private int drawKoch(SceneBrep scene, Matrix4 m, string param) { Vector3 A, B, C, D; int one, two, three, four; //float a = 1.0f; A.X = 0; A.Y = 0; A.Z = 0; one = scene.AddVertex(Vector3.TransformPosition(A, m)); B.X = 1.0f; B.Y = 1.0f; B.Z = 0; two = scene.AddVertex(Vector3.TransformPosition(B, m)); C.X = 0; C.Y = 1.0f; C.Z = 1.0f; three = scene.AddVertex(Vector3.TransformPosition(C, m)); D.X = 1.0f; D.Y = 0; D.Z = 1.0f; four = scene.AddVertex(Vector3.TransformPosition(D, m)); scene.AddLine(one, two); scene.AddLine(two, three); scene.AddLine(three, one); scene.AddLine(four, one); scene.AddLine(four, two); scene.AddLine(four, three); drawKochRecursive(depthParam, scene, m, param, A, B, C, D); return(segments + (int)Math.Pow(4, depthParam) + 1); }
private int CreateTetrahedron(SceneBrep scene, Matrix4 m, Vector3 center, float size) { int[] v = new int[4]; float z = (float)(size * Math.Sqrt(0.5)); Vector3 A = new Vector3(size, 0.0f, -z); Vector3 B = new Vector3(-size, 0.0f, -z); Vector3 C = new Vector3(0.0f, size, z); Vector3 D = new Vector3(0.0f, -size, z); // vertices: v[0] = scene.AddVertex(Vector3.TransformPosition(A, m)); v[1] = scene.AddVertex(Vector3.TransformPosition(B, m)); v[2] = scene.AddVertex(Vector3.TransformPosition(C, m)); v[3] = scene.AddVertex(Vector3.TransformPosition(D, m)); // normal vectors: scene.SetNormal(v[0], Vector3.TransformVector(A, m).Normalized()); scene.SetNormal(v[1], Vector3.TransformVector(B, m).Normalized()); scene.SetNormal(v[2], Vector3.TransformVector(C, m).Normalized()); scene.SetNormal(v[3], Vector3.TransformVector(D, m).Normalized()); // texture coordinates: scene.SetTxtCoord(v[0], new Vector2(1.0f, 0.0f)); scene.SetTxtCoord(v[1], new Vector2(0.0f, 0.0f)); scene.SetTxtCoord(v[2], new Vector2(1.0f, 1.0f)); scene.SetTxtCoord(v[3], new Vector2(0.0f, 1.0f)); // colors: long seed = (long)Math.Min(long.MaxValue, (m.Row3.LengthSquared * 10000.0f)); seed = RandomStatic.numericRecipes(seed); float r = (seed & 255) / 255.0f; seed = RandomStatic.numericRecipes(seed); float g = (seed & 255) / 255.0f; seed = RandomStatic.numericRecipes(seed); float b = (seed & 255) / 255.0f; scene.SetColor(v[0], new Vector3(r, g, b)); r = Math.Min(r + 0.2f, 1.0f); scene.SetColor(v[1], new Vector3(r, g, b)); g = Math.Min(g + 0.2f, 1.0f); scene.SetColor(v[2], new Vector3(r, g, b)); b = Math.Min(b + 0.2f, 1.0f); scene.SetColor(v[3], new Vector3(r, g, b)); // triangle faces: scene.AddTriangle(v[0], v[1], v[2]); scene.AddTriangle(v[2], v[1], v[3]); scene.AddTriangle(v[1], v[0], v[3]); scene.AddTriangle(v[2], v[3], v[0]); return(4); }
private void firstCircle(Vector3 v1, Vector3 v2, SceneBrep scene, Matrix4 m) { Vector3 dif = (v2 - v1) * size; Vector3 rdif = (v2 - v1) * (1 - size); last_circle = createCircleAround(v1, v2); float s = radius / curve.current_count; last_circle = Transforms.scale(last_circle, s, s, s); connect_indices = new int[cdetail]; Vector3 center = getCenter(last_circle); for (int i = 0; i < cdetail; i++) { connect_indices[i] = scene.AddVertex(Vector3.TransformPosition(last_circle[i] + v1, m)); scene.SetNormal(connect_indices[i], Vector3.TransformVector(last_circle[i] - center, m).Normalized()); float r = (last_circle[i].X + v1.X + 1.1f) / 2.5f; float g = (last_circle[i].Y + v1.Y + 1.1f) / 2.5f; float b = (last_circle[i].Z + v1.Z + 1.1f) / 2.5f; scene.SetColor(connect_indices[i], new Vector3(r, g, b)); } for (int i = 0; i < cdetail; i++) { last_circle[i] += v1 + rdif; } }
private int lastCircle(Vector3 v1, Vector3 v2, SceneBrep scene, Matrix4 m) { _ = createCircleAround(v1, v2); Vector3 center = getCenter(last_circle); Vector3 dif = (v2 - v1) * size; _ = (v2 - v1) * (1 - size); int[] v = new int[cdetail]; for (int i = 0; i < cdetail; i++) { v[i] = scene.AddVertex(Vector3.TransformPosition(last_circle[i] + dif, m)); scene.SetNormal(v[i], Vector3.TransformVector(last_circle[i] - center, m).Normalized()); float r = (last_circle[i].X + 1.1f) / 2.5f; float g = (last_circle[i].Y + 1.1f) / 2.5f; float b = (last_circle[i].Z + 1.1f) / 2.5f; scene.SetColor(v[i], new Vector3(r, g, b)); } for (int i = 0; i < cdetail - 1; i++) { scene.AddTriangle(connect_indices[i], v[i], connect_indices[i + 1]); scene.AddTriangle(connect_indices[i + 1], v[i], v[i + 1]); } scene.AddTriangle(connect_indices[cdetail - 1], v[cdetail - 1], connect_indices[0]); scene.AddTriangle(connect_indices[0], v[cdetail - 1], v[0]); return(cdetail * 2); }
private int drawRose(SceneBrep scene, Matrix4 m, string param) { int number_of_points = segments; double period = Math.PI * d; if ((n % 2 == 0) || (d % 2 == 0)) { period *= 2; } double s = 0.0; double ds = 1.0 / number_of_points; double dtheta = period / number_of_points; List <int> points = new List <int>(); double k = (double)n / d; for (int i = 0; i < number_of_points; i++) { double theta = i * dtheta; double r = scale * Math.Cos(k * theta); float x = (float)(r * Math.Cos(theta * ratioX)); float y = (float)(r * Math.Sin(theta * ratioY)); float z = (float)(r * Math.Cos(theta * i * ratioZ)); if (noRatioZ) { z = (float)(r * Math.Cos(theta)); } if (noRatioX) { x = (float)(r * Math.Cos(theta)); } if (noRatioY) { y = (float)(r * Math.Sin(theta)); } Vector3 A = new Vector3(x, y, z); int v = scene.AddVertex(Vector3.TransformPosition(A, m)); points.Add(v); scene.SetTxtCoord(v, new Vector2((float)s, (float)s)); System.Drawing.Color c = Raster.Draw.ColorRamp(0.5 * (s + 1.0)); scene.SetColor(v, new Vector3(c.R / 255.0f, c.G / 255.0f, c.B / 255.0f)); s += ds; } for (int i = 0; i < number_of_points - 1; i++) { scene.AddLine(points[i], points[i + 1]); } scene.AddLine(points[0], points[points.Count - 1]); return(number_of_points); }
