getFace() public method

public getFace ( int index ) : Face
index int
return Face
コード例 #1
0
        /**
         * Fills solid arrays with data about faces of an object generated whose status
         * is as required
         *
         * @param object3d solid object used to fill the arrays
         * @param vertices vertices array to be filled
         * @param indices indices array to be filled
         * @param colors colors array to be filled
         * @param faceStatus1 a status expected for the faces used to to fill the data arrays
         * @param faceStatus2 a status expected for the faces used to to fill the data arrays
         */
        private void groupObjectComponents(Object3D obj, List <Vertex> vertices, List <int> indices, List <Color3f> colors, int faceStatus1, int faceStatus2)
        {
            Face face;

            //for each face..
            for (int i = 0; i < obj.getNumFaces(); i++)
            {
                face = obj.getFace(i);
                //if the face status fits with the desired status...
                if (face.getStatus() == faceStatus1 || face.getStatus() == faceStatus2)
                {
                    //adds the face elements into the arrays
                    Vertex[] faceVerts = { face.v1, face.v2, face.v3 };
                    for (int j = 0; j < faceVerts.Length; j++)
                    {
                        if (vertices.Contains(faceVerts[j]))
                        {
                            indices.Add(vertices.IndexOf(faceVerts[j]));
                        }
                        else
                        {
                            indices.Add(vertices.Count);
                            vertices.Add(faceVerts[j]);
                            colors.Add(faceVerts[j].getColor());
                        }
                    }
                }
            }
        }
コード例 #2
0
ファイル: Object3D.cs プロジェクト: ipud2/csg-toolkit
        //-------------------------FACES_SPLITTING_METHODS------------------------------//

        /**
         * Split faces so that none face is intercepted by a face of other object
         *
         * @param object the other object 3d used to make the split
         */
        public void splitFaces(Object3D obj)
        {
            Line line;
            Face face1, face2;

            Segment[] segments;
            Segment   segment1;
            Segment   segment2;
            double    distFace1Vert1, distFace1Vert2, distFace1Vert3, distFace2Vert1, distFace2Vert2, distFace2Vert3;
            int       signFace1Vert1, signFace1Vert2, signFace1Vert3, signFace2Vert1, signFace2Vert2, signFace2Vert3;
            int       numFacesBefore = getNumFaces();
            int       numFacesStart  = getNumFaces();
            int       facesIgnored   = 0;

            //if the objects bounds overlap...
            if (getBound().overlap(obj.getBound()))
            {
                //for each object1 face...
                for (int i = 0; i < getNumFaces(); i++)
                {
                    //if object1 face bound and object2 bound overlap ...
                    face1 = getFace(i);

                    if (face1.getBound().overlap(obj.getBound()))
                    {
                        //for each object2 face...
                        for (int j = 0; j < obj.getNumFaces(); j++)
                        {
                            //if object1 face bound and object2 face bound overlap...
                            face2 = obj.getFace(j);
                            if (face1.getBound().overlap(face2.getBound()))
                            {
                                //PART I - DO TWO POLIGONS INTERSECT?
                                //POSSIBLE RESULTS: INTERSECT, NOT_INTERSECT, COPLANAR

                                //distance from the face1 vertices to the face2 plane
                                distFace1Vert1 = computeDistance(face1.v1, face2);
                                distFace1Vert2 = computeDistance(face1.v2, face2);
                                distFace1Vert3 = computeDistance(face1.v3, face2);

                                //distances signs from the face1 vertices to the face2 plane
                                signFace1Vert1 = (distFace1Vert1 > TOL ? 1 : (distFace1Vert1 < -TOL ? -1 : 0));
                                signFace1Vert2 = (distFace1Vert2 > TOL ? 1 : (distFace1Vert2 < -TOL ? -1 : 0));
                                signFace1Vert3 = (distFace1Vert3 > TOL ? 1 : (distFace1Vert3 < -TOL ? -1 : 0));

