorf slice_color = (slice_i % 2 == 0) ? Colorf.Black : Colorf.BlueMetal; fMaterial slice_mat = (slice_i % 2 == 0) ? mat1 : mat2; slice_i++; foreach (GeneralPolygon2d poly in slice.Solids) { List <Vector3f> polyLine = new List <Vector3f>(); for (int pi = 0; pi <= poly.Outer.VertexCount; ++pi) { int i = pi % poly.Outer.VertexCount; Vector2d v2 = poly.Outer[i]; Vector2d n2 = poly.Outer.GetTangent(i).Perp; Vector3d v3 = new Vector3d(v2.x, v2.y, slice.Z); v3 = MeshTransforms.ConvertZUpToYUp(v3); v3 = MeshTransforms.FlipLeftRightCoordSystems(v3); Vector3d n3 = MeshTransforms.ConvertZUpToYUp(new Vector3d(n2.x, n2.y, 0)); n3 = MeshTransforms.FlipLeftRightCoordSystems(n3); n3.Normalize(); v3 += 0.1f * n3; polyLine.Add((Vector3f)v3); } //DebugUtil.Log(2, "Polyline has {0} vertiecs", polyLine.Count); fPolylineGameObject go = GameObjectFactory.CreatePolylineGO( "slice_outer", polyLine, slice_color, 0.1f, LineWidthType.World); go.SetMaterial(slice_mat, true); CC.ActiveScene.RootGameObject.AddChild(go, false); SlicePolylines.Add(go); } } }