private int drawTetrahedron(SceneBrep scene, Matrix4 m, string param) { segments = 4; scene.Reserve(segments + (int)Math.Pow(4, depthParam) + 1); /*c.Line(0, 0, 0, c.Height); * c.Line(0, c.Height, c.Width, c.Height / 2); * c.Line(c.Width, c.Height / 2, 0, 0); */ Vector3 A, B, C, D; int one, two, three, four; //float a = 1.0f; A.X = 0; A.Y = 0; A.Z = 0; one = scene.AddVertex(Vector3.TransformPosition(A, m)); B.X = 1.0f; B.Y = 1.0f; B.Z = 0; two = scene.AddVertex(Vector3.TransformPosition(B, m)); C.X = 0; C.Y = 1.0f; C.Z = 1.0f; three = scene.AddVertex(Vector3.TransformPosition(C, m)); D.X = 1.0f; D.Y = 0; D.Z = 1.0f; four = scene.AddVertex(Vector3.TransformPosition(D, m)); scene.AddLine(one, two); scene.AddLine(two, three); scene.AddLine(three, one); scene.AddLine(four, one); scene.AddLine(four, two); scene.AddLine(four, three); drawTetrahedronRecursive(depthParam, scene, m, param, A, B, C, D); return(segments + (int)Math.Pow(4, depthParam) + 1); }
internal void RenderSceneJustCurve(SceneBrep scene) { for (int i = 0; i < Vertices.Count; i++) { scene.AddVertex(Vertices[i]); if (i > 0) { scene.AddLine(i - 1, i); } } scene.AddLine(0, Vertices.Count - 1); }
private int drawLineBezier(SceneBrep scene, Matrix4 m, string param, Vector3 P0, Vector3 P1, Vector3 P2) { int segm = 200; float hun = 100.0f; List <int> pointsList = new List <int>(); addCube(scene, m, param); //P0 -= delta; P1 -= delta;P2 -= delta; for (int i = 0; i <= 100; i++) { float t = ((float)(i)) / hun; Vector3 P = (1 - t) * ((1 - t) * P0 + t * P1) + t * ((1 - t) * P1 + t * P2); //float x = (1-t)*(1-t)*x1 + 2*(1-t)*t*x2+t*t*x3; //float y = (1-t)*(1-t)*y1 + 2*(1-t)*t*y2+t*t*y3; pointsList.Add(scene.AddVertex(Vector3.TransformPosition(P, m))); } for (int i = 0; i < pointsList.Count - 1; i++) { scene.AddLine(pointsList[i], pointsList[i + 1]); } int p0, p1, p2; p0 = scene.AddVertex(Vector3.TransformPosition(P0, m)); p1 = scene.AddVertex(Vector3.TransformPosition(P1, m)); p2 = scene.AddVertex(Vector3.TransformPosition(P2, m)); scene.AddLine(p0, p1); scene.AddLine(p1, p2); return(segm + 2); }
/// <summary> /// Construct a new Brep solid (preferebaly closed = regular one). /// </summary> /// <param name="scene">B-rep scene to be modified</param> /// <param name="m">Transform matrix (object-space to world-space)</param> /// <param name="param">Shape parameters if needed</param> /// <returns>Number of generated faces (0 in case of failure)</returns> public int AddMesh(SceneBrep scene, Matrix4 m, string param) { // {{ TODO: put your Mesh-construction code here parseParams(param); // If there will be large number of new vertices, reserve space for them to save time. scene.Reserve(segments + 1); double t = 0.0; double dt = maxT / segments; double s = 0.0; // for both texture coordinate & color ramp double ds = 1.0 / segments; int vPrev = 0; Vector3 A; for (int i = 0; i <= segments; i++) { // New vertex's coordinates. A.X = (float)(radius * Math.Cos(kx * t + dx)); A.Y = (float)(radius * Math.Cos(ky * t + dy)); A.Z = (float)(radius * Math.Cos(kz * t + dz)); // New vertex. int v = scene.AddVertex(Vector3.TransformPosition(A, m)); // Vertex attributes. scene.SetTxtCoord(v, new Vector2((float)s, (float)s)); System.Drawing.Color c = Raster.Draw.ColorRamp(0.5 * (s + 1.0)); scene.SetColor(v, new Vector3(c.R / 255.0f, c.G / 255.0f, c.B / 255.0f)); // New line? if (i > 0) { scene.AddLine(vPrev, v); } // Next vertex. t += dt; s += ds; vPrev = v; } // Thick line (for rendering). scene.LineWidth = 3.0f; return(segments); // }} }
private int drawOctahedron(SceneBrep scene, Matrix4 m, string param, float sc, Vector3 color, double s, double theta) { int one, two, three, four, five, six; float localScale = (float)sc; Vector4 row1 = new Vector4((float)Math.Cos(theta), (float)-Math.Sin(theta), 0, 0); Vector4 row2 = new Vector4((float)Math.Sin(theta), (float)Math.Cos(theta), 0, 0); Vector4 row3 = new Vector4(0, 0, 1, 0); Vector4 row4 = new Vector4(0, 0, 0, 1); m = new Matrix4(row1, row2, row3, row4); Vector3 A = new Vector3(localScale, 0, 0); one = scene.AddVertex(Vector3.TransformPosition(A, m)); A = new Vector3(0, localScale, 0); two = scene.AddVertex(Vector3.TransformPosition(A, m)); A = new Vector3(-localScale, 0, 0); three = scene.AddVertex(Vector3.TransformPosition(A, m)); A = new Vector3(0, -localScale, 0); four = scene.AddVertex(Vector3.TransformPosition(A, m)); A = new Vector3(0, 0, localScale); five = scene.AddVertex(Vector3.TransformPosition(A, m)); A = new Vector3(0, 0, -localScale); six = scene.AddVertex(Vector3.TransformPosition(A, m)); scene.SetTxtCoord(one, new Vector2((float)s, (float)s)); scene.SetTxtCoord(two, new Vector2((float)s, (float)s)); scene.SetTxtCoord(three, new Vector2((float)s, (float)s)); scene.SetTxtCoord(four, new Vector2((float)s, (float)s)); scene.SetTxtCoord(five, new Vector2((float)s, (float)s)); scene.SetTxtCoord(six, new Vector2((float)s, (float)s)); scene.SetColor(one, color); scene.SetColor(two, color); scene.SetColor(three, color); scene.SetColor(four, color); scene.SetColor(five, color); scene.SetColor(six, color); scene.AddLine(one, two); scene.AddLine(two, three); scene.AddLine(three, four); scene.AddLine(four, one); scene.AddLine(five, one); scene.AddLine(five, two); scene.AddLine(five, three); scene.AddLine(five, four); scene.AddLine(six, one); scene.AddLine(six, two); scene.AddLine(six, three); scene.AddLine(six, four); return(6); }
/// <summary> /// Do Loop subdivision of the input control triangle mesh. /// </summary> /// <param name="scene">Input scene (must not be changed).</param> /// <param name="epsilon">Reference error toleration (size of undivided triangle).</param> /// <param name="normals">Generate normals? (optional)</param> /// <param name="colors">Generate colors? (optional)</param> /// <param name="txtcoord">Generate texture coordinates? (optional)</param> /// <param name="time">Current time for animation (optional)</param> /// <param name="param">Optional additional parameters.</param> /// <returns>Number of generated points.</returns> public int Subdivide(SceneBrep scene, float epsilon, bool normals, bool colors, bool txtcoord, float time, string param) { result = scene.Clone(); // !!!{{ TODO: put your Loop subdivision code here // pilot: do one (trivial) division int triangles = result.Triangles; int tr; for (tr = 0; tr < triangles; tr++) { int A, B, C; result.GetTriangleVertices(tr, out A, out B, out C); Vector3 vA = result.GetVertex(A); Vector3 vB = result.GetVertex(B); Vector3 vC = result.GetVertex(C); Vector3 vA2 = (vB + vC) * 0.5f; Vector3 vB2 = (vA + vC) * 0.5f; Vector3 vC2 = (vA + vB) * 0.5f; int A2 = result.AddVertex(vA2); int B2 = result.AddVertex(vB2); int C2 = result.AddVertex(vC2); result.AddTriangle(B2, C2, A2); result.AddTriangle(B2, A2, C); result.AddTriangle(C2, B, A2); result.SetTriangleVertices(tr, A, C2, B2); } //result.BuildCornerTable(); return(result.Vertices); // !!!}} }
internal void RenderSceneSimpleTube(SceneBrep scene) { int total = -1; for (int i = 0; i < MeshVertices.Count; i++) { for (int j = 0; j < MeshVertices[i].Count; j++) { scene.AddVertex(MeshVertices[i][j]); total++; } //AddToScene(scene, MeshVertices[i], total); if (i > 0) { ConnectTwoCircles(scene, MeshVertices, total, i); } } ConnectTwoCircles(scene, MeshVertices, total, 0); }
private void drawTetrahedronRecursive(int depth, SceneBrep scene, Matrix4 m, string param, Vector3 a, Vector3 b, Vector3 c, Vector3 d) { if (depth == 0) { return; } Vector3 stand; stand.X = 0; stand.Y = 0; stand.Z = 0; int ab, ac, ad, bc, bd, cd; Vector3 AB = stand, AC = stand, AD = stand; Vector3 BC = stand, BD = stand; Vector3 CD = stand; calculateMiddle(a, b, c, d, ref AB, ref AC, ref AD, ref BC, ref BD, ref CD); ab = scene.AddVertex(Vector3.TransformPosition(AB, m)); ac = scene.AddVertex(Vector3.TransformPosition(AC, m)); ad = scene.AddVertex(Vector3.TransformPosition(AD, m)); bc = scene.AddVertex(Vector3.TransformPosition(BC, m)); bd = scene.AddVertex(Vector3.TransformPosition(BD, m)); cd = scene.AddVertex(Vector3.TransformPosition(CD, m)); scene.AddLine(ab, ac); scene.AddLine(ac, bc); scene.AddLine(bc, ab); scene.AddLine(ab, bd); scene.AddLine(bd, ad); scene.AddLine(ad, ab); scene.AddLine(ac, ad); scene.AddLine(ad, cd); scene.AddLine(cd, ac); scene.AddLine(bc, cd); scene.AddLine(cd, bd); scene.AddLine(bd, bc); drawTetrahedronRecursive(depth - 1, scene, m, param, AB, b, BC, BD); drawTetrahedronRecursive(depth - 1, scene, m, param, a, AB, AC, AD); drawTetrahedronRecursive(depth - 1, scene, m, param, AC, BC, c, CD); drawTetrahedronRecursive(depth - 1, scene, m, param, AD, BD, CD, d); }
/// <summary> /// Construct a new control mesh for subdivision (formally the Brep solid..). /// </summary> /// <param name="scene">B-rep scene to be modified</param> /// <param name="m">Transform matrix (object-space to world-space)</param> /// <param name="time">Current time in seconds</param> /// <param name="param">Shape parameters if needed</param> public void ControlMesh(SceneBrep scene, Matrix4 m, float time, string param) { // !!!{{ TODO: put your Control-mesh-construction code here List <int> upper = new List <int>(); upper.Add(scene.AddVertex(Vector3.TransformPosition(new Vector3(0, 1, 0), m))); upper.Add(scene.AddVertex(Vector3.TransformPosition(new Vector3(1, 1, 0), m))); upper.Add(scene.AddVertex(Vector3.TransformPosition(new Vector3(1, 1, 1), m))); upper.Add(scene.AddVertex(Vector3.TransformPosition(new Vector3(0, 1, 1), m))); List <int> lower = new List <int>(); lower.Add(scene.AddVertex(Vector3.TransformPosition(new Vector3(0, 0, 0), m))); lower.Add(scene.AddVertex(Vector3.TransformPosition(new Vector3(1, 0, 0), m))); lower.Add(scene.AddVertex(Vector3.TransformPosition(new Vector3(1, 0, 1), m))); lower.Add(scene.AddVertex(Vector3.TransformPosition(new Vector3(0, 0, 1), m))); // Lower face scene.AddTriangle(lower[0], lower[1], lower[2]); scene.AddTriangle(lower[2], lower[3], lower[0]); // Upper face scene.AddTriangle(upper[2], upper[1], upper[0]); scene.AddTriangle(upper[0], upper[3], upper[2]); // Side faces for (int i = 0; i < upper.Count; i++) { int j = i < (upper.Count - 1) ? i + 1 : 0; scene.AddTriangle(upper[i], upper[j], lower[i]); scene.AddTriangle(lower[i], upper[j], lower[j]); } // !!!}} }
