コード例 #1
0
        private XbimTriangulatedMesh TriangulateFaces(IEnumerable<IfcFace> ifcFaces, int entityLabel, float precision)
        {
            var faceId = 0;
            var enumerable = ifcFaces as IList<IfcFace> ?? ifcFaces.ToList();

            var faceCount = enumerable.Count;
            var triangulatedMesh = new XbimTriangulatedMesh(faceCount, precision);
            foreach (var ifcFace in enumerable)
            {
                var fc = (IfcFace)_model.InstancesLocal[ifcFace.EntityLabel];
                //improves performance and reduces memory load
                var tess = new Tess();
                var contours = new List<ContourVertex[]>(fc.Bounds.Count);
                foreach (var bound in fc.Bounds) //build all the loops
                {
                    var polyLoop = bound.Bound as IfcPolyLoop;

                    if (polyLoop == null || polyLoop.Polygon.Count < 3) continue; //skip non-polygonal faces

                    var is3D = (polyLoop.Polygon[0].Dim == 3);

                    var contour = new ContourVertex[polyLoop.Polygon.Count];
                    var i = 0;

                    foreach (var p in bound.Orientation ? polyLoop.Polygon : polyLoop.Polygon.Reverse())
                        //add all the points into unique collection
                    {
                        var v = new Vec3(p.X, p.Y, is3D ? p.Z : 0);
                        triangulatedMesh.AddVertex(v, ref contour[i]);
                        i++;
                    }
                    contours.Add(contour);
                }

                if (contours.Any())
                {
                    if (contours.Count == 1 && contours[0].Length == 3) //its a triangle just grab it
                    {
                        triangulatedMesh.AddTriangle(contours[0][0].Data, contours[0][1].Data, contours[0][2].Data, faceId);
                        faceId++;
                    }
                    //else
                    //if (contours.Count == 1 && contours[0].Length == 4) //its a quad just grab it
                    //{
                    //    foreach (var v in contours[0])
                    //    {
                    //        Console.WriteLine("{0:F4} ,{1:F4}, {2:F4}", v.Position.X, v.Position.Y, v.Position.Z);

                    //    }
                    //    Console.WriteLine("");
                    //    triangulatedMesh.AddTriangle(contours[0][0].Data, contours[0][1].Data, contours[0][3].Data, faceId);
                    //    triangulatedMesh.AddTriangle(contours[0][3].Data, contours[0][1].Data, contours[0][2].Data, faceId);
                    //    faceId++;
                    //}
                    else    //it is multi-sided and may have holes
                    {
                        tess.AddContours(contours);

                        tess.Tessellate(WindingRule.EvenOdd, ElementType.Polygons, 3);
                        var faceIndices = new List<int>(tess.ElementCount * 3);
                        var elements = tess.Elements;
                        var contourVerts = tess.Vertices;
                        for (var j = 0; j < tess.ElementCount * 3; j++)
                        {
                            var idx = contourVerts[elements[j]].Data;
                            if (idx < 0) //WE HAVE INSERTED A POINT
                            {
                                //add it to the mesh
                                triangulatedMesh.AddVertex(contourVerts[elements[j]].Position, ref contourVerts[elements[j]]);
                            }
                            faceIndices.Add(contourVerts[elements[j]].Data);
                        }

                        if (faceIndices.Count > 0)
                        {
                            for (var j = 0; j < tess.ElementCount; j++)
                            {
                                var p1 = faceIndices[j * 3];
                                var p2 = faceIndices[j * 3 + 1];
                                var p3 = faceIndices[j * 3 + 2];
                                triangulatedMesh.AddTriangle(p1, p2, p3, faceId);
                            }
                            faceId++;
                        }
                    }
                }
            }

            triangulatedMesh.UnifyFaceOrientation(entityLabel);
            return triangulatedMesh;
        }
コード例 #2
0
        private XbimTriangulatedMesh TriangulateFaces(IEnumerable <IfcFace> ifcFaces, int entityLabel, float precision)
        {
            var faceId     = 0;
            var enumerable = ifcFaces as IList <IfcFace> ?? ifcFaces.ToList();

            var faceCount        = enumerable.Count;
            var triangulatedMesh = new XbimTriangulatedMesh(faceCount, precision);

            foreach (var ifcFace in enumerable)
            {
                var fc = (IfcFace)_model.InstancesLocal[ifcFace.EntityLabel];
                //improves performance and reduces memory load
                var tess     = new Tess();
                var contours = new List <ContourVertex[]>(fc.Bounds.Count);
                foreach (var bound in fc.Bounds) //build all the loops
                {
                    var polyLoop = bound.Bound as IfcPolyLoop;

                    if (polyLoop == null || polyLoop.Polygon.Count < 3)
                    {
                        continue;                                                 //skip non-polygonal faces
                    }
                    var is3D = (polyLoop.Polygon[0].Dim == 3);

                    var contour = new ContourVertex[polyLoop.Polygon.Count];
                    var i       = 0;

                    foreach (var p in bound.Orientation ? polyLoop.Polygon : polyLoop.Polygon.Reverse())
                    //add all the points into unique collection
                    {
                        var v = new Vec3(p.X, p.Y, is3D ? p.Z : 0);
                        triangulatedMesh.AddVertex(v, ref contour[i]);
                        i++;
                    }
                    contours.Add(contour);
                }

                if (contours.Any())
                {
                    if (contours.Count == 1 && contours[0].Length == 3) //its a triangle just grab it
                    {
                        triangulatedMesh.AddTriangle(contours[0][0].Data, contours[0][1].Data, contours[0][2].Data, faceId);
                        faceId++;
                    }
                    //else
                    //if (contours.Count == 1 && contours[0].Length == 4) //its a quad just grab it
                    //{
                    //    foreach (var v in contours[0])
                    //    {
                    //        Console.WriteLine("{0:F4} ,{1:F4}, {2:F4}", v.Position.X, v.Position.Y, v.Position.Z);

                    //    }
                    //    Console.WriteLine("");
                    //    triangulatedMesh.AddTriangle(contours[0][0].Data, contours[0][1].Data, contours[0][3].Data, faceId);
                    //    triangulatedMesh.AddTriangle(contours[0][3].Data, contours[0][1].Data, contours[0][2].Data, faceId);
                    //    faceId++;
                    //}
                    else    //it is multi-sided and may have holes
                    {
                        tess.AddContours(contours);

                        tess.Tessellate(WindingRule.EvenOdd, ElementType.Polygons, 3);
                        var faceIndices  = new List <int>(tess.ElementCount * 3);
                        var elements     = tess.Elements;
                        var contourVerts = tess.Vertices;
                        for (var j = 0; j < tess.ElementCount * 3; j++)
                        {
                            var idx = contourVerts[elements[j]].Data;
                            if (idx < 0) //WE HAVE INSERTED A POINT
                            {
                                //add it to the mesh
                                triangulatedMesh.AddVertex(contourVerts[elements[j]].Position, ref contourVerts[elements[j]]);
                            }
                            faceIndices.Add(contourVerts[elements[j]].Data);
                        }

                        if (faceIndices.Count > 0)
                        {
                            for (var j = 0; j < tess.ElementCount; j++)
                            {
                                var p1 = faceIndices[j * 3];
                                var p2 = faceIndices[j * 3 + 1];
                                var p3 = faceIndices[j * 3 + 2];
                                triangulatedMesh.AddTriangle(p1, p2, p3, faceId);
                            }
                            faceId++;
                        }
                    }
                }
            }

            triangulatedMesh.UnifyFaceOrientation(entityLabel);
            return(triangulatedMesh);
        }