                                //if all the signs are zero, the planes are coplanar
                                //if all the signs are positive or negative, the planes do not intersect
                                //if the signs are not equal...
                                if (!(signFace1Vert1 == signFace1Vert2 && signFace1Vert2 == signFace1Vert3))
                                {
                                    //distance from the face2 vertices to the face1 plane
                                    distFace2Vert1 = computeDistance(face2.v1, face1);
                                    distFace2Vert2 = computeDistance(face2.v2, face1);
                                    distFace2Vert3 = computeDistance(face2.v3, face1);

                                    //distances signs from the face2 vertices to the face1 plane
                                    signFace2Vert1 = (distFace2Vert1 > TOL ? 1 : (distFace2Vert1 < -TOL ? -1 : 0));
                                    signFace2Vert2 = (distFace2Vert2 > TOL ? 1 : (distFace2Vert2 < -TOL ? -1 : 0));
                                    signFace2Vert3 = (distFace2Vert3 > TOL ? 1 : (distFace2Vert3 < -TOL ? -1 : 0));

                                    //if the signs are not equal...
                                    if (!(signFace2Vert1 == signFace2Vert2 && signFace2Vert2 == signFace2Vert3))
                                    {
                                        line = new Line(face1, face2);

                                        //intersection of the face1 and the plane of face2
                                        segment1 = new Segment(line, face1, signFace1Vert1, signFace1Vert2, signFace1Vert3);

                                        //intersection of the face2 and the plane of face1
                                        segment2 = new Segment(line, face2, signFace2Vert1, signFace2Vert2, signFace2Vert3);

                                        //if the two segments intersect...
                                        if (segment1.intersect(segment2))
                                        {
                                            //PART II - SUBDIVIDING NON-COPLANAR POLYGONS
                                            int lastNumFaces = getNumFaces();
                                            this.splitFace(i, segment1, segment2);

                                            //prevent from infinite loop (with a loss of faces...)
                                            //if(numFacesStart*20<getNumFaces())
                                            //{
                                            //  System.out.println("possible infinite loop situation: terminating faces split");
                                            //  return;
                                            //}

                                            //if the face in the position isn't the same, there was a break
                                            if (face1 != getFace(i))
                                            {
                                                //if the generated solid is equal the origin...
                                                if (face1.equals(getFace(getNumFaces() - 1)))
                                                {
                                                    //return it to its position and jump it
                                                    if (i != (getNumFaces() - 1))
                                                    {
                                                        faces.RemoveAt(getNumFaces() - 1);
                                                        faces.Insert(i, face1);
                                                    }
                                                    else
                                                    {
                                                        continue;
                                                    }
                                                }
                                                //else: test next face
                                                else
                                                {
                                                    i--;
                                                    break;
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
コード例 #3
0
ファイル: Face.cs プロジェクト: Alan-Baylis/libTechGeometry
        /**
         * Classifies the face based on the ray trace technique
         *
         * @param object object3d used to compute the face status
         */
        public void rayTraceClassify(Object3D obj)
        {
            //creating a ray starting starting at the face baricenter going to the normal direction
            Point3d p0 = new Point3d();

            p0.X = (v1.X + v2.X + v3.X) / 3.0f;
            p0.Y = (v1.Y + v2.Y + v3.Y) / 3.0f;
            p0.Z = (v1.Z + v2.Z + v3.Z) / 3.0f;
            Line ray = new Line(getNormal(), p0);

            bool    success;
            double  dotProduct, distance;
            Point3d?intersectionPoint;
            Face    closestFace = null;
            double  closestDistance;

            do
            {
                success         = true;
                closestDistance = Double.MaxValue;
                //for each face from the other solid...
                for (int i = 0; i < obj.getNumFaces(); i++)
                {
                    Face face = obj.getFace(i);
                    //dotProduct = face.getNormal().dot(ray.getDirection());

                    dotProduct = Vector3d.Dot(face.getNormal(), ray.getDirection());

                    intersectionPoint = ray.computePlaneIntersection(face.getNormal(), face.v1.getPosition());