private int drawSpiral(SceneBrep scene, Matrix4 m, string param) { int number_of_points = segments; double period = Math.PI * scale; double dtheta = period / number_of_points; List <int> points = new List <int>(); double ds = 1.0 / (double)number_of_points; double s = 0.0; for (int i = 0; i < number_of_points; i++) { double theta = i * dtheta; float x = (float)(s * s * Math.Cos(theta * ratioX)); float y = (float)(s * s * Math.Sin(theta * ratioY)); float z = (float)(s * s); Vector3 A = new Vector3(x, y, z); int v = scene.AddVertex(Vector3.TransformPosition(A, m)); scene.SetTxtCoord(v, new Vector2((float)s, (float)s)); System.Drawing.Color c = Raster.Draw.ColorRamp(0.5 * (s + 1.0)); scene.SetColor(v, new Vector3(c.R / 255.0f, c.G / 255.0f, c.B / 255.0f)); points.Add(v); s += ds; } for (int i = 0; i < number_of_points - 1; i++) { scene.AddLine(points[i], points[i + 1]); } //scene.AddLine(points[0], points[points.Count - 1]); return(number_of_points); }
private int createBentPipe(SceneBrep scene, Matrix4 m, Vector3 v1, Vector3 v2, Vector3 v3) { Vector3[] centers = new Vector3[bdetail]; Vector3 oned = (v1 - v2) * size; Vector3 twod = (v3 - v2) * size; Vector3 rtwod = (v3 - v2) * (1 - size); Vector3 rot_point = v2 + oned + twod; Vector3 test_point = oned + twod; test_point.X = Math.Abs(test_point.X); test_point.Y = Math.Abs(test_point.Y); test_point.Z = Math.Abs(test_point.Z); double angle = -(Math.PI / 2) / (bdetail - 1); char axis; if (test_point.Y < test_point.X) { axis = (test_point.Z < test_point.Y) ? 'z' : 'y'; } else { axis = (test_point.Z < test_point.X) ? 'z' : 'x'; } MyMatrix4 mat = MyMatrix4.getSingleRotationMatrix(angle, axis); float l = longestSide(last_circle[0] - v1); Vector3 sp = rotateAroundPoint(last_circle[0], rot_point, mat); float l2 = longestSide(sp - v1); if (l2 < l) { mat = MyMatrix4.getSingleRotationMatrix(-angle, axis); } Vector3[] field = new Vector3[bdetail * cdetail]; Array.Copy(last_circle, field, cdetail); centers[0] = getCenter(last_circle); Vector3[] new_circle = new Vector3[cdetail]; for (int i = 1; i < bdetail; i++) { Array.ConstrainedCopy(field, (i - 1) * cdetail, new_circle, 0, cdetail); new_circle = rotateAroundPoint(new_circle, rot_point, mat); Array.ConstrainedCopy(new_circle, 0, field, i * cdetail, cdetail); centers[i] = getCenter(new_circle); } Array.ConstrainedCopy(field, (bdetail - 1) * cdetail, last_circle, 0, cdetail); for (int i = 0; i < cdetail; i++) { last_circle[i] += rtwod - twod; } int[] v = new int[field.Length]; for (int i = 0; i < field.Length; i++) { v[i] = scene.AddVertex(Vector3.TransformPosition(field[i], m)); scene.SetNormal(v[i], Vector3.TransformVector(field[i] - centers[i / cdetail], m).Normalized()); float r = (field[i].X + 1.1f) / 2.5f; float g = (field[i].Y + 1.1f) / 2.5f; float b = (field[i].Z + 1.1f) / 2.5f; scene.SetColor(v[i], new Vector3(r, g, b)); } for (int i = 0; i < cdetail - 1; i++) { scene.AddTriangle(connect_indices[i], v[i], connect_indices[i + 1]); scene.AddTriangle(connect_indices[i + 1], v[i], v[i + 1]); } scene.AddTriangle(connect_indices[cdetail - 1], v[cdetail - 1], connect_indices[0]); scene.AddTriangle(connect_indices[0], v[cdetail - 1], v[0]); for (int i = 0; i < (bdetail - 1); i++) { for (int j = 0; j < cdetail - 1; j++) { int a = i * cdetail + j; scene.AddTriangle(v[a], v[a + cdetail], v[a + 1]); scene.AddTriangle(v[a + 1], v[a + cdetail], v[a + cdetail + 1]); } int b = i * cdetail + cdetail - 1; scene.AddTriangle(v[b], v[b + cdetail], v[b - cdetail + 1]); scene.AddTriangle(v[b - cdetail + 1], v[b + cdetail], v[b + 1]); } Array.ConstrainedCopy(v, (bdetail - 1) * cdetail, connect_indices, 0, cdetail); return(bdetail * cdetail * 2 + cdetail * 2); }
