public SceneBrep Clone() { SceneBrep tmp = new SceneBrep(); tmp.geometry = new List <Vector3>(geometry); if (normals != null) { tmp.normals = new List <Vector3>(normals); } if (colors != null) { tmp.colors = new List <Vector3>(colors); } if (txtCoords != null) { tmp.txtCoords = new List <Vector2>(txtCoords); } if (vertexPtr != null) { tmp.vertexPtr = new List <int>(vertexPtr); } if (oppositePtr != null) { tmp.oppositePtr = new List <int>(oppositePtr); } tmp.BuildCornerTable(); return(tmp); }
/// <summary> /// Generic OBJ-loading scene definition routine. /// </summary> /// <param name="dir">Viewing direction of a camera.</param> /// <param name="FoVy">Field of View in degrees.</param> /// <param name="correction">Value less than 1.0 brings camera nearer.</param> /// <param name="name">OBJ file-name.</param> /// <param name="names">Substitute file-name[s].</param> /// <returns>Number of triangles.</returns> protected static long SceneObj( IRayScene sc, Vector3d dir, double FoVy, double correction, string name, string[] names, double[] surfaceColor ) { Debug.Assert( sc != null ); Vector3 center = Vector3.Zero; // center of the mesh dir.Normalize(); // normalized viewing vector of the camera float diameter = 2.0f; // default scene diameter int faces = 0; // CSG scene: CSGInnerNode root = new CSGInnerNode( SetOperation.Union ); // OBJ file to read: if ( names.Length == 0 || names[ 0 ].Length == 0 ) names = new string[] { name }; string[] paths = Scenes.SmartFindFiles( names ); if ( paths[ 0 ] == null || paths[ 0 ].Length == 0 ) { for ( int i = 0; i < names.Length; i++ ) if ( names[ i ].Length > 0 ) names[ i ] += ".gz"; paths = Scenes.SmartFindFiles( names ); } if ( paths[ 0 ] == null || paths[ 0 ].Length == 0 ) root.InsertChild( new Sphere(), Matrix4d.Identity ); else { // B-rep scene construction: WavefrontObj objReader = new WavefrontObj(); objReader.MirrorConversion = false; SceneBrep brep = new SceneBrep(); faces = objReader.ReadBrep( paths[ 0 ], brep ); brep.BuildCornerTable(); diameter = brep.GetDiameter( out center ); TriangleMesh m = new TriangleMesh( brep ); root.InsertChild( m, Matrix4d.Identity ); } root.SetAttribute( PropertyName.REFLECTANCE_MODEL, new PhongModel() ); root.SetAttribute( PropertyName.MATERIAL, new PhongMaterial( surfaceColor, 0.2, 0.5, 0.4, 32 ) ); root.SetAttribute( PropertyName.COLOR, surfaceColor ); sc.Intersectable = root; // Background color: sc.BackgroundColor = new double[] { 0.0, 0.05, 0.07 }; // Camera: double dist = (0.5 * diameter * correction) / Math.Tan( MathHelper.DegreesToRadians( (float)(0.5 * FoVy) ) ); Vector3d cam = (Vector3d)center - dist * dir; sc.Camera = new StaticCamera( cam, dir, FoVy ); // Light sources: sc.Sources = new LinkedList<ILightSource>(); sc.Sources.Add( new AmbientLightSource( 0.8 ) ); Vector3d lightDir = Vector3d.TransformVector( dir, Matrix4d.CreateRotationY( -2.0 ) ); lightDir = Vector3d.TransformVector( lightDir, Matrix4d.CreateRotationZ( -0.8 ) ); sc.Sources.Add( new PointLightSource( (Vector3d)center + diameter * lightDir, 1.0 ) ); return faces; }
public SceneBrep Clone() { SceneBrep tmp = new SceneBrep(); tmp.geometry = new List<Vector3>( geometry ); if ( normals != null ) tmp.normals = new List<Vector3>( normals ); if ( colors != null ) tmp.colors = new List<Vector3>( colors ); if ( txtCoords != null ) tmp.txtCoords = new List<Vector2>( txtCoords ); if ( vertexPtr != null ) tmp.vertexPtr = new List<int>( vertexPtr ); if ( oppositePtr != null ) tmp.oppositePtr = new List<int>( oppositePtr ); tmp.BuildCornerTable(); return tmp; }