                    //if ray intersects the plane...
                    if (intersectionPoint != null)
                    {
                        distance = ray.computePointToPointDistance(intersectionPoint.Value);

                        //if ray lies in plane...
                        if (Math.Abs(distance) < TOL && Math.Abs(dotProduct) < TOL)
                        {
                            //disturb the ray in order to not lie into another plane
                            ray.perturbDirection();
                            success = false;
                            break;
                        }

                        //if ray starts in plane...
                        if (Math.Abs(distance) < TOL && Math.Abs(dotProduct) > TOL)
                        {
                            //if ray intersects the face...
                            if (face.hasPoint(intersectionPoint.Value))
                            {
                                //faces coincide
                                closestFace     = face;
                                closestDistance = 0;
                                break;
                            }
                        }

                        //if ray intersects plane...
                        else if (Math.Abs(dotProduct) > TOL && distance > TOL)
                        {
                            if (distance < closestDistance)
                            {
                                //if ray intersects the face;
                                if (face.hasPoint(intersectionPoint.Value))
                                {
                                    //this face is the closest face untill now
                                    closestDistance = distance;
                                    closestFace     = face;
                                }
                            }
                        }
                    }
                }
            } while (success == false);

            //none face found: outside face
            if (closestFace == null)
            {
                status = OUTSIDE;
            }
            //face found: test dot product
            else
            {
                //dotProduct = closestFace.getNormal().dot(ray.getDirection());
                dotProduct = Vector3d.Dot(closestFace.getNormal(), ray.getDirection());

                //distance = 0: coplanar faces
                if (Math.Abs(closestDistance) < TOL)
                {
                    if (dotProduct > TOL)
                    {
                        status = SAME;
                    }
                    else if (dotProduct < -TOL)
                    {
                        status = OPPOSITE;
                    }
                }

                //dot product > 0 (same direction): inside face
                else if (dotProduct > TOL)
                {
                    status = INSIDE;
                }

                //dot product < 0 (opposite direction): outside face
                else if (dotProduct < -TOL)
                {
                    status = OUTSIDE;
                }
            }
        }
コード例 #4
0
ファイル: Face.cs プロジェクト: dlannan/csg-toolkit
        /**
         * Classifies the face based on the ray trace technique
         *
         * @param object object3d used to compute the face status
         */
        public void rayTraceClassify(Object3D obj)
        {
            //creating a ray starting starting at the face baricenter going to the normal direction
            Point3d p0 = new Point3d();
            p0.x = (v1.x + v2.x + v3.x) / 3d;
            p0.y = (v1.y + v2.y + v3.y) / 3d;
            p0.z = (v1.z + v2.z + v3.z) / 3d;
            Line ray = new Line(getNormal(), p0);

            bool success;
            double dotProduct, distance;
            Point3d intersectionPoint;
            Face closestFace = null;
            double closestDistance;

            do
            {
                success = true;
                closestDistance = Double.MaxValue;
                //for each face from the other solid...
                for (int i = 0; i < obj.getNumFaces(); i++)
                {
                    Face face = obj.getFace(i);
                    dotProduct = face.getNormal().dot(ray.getDirection());
                    intersectionPoint = ray.computePlaneIntersection(face.getNormal(), face.v1.getPosition());

                    //if ray intersects the plane...
                    if (intersectionPoint != null)
                    {
                        distance = ray.computePointToPointDistance(intersectionPoint);

                        //if ray lies in plane...
                        if (Math.Abs(distance) < TOL && Math.Abs(dotProduct) < TOL)
                        {
                            //disturb the ray in order to not lie into another plane
                            ray.perturbDirection();
                            success = false;
                            break;
                        }

                        //if ray starts in plane...
                        if (Math.Abs(distance) < TOL && Math.Abs(dotProduct) > TOL)
                        {
                            //if ray intersects the face...
                            if (face.hasPoint(intersectionPoint))
                            {
                                //faces coincide
                                closestFace = face;
                                closestDistance = 0;
                                break;
                            }
                        }