/// <summary> /// Reads one 3D scene from a given stream (containing text variant of Wavefront OBJ format). /// </summary> /// <param name="reader">Already open text reader</param> /// <param name="scene">Scene to be modified</param> /// <param name="scene">Matrix for instancing</param> /// <returns>Number of faces read</returns> public int ReadBrep( StreamReader reader, SceneBrep scene, Matrix4 m ) { if ( reader == null ) return SceneBrep.NULL; Debug.Assert( scene != null ); int v0 = scene.Vertices; int lastVertex = v0 - 1; int faces = 0; List<Vector3> normals = new List<Vector3>( 256 ); int lastNormal = -1; int[] f = new int[ 3 ]; do { string line = reader.ReadLine(); if ( line == null ) break; int commentPos = line.IndexOf( COMMENT ); if ( commentPos >= 0 ) line = line.Substring( 0, commentPos ); string[] tokens = line.Split( DELIMITERS , StringSplitOptions.RemoveEmptyEntries ); if ( tokens.Length < 1 ) continue; switch ( tokens[ 0 ] ) { case VERTEX: if ( tokens.Length < 4 ) continue; Vector3 coord; if ( !float.TryParse( tokens[ 1 ], NumberStyles.Float, CultureInfo.InvariantCulture, out coord.X ) || !float.TryParse( tokens[ 2 ], NumberStyles.Float, CultureInfo.InvariantCulture, out coord.Y ) || !float.TryParse( tokens[ 3 ], NumberStyles.Float, CultureInfo.InvariantCulture, out coord.Z ) ) continue; if ( MirrorConversion ) coord.Z = -coord.Z; lastVertex = scene.AddVertex( Vector3.Transform( coord, m ) ); break; case VERTEX_NORMAL: if ( tokens.Length < 4 ) continue; Vector3 norm; if ( !float.TryParse( tokens[ 1 ], NumberStyles.Float, CultureInfo.InvariantCulture, out norm.X ) || !float.TryParse( tokens[ 2 ], NumberStyles.Float, CultureInfo.InvariantCulture, out norm.Y ) || !float.TryParse( tokens[ 3 ], NumberStyles.Float, CultureInfo.InvariantCulture, out norm.Z ) ) continue; if ( MirrorConversion ) norm.Z = -norm.Z; normals.Add( Vector3.TransformNormal( norm, m ) ); lastNormal++; break; case FACE: if ( tokens.Length < 4 ) continue; int N = tokens.Length - 1; if ( f.Length < N ) f = new int[ N ]; int i; for ( i = 0; i < N; i++ ) // read indices for one vertex { string[] vt = tokens[ i + 1 ].Split( '/' ); int ti, ni; ti = ni = 0; // 0 => value not present // 0 .. vertex coord index if ( !int.TryParse( vt[ 0 ], out f[ i ] ) || f[ i ] == 0 ) break; if ( f[ i ] > 0 ) f[ i ] = v0 + f[ i ] - 1; else f[ i ] = lastVertex + 1 - f[ i ]; if ( vt.Length > 1 ) { // 1 .. texture coord index (not yet) if ( !int.TryParse( vt[ 1 ], out ti ) ) ti = 0; if ( vt.Length > 2 ) { // 2 .. normal vector index if ( !int.TryParse( vt[ 2 ], out ni ) ) ni = 0; } } // there was a normal.. if ( ni != 0 ) { if ( ni > 0 ) ni--; else ni = lastNormal + 1 - ni; if ( ni >= 0 && ni < normals.Count ) scene.SetNormal( f[ i ], normals[ ni ] ); } } N = i; for ( i = 1; i < N - 1; i++ ) { scene.AddTriangle( f[ 0 ], f[ i ], f[ i + 1 ] ); faces++; } break; } } while ( !reader.EndOfStream ); return faces; }
private int dragonCurve(SceneBrep scene, Matrix4 m, string param) { int retValue = 1; List <int> turnSequence = new List <int>(); for (int i = 0; i < depthParam; i++) { var copy = new List <int>(turnSequence); copy.Reverse(); turnSequence.Add(1); foreach (int turn in copy) { turnSequence.Add(-turn); } } bool increasez = false; int one, two; double z2; double startingAngle = -depthParam * (Math.PI / 4); double side = 400 / Math.Pow(2, depthParam / 2.0); double angle = startingAngle; int x1 = 230, y1 = 350; int x2 = x1 + (int)(Math.Cos(angle) * side); int y2 = y1 + (int)(Math.Sin(angle) * side); Vector3 A = new Vector3(x1, y1, 0); one = scene.AddVertex(Vector3.TransformPosition(A, m)); A = new Vector3(x2, y2, 0); two = scene.AddVertex(Vector3.TransformPosition(A, m)); scene.AddLine(one, two); x1 = x2; y1 = y2; one = two; int turns = turnSequence.Count / 100; int j = 0; z2 = 1; int direction = 0; foreach (int turn in turnSequence) { angle += turn * (Math.PI / 2); x2 = x1 + (int)(Math.Cos(angle) * side); y2 = y1 + (int)(Math.Sin(angle) * side); if (j >= turns) { j = 0; increasez = !increasez; if (increasez) { direction++; } } if (increasez) { if (direction % 2 == 0) { z2 = z2 + Math.Abs((int)(Math.Cos(angle) * side)); } else { z2 = z2 - Math.Abs((int)(Math.Cos(angle) * side)); } } A = new Vector3(x2, y2, (float)z2); two = scene.AddVertex(Vector3.TransformPosition(A, m)); scene.AddLine(one, two); x1 = x2; y1 = y2; one = two; retValue++; j++; } return(retValue); }
private void addCube(SceneBrep scene, Matrix4 m, string param) { Vector3 P0, P1, P2, P3; Vector3 D0, D1, D2, D3; P0.X = 0; P0.Y = 0; P0.Z = 0; P1.X = 1; P1.Y = 0; P1.Z = 0; P2.X = 1; P2.Y = 1; P2.Z = 0; P3.X = 0; P3.Y = 1; P3.Z = 0; D0.X = 0; D0.Y = 0; D0.Z = 1; D1.X = 1; D1.Y = 0; D1.Z = 1; D2.X = 1; D2.Y = 1; D2.Z = 1; D3.X = 0; D3.Y = 1; D3.Z = 1; /*Vector3 delta; * delta.X = 0.5f; * delta.Y = 0.5f; * delta.Z = 0.5f; * * P0 -= delta;P1 -= delta;P2 -= delta;P3 -= delta; * D0 -= delta; * D1 -= delta; * D2 -= delta; * D3 -= delta;*/ int p0 = scene.AddVertex(Vector3.TransformPosition(P0, m)); int p1 = scene.AddVertex(Vector3.TransformPosition(P1, m)); int p2 = scene.AddVertex(Vector3.TransformPosition(P2, m)); int p3 = scene.AddVertex(Vector3.TransformPosition(P3, m)); int d0 = scene.AddVertex(Vector3.TransformPosition(D0, m)); int d1 = scene.AddVertex(Vector3.TransformPosition(D1, m)); int d2 = scene.AddVertex(Vector3.TransformPosition(D2, m)); int d3 = scene.AddVertex(Vector3.TransformPosition(D3, m)); scene.AddLine(p0, p1); scene.AddLine(p1, p2); scene.AddLine(p2, p3); scene.AddLine(p3, p0); scene.AddLine(d0, d1); scene.AddLine(d1, d2); scene.AddLine(d2, d3); scene.AddLine(d3, d0); scene.AddLine(p0, d0); scene.AddLine(p1, d1); scene.AddLine(p2, d2); scene.AddLine(p3, d3); }
