// highlight the selection public override void HighlightSelection(MeshGeometry3D meshGeometry, Color selectColor) { var nDotNo = GetDataNo(); if (nDotNo == 0) { return; } Point mapPt; for (var i = 0; i < nDotNo; i++) { if (m_vertices[i].selected) { mapPt = TextureMapping.GetMappingPosition(selectColor, true); } else { mapPt = TextureMapping.GetMappingPosition(m_vertices[i].color, true); } var nMin = m_vertices[i].nMinI; meshGeometry.TextureCoordinates[nMin] = mapPt; } }
// set this ModelVisual3D object from a array of mesh3D objects private void SetModel(ArrayList meshs, Material backMaterial) { if (meshs == null) { return; } var nMeshNo = meshs.Count; if (nMeshNo == 0) { return; } var triangleMesh = new MeshGeometry3D(); var nTotalVertNo = 0; for (var j = 0; j < nMeshNo; j++) { var mesh = (Mesh3D)meshs[j]; var nVertNo = mesh.GetVertexNo(); var nTriNo = mesh.GetTriangleNo(); if ((nVertNo <= 0) || (nTriNo <= 0)) { continue; } var vx = new double[nVertNo]; var vy = new double[nVertNo]; var vz = new double[nVertNo]; for (var i = 0; i < nVertNo; i++) { vx[i] = vy[i] = vz[i] = 0; } // get normal of each vertex for (var i = 0; i < nTriNo; i++) { var tri = mesh.GetTriangle(i); var vN = mesh.GetTriangleNormal(i); var n0 = tri.n0; var n1 = tri.n1; var n2 = tri.n2; vx[n0] += vN.X; vy[n0] += vN.Y; vz[n0] += vN.Z; vx[n1] += vN.X; vy[n1] += vN.Y; vz[n1] += vN.Z; vx[n2] += vN.X; vy[n2] += vN.Y; vz[n2] += vN.Z; } for (var i = 0; i < nVertNo; i++) { var length = Math.Sqrt(vx[i] * vx[i] + vy[i] * vy[i] + vz[i] * vz[i]); if (length > 1e-20) { vx[i] /= length; vy[i] /= length; vz[i] /= length; } triangleMesh.Positions.Add(mesh.GetPoint(i)); var color = mesh.GetColor(i); var mapPt = m_mapping.GetMappingPosition(color); if (color == Colors.Transparent) { mapPt = TextureMapping.GetMappingPosition(color, false); } //Point mapPt = TextureMapping.GetMappingPosition(color,true); triangleMesh.TextureCoordinates.Add(new Point(mapPt.X, mapPt.Y)); triangleMesh.Normals.Add(new Vector3D(vx[i], vy[i], vz[i])); } for (var i = 0; i < nTriNo; i++) { var tri = mesh.GetTriangle(i); var n0 = tri.n0; var n1 = tri.n1; var n2 = tri.n2; triangleMesh.TriangleIndices.Add(nTotalVertNo + n0); triangleMesh.TriangleIndices.Add(nTotalVertNo + n1); triangleMesh.TriangleIndices.Add(nTotalVertNo + n2); } nTotalVertNo += nVertNo; } //Material material = new DiffuseMaterial(new SolidColorBrush(Colors.Red)); Material material = m_mapping.m_material; var triangleModel = new GeometryModel3D(triangleMesh, material); triangleModel.Transform = new Transform3DGroup(); if (backMaterial != null) { triangleModel.BackMaterial = backMaterial; } Content = triangleModel; }