コード例 #1
0
        /// <summary>
        /// Calculates the normal vector for a given face.
        /// </summary>
        /// <param name="f">The face to calculate the normal for.</param>
        /// <returns>The nomal vector for the face.</returns>
        /// <exception cref="System.Exception">The face doesn't consist of 3 or more vertices.</exception>
        public double3 CalcFaceNormal(Face f)
        {
            if (f.InxVert.Length < 3)
                throw new FormatException("Cannot calculate normal of degenerate face with only " + f.InxVert.Length + " vertices.");

            var vertex0 = f.InxVert[0];
            double3 v1 = _vertices[vertex0] - _vertices[f.InxVert[2]];
            double3 v2 = _vertices[vertex0] - _vertices[f.InxVert[1]];

            return double3.Normalize(double3.Cross(v1, v2));
        }
コード例 #2
0
        private IEnumerable<ushort> Triangulate(Face f, int[] indices)
        {
            if (f.InxVert.Length < 3)
                return null;

            if (indices == null)
                indices = f.InxVert;

            ushort[] ret = new ushort[3 * (f.InxVert.Length-2)];
            // Perform a fan triangulation
            for (int i = 2; i < f.InxVert.Length; i++ )
            {
                ret[(i - 2)*3 + 0] = (ushort)indices[0];
                ret[(i - 2)*3 + 1] = (ushort)indices[i - 1];
                ret[(i - 2)*3 + 2] = (ushort)indices[i];
            }
            return ret;
        }
コード例 #3
0
        /// <summary>
        /// Adds the face.
        /// </summary>
        /// <param name="vertInx">The vert inx.</param>
        /// <param name="texCoordInx">The tex coord inx.</param>
        /// <param name="normalInx">The normal inx.</param>
        /// <returns>The face count as integer value.</returns>
        /// <exception cref="System.ArgumentNullException">vertInx</exception>
        /// <exception cref="System.ArgumentException">
        /// "Vertex index out of range: vertInx[i]"
        /// or
        /// "Number of texture coordinate indices must match number of vertex indices"
        /// or
        /// "Texture coordinate index out of range: texCoordInx[i]"
        /// or
        /// "Number of normal indices must match number of vertex indices"
        /// or
        /// "Normal index out of range: normalInx[i]"
        /// </exception>
        public int AddFace(int[] vertInx, int[] texCoordInx, int[] normalInx)
        {
            int i;
            Face f = new Face();

            // Plausibility checks interleaved...
            if (vertInx == null)
                throw new ArgumentNullException("vertInx");

            f.InxVert = new int[vertInx.Length];
            for(i = 0; i < vertInx.Length; i++)
            {
                var vInx = vertInx[i];
                if (!(0 <= vInx && vInx < _vertices.Count))
                    throw new ArgumentException("Vertex index out of range: " + vInx, "vertInx[" + i + "]");
                f.InxVert[i] = vInx;
            }

            if (texCoordInx != null)
            {
                if (texCoordInx.Length != vertInx.Length)
                    throw new ArgumentException(
                        "Number of texture coordinate indices must match number of vertex indices", "texCoordInx");

                f.InxTexCoord = new int[texCoordInx.Length];
                for (i = 0; i < texCoordInx.Length; i++)
                {
                    var tInx = texCoordInx[i];
                    if (!(0 <= tInx && tInx < _texCoords.Count))
                        throw new ArgumentException("Texture coordinate index out of range: " + tInx, "texCoordInx[" + i + "]");
                    f.InxTexCoord[i] = tInx;
                }
            }

            if (normalInx != null)
            {
                if (normalInx.Length != vertInx.Length)
                    throw new ArgumentException("Number of normal indices must match number of vertex indices",
                                                "normalInx");

                f.InxNormal = new int[normalInx.Length];
                for (i = 0; i < normalInx.Length; i++)
                {
                    var nInx = normalInx[i];
                    if (!(0 <= nInx && nInx < _normals.Count))
                        throw new ArgumentException("Normal index out of range: " + nInx, "normalInx[" + i + "]");
                    f.InxNormal[i] = nInx;
                }
            }

            // Actually add the faces
            if (_faces == null)
                _faces = new List<Face>();

            _faces.Add(f);
            return _faces.Count - 1;
        }