/// <summary> /// Reads one 3D scene from a given stream (containing text variant of Wavefront OBJ format). /// </summary> /// <param name="reader">Already open text reader</param> /// <param name="scene">Scene to be modified</param> /// <param name="scene">Matrix for instancing</param> /// <returns>Number of faces read</returns> public int ReadBrep(StreamReader reader, SceneBrep scene, Matrix4 m) { if (reader == null) { return(SceneBrep.NULL); } Debug.Assert(scene != null); int v0 = scene.Vertices; int lastVertex = v0 - 1; int faces = 0; List <Vector2> txtCoords = new List <Vector2>(256); List <Vector3> normals = new List <Vector3>(256); int lastTxtCoord = -1; int lastNormal = -1; int[] f = new int[3]; do { string line = reader.ReadLine(); if (line == null) { break; } int commentPos = line.IndexOf(COMMENT); if (commentPos >= 0) { line = line.Substring(0, commentPos); } string[] tokens = line.Split(DELIMITERS, StringSplitOptions.RemoveEmptyEntries); if (tokens.Length < 1) { continue; } switch (tokens[0]) { case VERTEX: if (tokens.Length < 4) { continue; } Vector3 coord; if (!float.TryParse(tokens[1], NumberStyles.Float, CultureInfo.InvariantCulture, out coord.X) || !float.TryParse(tokens[2], NumberStyles.Float, CultureInfo.InvariantCulture, out coord.Y) || !float.TryParse(tokens[3], NumberStyles.Float, CultureInfo.InvariantCulture, out coord.Z)) { continue; } if (MirrorConversion) { coord.Z = -coord.Z; } lastVertex = scene.AddVertex(Vector3.TransformPosition(coord, m)); break; case VERTEX_TEXTURE: if (tokens.Length < 3) { continue; } Vector2 txtCoord; if (!float.TryParse(tokens[1], NumberStyles.Float, CultureInfo.InvariantCulture, out txtCoord.X) || !float.TryParse(tokens[2], NumberStyles.Float, CultureInfo.InvariantCulture, out txtCoord.Y)) { continue; } if (TextureUpsideDown) { txtCoord.Y = 1.0f - txtCoord.Y; } txtCoords.Add(txtCoord); lastTxtCoord++; break; case VERTEX_NORMAL: if (tokens.Length < 4) { continue; } Vector3 norm; if (!float.TryParse(tokens[1], NumberStyles.Float, CultureInfo.InvariantCulture, out norm.X) || !float.TryParse(tokens[2], NumberStyles.Float, CultureInfo.InvariantCulture, out norm.Y) || !float.TryParse(tokens[3], NumberStyles.Float, CultureInfo.InvariantCulture, out norm.Z)) { continue; } if (MirrorConversion) { norm.Z = -norm.Z; } normals.Add(Vector3.TransformNormal(norm, m)); lastNormal++; break; case FACE: if (tokens.Length < 4) { continue; } int N = tokens.Length - 1; if (f.Length < N) { f = new int[N]; } int i; for (i = 0; i < N; i++) // read indices for one vertex { string[] vt = tokens[i + 1].Split('/'); int ti, ni; ti = ni = 0; // 0 => value not present // 0 .. vertex coord index if (!int.TryParse(vt[0], out f[i]) || f[i] == 0) { break; } if (f[i] > 0) { f[i] = v0 + f[i] - 1; } else { f[i] = lastVertex + 1 - f[i]; } if (vt.Length > 1) { // 1 .. texture coord index (not yet) if (!int.TryParse(vt[1], out ti)) { ti = 0; } if (vt.Length > 2) { // 2 .. normal vector index if (!int.TryParse(vt[2], out ni)) { ni = 0; } } } // there was a texture coord.. if (ti != 0) { if (ti > 0) { ti--; } else { ti = lastTxtCoord + 1 - ti; } if (ti >= 0 && ti < txtCoords.Count) { scene.SetTxtCoord(f[i], txtCoords[ti]); } } // there was a normal.. if (ni != 0) { if (ni > 0) { ni--; } else { ni = lastNormal + 1 - ni; } if (ni >= 0 && ni < normals.Count) { scene.SetNormal(f[i], normals[ni]); } } } N = i; for (i = 1; i < N - 1; i++) { scene.AddTriangle(f[0], f[i], f[i + 1]); faces++; } break; } } while (!reader.EndOfStream); return(faces); }
public int ReadBrep(string fileName, SceneBrep scene) { Debug.Assert(scene != null); this.scene = scene; scene.Reset(); if (fileName == null || fileName.Length == 0) { throw new IOException("Invalid file name"); } if (fileName.EndsWith(".gz")) { headerReader = new StreamReader(new GZipStream(new FileStream(fileName, FileMode.Open), CompressionMode.Decompress)); } else { var fs = new FileStream(fileName, FileMode.Open); headerReader = new StreamReader(fs); } // prepare buffers for data filling if (!ParseHeader()) { return(-1); } // read vertices var vertexReader = GetReader("vertex"); var element = vertexReader.ReadElement(); List <Vector2> txtCoords = new List <Vector2>(256); int[] f = new int[3]; int v0 = scene.Vertices; int lastVertex = v0 - 1; while (element != null) { lastVertex = scene.AddVertex(Vector3.TransformPosition(element.GetVertex(), matrix)); if (DoNormals) { Vector3.TransformNormal(element.GetNormal(), matrix); scene.SetNormal(lastVertex, element.GetNormal()); } if (DoTxtCoords) { scene.SetTxtCoord(lastVertex, element.GetTextureCoordinate()); } if (DoColors) { scene.SetColor(lastVertex, element.GetVertexColor()); } element = vertexReader.ReadElement(); } // read triangles var faceReader = GetReader("face"); element = faceReader.ReadElement(); while (element != null) { int A, B, C; element.GetTriangleVertices(out A, out B, out C); scene.AddTriangle(A, B, C); element = faceReader.ReadElement(); } headerReader.Close(); vertexReader.Close(); faceReader.Close(); return(scene.Triangles); }
/// <summary> /// Construct a new Brep solid (preferebaly closed = regular one). /// </summary> /// <param name="scene">B-rep scene to be modified</param> /// <param name="m">Transform matrix (object-space to world-space)</param> /// <param name="param">Shape parameters if needed</param> /// <returns>Number of generated faces (0 in case of failure)</returns> public int AddMesh(SceneBrep scene, Matrix4 m, string param) { parseParams(param); scene.LineWidth = lineWidth; // create shape // create vertices in 3D local space Vector3[] shapeVerticesLocal = new Vector3[] { new Vector3(0, 1, depth), new Vector3(0.866025f, 0.5f, depth), new Vector3(0.866025f, -0.5f, depth), new Vector3(0, -1, depth), new Vector3(-0.866025f, -0.5f, depth), new Vector3(-0.866025f, 0.5f, depth), new Vector3(0, 0, depth), new Vector3(0, 1, -depth), new Vector3(0.866025f, 0.5f, -depth), new Vector3(0.866025f, -0.5f, -depth), new Vector3(0, -1, -depth), new Vector3(-0.866025f, -0.5f, -depth), new Vector3(-0.866025f, 0.5f, -depth), new Vector3(0, 0, -depth), }; // push vertices to scene and get theirs indexes int[] shapeVerticesIndex = new int[shapeVerticesLocal.Length]; for (int i = 0; i < shapeVerticesLocal.Length; i++) { int vertexIndex = scene.AddVertex(Vector3.TransformPosition(shapeVerticesLocal[i], m)); shapeVerticesIndex[i] = vertexIndex; scene.SetColor(vertexIndex, new Vector3(0, 0, 0)); } Vector3[] edgeColors = new Vector3[] { new Vector3(1, 0, 0), new Vector3(1, 1, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 0) }; // { vertex, vertex, color } List <int[, ]> shapeEdges = new List <int[, ]>(); shapeEdges.Add(new int[2, 3] { { 0, 1, 0 }, { 8, 9, 0 } }); shapeEdges.Add(new int[2, 3] { { 1, 2, 1 }, { 9, 13, 1 } }); shapeEdges.Add(new int[2, 3] { { 2, 6, 1 }, { 10, 9, 1 } }); shapeEdges.Add(new int[2, 3] { { 2, 3, 0 }, { 10, 11, 0 } }); shapeEdges.Add(new int[2, 3] { { 3, 4, 1 }, { 11, 13, 1 } }); shapeEdges.Add(new int[2, 3] { { 4, 6, 1 }, { 12, 11, 1 } }); shapeEdges.Add(new int[2, 3] { { 4, 5, 0 }, { 12, 7, 0 } }); shapeEdges.Add(new int[2, 3] { { 5, 0, 1 }, { 7, 13, 1 } }); shapeEdges.Add(new int[2, 3] { { 0, 6, 1 }, { 8, 7, 1 } }); shapeEdges.Add(new int[2, 3] { { 6, 0, 2 }, { 9, 13, 2 } }); shapeEdges.Add(new int[2, 3] { { 6, 2, 2 }, { 11, 13, 2 } }); shapeEdges.Add(new int[2, 3] { { 6, 4, 2 }, { 7, 13, 2 } }); shapeEdges.Add(new int[2, 3] { { 0, 1, 3 }, { 7, 8, 3 } }); shapeEdges.Add(new int[2, 3] { { 1, 2, 3 }, { 8, 9, 3 } }); shapeEdges.Add(new int[2, 3] { { 2, 3, 3 }, { 9, 10, 3 } }); shapeEdges.Add(new int[2, 3] { { 3, 4, 3 }, { 10, 11, 3 } }); shapeEdges.Add(new int[2, 3] { { 4, 5, 3 }, { 11, 12, 3 } }); shapeEdges.Add(new int[2, 3] { { 5, 0, 3 }, { 12, 7, 3 } }); // push edges to scene foreach (int[,] group in shapeEdges) { scene.AddLine(shapeVerticesIndex[group[0, 0]], shapeVerticesIndex[group[0, 1]]); scene.AddLine(shapeVerticesIndex[group[1, 0]], shapeVerticesIndex[group[1, 1]]); } //push faces to scene foreach (int[,] group in shapeEdges) { for (int i = 0; i < splits; i++) { Vector3 beginDiff = shapeVerticesLocal[group[0, 0]] - shapeVerticesLocal[group[0, 1]]; beginDiff /= splits; Vector3 begin = shapeVerticesLocal[group[0, 0]] - beginDiff * i; Vector3 endDiff = shapeVerticesLocal[group[1, 0]] - shapeVerticesLocal[group[1, 1]]; endDiff /= splits; Vector3 end = shapeVerticesLocal[group[1, 0]] - endDiff * i; int beginIndex = scene.AddVertex(Vector3.TransformPosition(begin, m)); scene.SetColor(beginIndex, edgeColors[group[0, 2]]); int endIndex = scene.AddVertex(Vector3.TransformPosition(end, m)); scene.SetColor(endIndex, edgeColors[group[1, 2]]); scene.AddLine(beginIndex, endIndex); } } return(1); // some magic number }
private void drawKochRecursive(int depth, SceneBrep scene, Matrix4 m, string param, Vector3 a, Vector3 b, Vector3 c, Vector3 d) { if (depth == 0) { return; } Vector3 stand; stand.X = 0; stand.Y = 0; stand.Z = 0; int ab, ac, ad, bc, bd, cd, headabc, headadb, headacd, headbdc; Vector3 AB = stand, AC = stand, AD = stand; Vector3 BC = stand, BD = stand; Vector3 CD = stand; calculateMiddle(a, b, c, d, ref AB, ref AC, ref AD, ref BC, ref BD, ref CD); float lengthOfSide = (float)Math.Sqrt((AB.X - BC.X) * (AB.X - BC.X) + (AB.Y - BC.Y) * (AB.Y - BC.Y) + (AB.Z - BC.Z) * (AB.Z - BC.Z)); float height = lengthOfSide * (float)Math.Sqrt(6) / 3.0f; Vector3 headABC = calculateHeightVertex(a, b, c, height); Vector3 headADB = calculateHeightVertex(a, d, b, height); Vector3 headACD = calculateHeightVertex(a, c, d, height); Vector3 headBDC = calculateHeightVertex(b, d, c, height); ab = scene.AddVertex(Vector3.TransformPosition(AB, m)); ac = scene.AddVertex(Vector3.TransformPosition(AC, m)); ad = scene.AddVertex(Vector3.TransformPosition(AD, m)); bc = scene.AddVertex(Vector3.TransformPosition(BC, m)); bd = scene.AddVertex(Vector3.TransformPosition(BD, m)); cd = scene.AddVertex(Vector3.TransformPosition(CD, m)); headabc = scene.AddVertex(Vector3.TransformPosition(headABC, m)); headadb = scene.AddVertex(Vector3.TransformPosition(headADB, m)); headacd = scene.AddVertex(Vector3.TransformPosition(headACD, m)); headbdc = scene.AddVertex(Vector3.TransformPosition(headBDC, m)); scene.AddLine(ab, ac); scene.AddLine(ac, bc); scene.AddLine(bc, ab); scene.AddLine(ab, headabc); scene.AddLine(ac, headabc); scene.AddLine(bc, headabc); scene.AddLine(ab, bd); scene.AddLine(bd, ad); scene.AddLine(ad, ab); scene.AddLine(ab, headadb); scene.AddLine(bd, headadb); scene.AddLine(ad, headadb); scene.AddLine(ac, ad); scene.AddLine(ad, cd); scene.AddLine(cd, ac); scene.AddLine(ac, headacd); scene.AddLine(ad, headacd); scene.AddLine(cd, headacd); scene.AddLine(bc, cd); scene.AddLine(cd, bd); scene.AddLine(bd, bc); scene.AddLine(bc, headbdc); scene.AddLine(bd, headbdc); scene.AddLine(cd, headbdc); drawKochRecursive(depth - 1, scene, m, param, AB, AC, BC, headABC); drawKochRecursive(depth - 1, scene, m, param, AB, BD, AD, headADB); drawKochRecursive(depth - 1, scene, m, param, AD, CD, AC, headACD); drawKochRecursive(depth - 1, scene, m, param, BD, BC, CD, headBDC); }
/// <summary> /// Reads one 3D scene from a given stream (containing text variant of Wavefront OBJ format). /// </summary> /// <param name="reader">Already open text reader</param> /// <param name="scene">Scene to be modified</param> /// <param name="scene">Matrix for instancing</param> /// <returns>Number of faces read</returns> public int ReadBrep( StreamReader reader, SceneBrep scene, Matrix4 m ) { if ( reader == null ) return SceneBrep.NULL; Debug.Assert( scene != null ); int v0 = scene.Vertices; int faces = 0; List<Vector3> normals = new List<Vector3>( 256 ); int[] f = new int[ 3 ]; do { string line = reader.ReadLine(); if ( line == null ) break; int commentPos = line.IndexOf( COMMENT ); if ( commentPos >= 0 ) line = line.Substring( 0, commentPos ); string[] tokens = line.Split( ' ' ); switch ( tokens[ 0 ] ) { case VERTEX: if ( tokens.Length < 4 ) continue; Vector3 coord; if ( !float.TryParse( tokens[ 1 ], NumberStyles.Float, CultureInfo.InvariantCulture, out coord.X ) || !float.TryParse( tokens[ 2 ], NumberStyles.Float, CultureInfo.InvariantCulture, out coord.Y ) || !float.TryParse( tokens[ 3 ], NumberStyles.Float, CultureInfo.InvariantCulture, out coord.Z ) ) continue; if ( MirrorConversion ) coord.Z = -coord.Z; scene.AddVertex( Vector3.Transform( coord, m ) ); break; case VERTEX_NORMAL: if ( tokens.Length < 4 ) continue; Vector3 norm; if ( !float.TryParse( tokens[ 1 ], NumberStyles.Float, CultureInfo.InvariantCulture, out norm.X ) || !float.TryParse( tokens[ 2 ], NumberStyles.Float, CultureInfo.InvariantCulture, out norm.Y ) || !float.TryParse( tokens[ 3 ], NumberStyles.Float, CultureInfo.InvariantCulture, out norm.Z ) ) continue; if ( MirrorConversion ) norm.Z = -norm.Z; normals.Add( Vector3.TransformNormal( norm, m ) ); break; case FACE: if ( tokens.Length < 4 ) continue; int i; for ( i = 0; i < 3; i++ ) { string[] vt = tokens[ i + 1 ].Split( '/' ); int ti, ni; ti = ni = SceneBrep.NULL; // 0 .. vertex coord index if ( !int.TryParse( vt[ 0 ], out f[ i ] ) ) break; f[ i ] = v0 + f[ i ] - 1; if ( vt.Length >= 2 ) { // 1 .. texture coord index (not yet) int.TryParse( vt[ 1 ], out ti ); ti--; if ( vt.Length >= 3 ) { // 2 .. normal vector index int.TryParse( vt[ 2 ], out ni ); ni--; } } if ( ni >= 0 && ni < normals.Count ) scene.SetNormal( f[ i ], normals[ ni ] ); } if ( i >= 3 ) { scene.AddTriangle( f[ 0 ], f[ 1 ], f[ 2 ] ); faces++; } break; } } while ( !reader.EndOfStream ); return faces; }
/// <summary> /// Construct a new Brep solid (preferebaly closed = regular one). /// </summary> /// <param name="scene">B-rep scene to be modified</param> /// <param name="m">Transform matrix (object-space to world-space)</param> /// <param name="param">Shape parameters if needed</param> /// <returns>Number of generated faces (0 in case of failure)</returns> public int AddMesh(SceneBrep scene, Matrix4 m, string param) { parseParams(param); int elements = 6 + (depth > 0 ? 8 * (int)Math.Pow(3, depth - 1) : 0) + (center ? 1 : 0); scene.Reserve(elements); int middle = scene.AddVertex(Vector3.TransformPosition(new Vector3(0, 0, 0), m)); GenerateBaseVertices(); GenerateSubVertices(); // Generate int positions { Queue <Vertex> currentVertices = new Queue <Vertex>(baseVertices); while (currentVertices.Count > 0) { Vertex currentVertex = currentVertices.Dequeue(); currentVertex.Position = scene.AddVertex(Vector3.TransformPosition(currentVertex.Vector3, m)); for (int i = 0; i < currentVertex.SubVertices.Count; i++) { currentVertices.Enqueue(currentVertex.SubVertices[i]); } } } if (neighbors) { Queue <Vertex> currentVertices = new Queue <Vertex>(baseVertices); while (currentVertices.Count > 0) { Vertex currentVertex = currentVertices.Dequeue(); for (int i = 0; i < currentVertex.Neighbors.Count; i++) { scene.AddLine(currentVertex.Position, currentVertex.Neighbors[i].Position); } for (int i = 0; i < currentVertex.SubVertices.Count; i++) { currentVertices.Enqueue(currentVertex.SubVertices[i]); } } } if (center) { Queue <Vertex> currentVertices = new Queue <Vertex>(baseVertices); while (currentVertices.Count > 0) { Vertex currentVertex = currentVertices.Dequeue(); scene.AddLine(currentVertex.Position, middle); for (int i = 0; i < currentVertex.SubVertices.Count; i++) { currentVertices.Enqueue(currentVertex.SubVertices[i]); } } } scene.LineWidth = 3.0f; return(elements); }