                                    //if ray intersects plane...
                                    else if (Math.Abs(dotProduct) > TOL && distance > TOL)
                        {
                            if (distance < closestDistance)
                            {
                                //if ray intersects the face;
                                if (face.hasPoint(intersectionPoint))
                                {
                                    //this face is the closest face untill now
                                    closestDistance = distance;
                                    closestFace = face;
                                }
                            }
                        }
                    }
                }
            } while(success == false);

            //none face found: outside face
            if (closestFace == null)
            {
                status = OUTSIDE;
            }
            //face found: test dot product
            else
            {
                dotProduct = closestFace.getNormal().dot(ray.getDirection());

                //distance = 0: coplanar faces
                if (Math.Abs(closestDistance) < TOL)
                {
                    if (dotProduct > TOL)
                    {
                        status = SAME;
                    }
                    else if (dotProduct < -TOL)
                    {
                        status = OPPOSITE;
                    }
                }

                    //dot product > 0 (same direction): inside face
                    else if (dotProduct > TOL)
                {
                    status = INSIDE;
                }

                    //dot product < 0 (opposite direction): outside face
                    else if (dotProduct < -TOL)
                {
                    status = OUTSIDE;
                }
            }
        }
コード例 #5
0
 /**
  * Fills solid arrays with data about faces of an object generated whose status
  * is as required
  *
  * @param object3d solid object used to fill the arrays
  * @param vertices vertices array to be filled
  * @param indices indices array to be filled
  * @param colors colors array to be filled
  * @param faceStatus1 a status expected for the faces used to to fill the data arrays
  * @param faceStatus2 a status expected for the faces used to to fill the data arrays
  */
 private void groupObjectComponents(Object3D obj, List<Vertex> vertices, List<int> indices, List<Color3f> colors, int faceStatus1, int faceStatus2)
 {
     Face face;
     //for each face..
     for (int i = 0; i < obj.getNumFaces(); i++)
     {
         face = obj.getFace(i);
         //if the face status fits with the desired status...
         if (face.getStatus() == faceStatus1 || face.getStatus() == faceStatus2)
         {
             //adds the face elements into the arrays
             Vertex[] faceVerts = { face.v1, face.v2, face.v3 };
             for (int j = 0; j < faceVerts.Length; j++)
             {
                 if (vertices.Contains(faceVerts[j]))
                 {
                     indices.Add(vertices.IndexOf(faceVerts[j]));
                 }
                 else
                 {
                     indices.Add(vertices.Count);
                     vertices.Add(faceVerts[j]);
                     colors.Add(faceVerts[j].getColor());
                 }
             }
         }
     }
 }
コード例 #6
0
ファイル: Object3D.cs プロジェクト: dlannan/csg-toolkit
        //-------------------------FACES_SPLITTING_METHODS------------------------------//
        /**
         * Split faces so that none face is intercepted by a face of other object
         *
         * @param object the other object 3d used to make the split
         */
        public void splitFaces(Object3D obj)
        {
            Line line;
            Face face1, face2;
            Segment[] segments;
            Segment segment1;
            Segment segment2;
            double distFace1Vert1, distFace1Vert2, distFace1Vert3, distFace2Vert1, distFace2Vert2, distFace2Vert3;
            int signFace1Vert1, signFace1Vert2, signFace1Vert3, signFace2Vert1, signFace2Vert2, signFace2Vert3;
            int numFacesBefore = getNumFaces();
            int numFacesStart = getNumFaces();
            int facesIgnored = 0;

            //if the objects bounds overlap...
            if (getBound().overlap(obj.getBound()))
            {
                //for each object1 face...
                for (int i = 0; i < getNumFaces(); i++)
                {
                    //if object1 face bound and object2 bound overlap ...
                    face1 = getFace(i);

                    if (face1.getBound().overlap(obj.getBound()))
                    {
                        //for each object2 face...
                        for (int j = 0; j < obj.getNumFaces(); j++)
                        {
                            //if object1 face bound and object2 face bound overlap...
                            face2 = obj.getFace(j);
                            if (face1.getBound().overlap(face2.getBound()))
                            {
                                //PART I - DO TWO POLIGONS INTERSECT?
                                //POSSIBLE RESULTS: INTERSECT, NOT_INTERSECT, COPLANAR

                                //distance from the face1 vertices to the face2 plane
                                distFace1Vert1 = computeDistance(face1.v1, face2);
                                distFace1Vert2 = computeDistance(face1.v2, face2);
                                distFace1Vert3 = computeDistance(face1.v3, face2);

                                //distances signs from the face1 vertices to the face2 plane
                                signFace1Vert1 = (distFace1Vert1 > TOL ? 1 : (distFace1Vert1 < -TOL ? -1 : 0));
                                signFace1Vert2 = (distFace1Vert2 > TOL ? 1 : (distFace1Vert2 < -TOL ? -1 : 0));
                                signFace1Vert3 = (distFace1Vert3 > TOL ? 1 : (distFace1Vert3 < -TOL ? -1 : 0));

                                //if all the signs are zero, the planes are coplanar
                                //if all the signs are positive or negative, the planes do not intersect
                                //if the signs are not equal...
                                if (!(signFace1Vert1 == signFace1Vert2 && signFace1Vert2 == signFace1Vert3))
                                {
                                    //distance from the face2 vertices to the face1 plane
                                    distFace2Vert1 = computeDistance(face2.v1, face1);
                                    distFace2Vert2 = computeDistance(face2.v2, face1);
                                    distFace2Vert3 = computeDistance(face2.v3, face1);

                                    //distances signs from the face2 vertices to the face1 plane
                                    signFace2Vert1 = (distFace2Vert1 > TOL ? 1 : (distFace2Vert1 < -TOL ? -1 : 0));
                                    signFace2Vert2 = (distFace2Vert2 > TOL ? 1 : (distFace2Vert2 < -TOL ? -1 : 0));
                                    signFace2Vert3 = (distFace2Vert3 > TOL ? 1 : (distFace2Vert3 < -TOL ? -1 : 0));

                                    //if the signs are not equal...
                                    if (!(signFace2Vert1 == signFace2Vert2 && signFace2Vert2 == signFace2Vert3))
                                    {
                                        line = new Line(face1, face2);

                                        //intersection of the face1 and the plane of face2
                                        segment1 = new Segment(line, face1, signFace1Vert1, signFace1Vert2, signFace1Vert3);

                                        //intersection of the face2 and the plane of face1
                                        segment2 = new Segment(line, face2, signFace2Vert1, signFace2Vert2, signFace2Vert3);

                                        //if the two segments intersect...
                                        if (segment1.intersect(segment2))
                                        {
                                            //PART II - SUBDIVIDING NON-COPLANAR POLYGONS
                                            int lastNumFaces = getNumFaces();
                                            this.splitFace(i, segment1, segment2);

                                            //prevent from infinite loop (with a loss of faces...)
                                            //if(numFacesStart*20<getNumFaces())
                                            //{
                                            //  System.out.println("possible infinite loop situation: terminating faces split");
                                            //  return;
                                            //}

                                            //if the face in the position isn't the same, there was a break
                                            if (face1 != getFace(i))
                                            {
                                                //if the generated solid is equal the origin...
                                                if (face1.equals(getFace(getNumFaces() - 1)))
                                                {
                                                    //return it to its position and jump it
                                                    if (i != (getNumFaces() - 1))
                                                    {
                                                        faces.RemoveAt(getNumFaces() - 1);
                                                        faces.Insert(i, face1);
                                                    }
                                                    else
                                                    {
                                                        continue;
                                                    }
                                                }
                                                                                    //else: test next face
                                                                                    else
                                                {
                                                    i--;
                                                    break;
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }