예제 #1
0
 public void AddEdge(EdgeAmf edge)
 {
     if (edgeList == null)
     {
         edgeList = new List <EdgeAmf>();
     }
     edgeList.Add(edge);
 }
예제 #2
0
        int FindCenterPoint(int v1, int v2)
        {
            EdgeAmf edge = m_pointList[v1].FindEdge(v2);

            if (edge == null)
            {
                edge = m_pointList[v2].FindEdge(v1);
            }
            if (edge != null)
            {
                return(edge.v12);
            }
            return(-1);
        }
예제 #3
0
        // get a tanget of an egde, at point v
        Vector3d GetTanget(int v, int v1)
        {
            EdgeAmf edge = m_pointList[v].FindEdge(v1);

            if (edge != null)
            {
                return(edge.t1);
            }
            edge = m_pointList[v1].FindEdge(v);
            if (edge != null)
            {
                return(Vector3d.negate(edge.t2));
            }
            Point3d pt1 = m_pointList[v].pt;
            Point3d pt2 = m_pointList[v1].pt;

            return(new Vector3d(pt2.x - pt1.x, pt2.y - pt1.y, pt2.z - pt1.z));
        }
예제 #4
0
        void ParseEdge(XmlNode xEdge)
        {
            EdgeAmf edge = new EdgeAmf();

            edge.v1 = int.Parse(xEdge["v1"].InnerText);
            float x = float.Parse(xEdge["dx1"].InnerText); // *m_scaleFactor;
            float y = float.Parse(xEdge["dy1"].InnerText); // *m_scaleFactor;
            float z = float.Parse(xEdge["dz1"].InnerText); // *m_scaleFactor;

            edge.t1 = new Vector3d(x, y, z);
            edge.t1.Normalize();
            edge.v2 = int.Parse(xEdge["v2"].InnerText);
            x       = float.Parse(xEdge["dx2"].InnerText); // *m_scaleFactor;
            y       = float.Parse(xEdge["dy2"].InnerText); // *m_scaleFactor;
            z       = float.Parse(xEdge["dz2"].InnerText); // *m_scaleFactor;
            edge.t2 = new Vector3d(x, y, z);
            edge.t2.Normalize();
            edge.initialEdge = true;
            m_edgeList.Add(edge);
            m_smoothObj = true;
        }
예제 #5
0
        // split edge v1-v2. v3 is the last corner in the triangle and is used for computing normals
        int SplitEdge(int v1, int v2, Vector3d norm1, Vector3d norm2, out Vector3d norm12)
        {
            EdgeAmf edge = m_pointList[v1].FindEdge(v2);

            if (edge == null)
            {
                edge = m_pointList[v2].FindEdge(v1);
                if (edge != null)
                {
                    // swap verteces to match edge
                    int tv = v1;
                    v1 = v2;
                    v2 = tv;
                    Vector3d tnorm = norm1;
                    norm1 = norm2;
                    norm2 = tnorm;
                }
            }

            Vector3d t1, t2;
            PointAmf pamf1 = m_pointList[v1];
            PointAmf pamf2 = m_pointList[v2];
            Point3d  pt1   = pamf1.pt;
            Point3d  pt2   = pamf2.pt;
            PointAmf pamf;
            float    x, y, z;

            // calculate edge vector
            x = pt2.x - pt1.x;
            y = pt2.y - pt1.y;
            z = pt2.z - pt1.z;
            Vector3d edgeDir = new Vector3d(x, y, z);

            // first see if we have an edge for this segment
            if (edge != null)
            {
                // if this edge was already split, return result
                if (edge.v12 >= 0)
                {
                    norm12 = CalcCenterNormal(norm1, norm2, edge.t12);
                    return(edge.v12);
                }
                t1 = edge.t1;
                t2 = edge.t2;
            }
            else
            {
                t1 = GetTangetFromNormal(norm1, edgeDir);
                t2 = GetTangetFromNormal(norm2, edgeDir);
            }

            float d = edgeDir.Mag();

            // calculate mid point using Hermite interpolation
            x = 0.5f * pt1.x + 0.125f * t1.x * d + 0.5f * pt2.x - 0.125f * t2.x * d;
            y = 0.5f * pt1.y + 0.125f * t1.y * d + 0.5f * pt2.y - 0.125f * t2.y * d;
            z = 0.5f * pt1.z + 0.125f * t1.z * d + 0.5f * pt2.z - 0.125f * t2.z * d;

            pamf    = new PointAmf();
            pamf.pt = new Point3d(x, y, z);
            int v = m_pointList.Count;

            m_pointList.Add(pamf);

            // calculate new tanget and new normal
            x = -1.5f * pt1.x - 0.25f * t1.x * d + 1.5f * pt2.x - 0.25f * t2.x * d;
            y = -1.5f * pt1.y - 0.25f * t1.y * d + 1.5f * pt2.y - 0.25f * t2.y * d;
            z = -1.5f * pt1.z - 0.25f * t1.z * d + 1.5f * pt2.z - 0.25f * t2.z * d;
            Vector3d tanget = new Vector3d(x, y, z);

            tanget.Normalize();

            norm12 = CalcCenterNormal(norm1, norm2, tanget);

            if (edge == null)
            {
                //pamf.normal = GetNormalFromTanget(norm1, tanget);
                // create an edge for this segment
                edge    = new EdgeAmf();
                edge.v1 = v1;
                edge.v2 = v2;
                edge.t1 = t1;
                edge.t2 = t2;
                pamf1.AddEdge(edge);
            }
            edge.t12 = tanget;
            edge.v12 = m_pointList.Count - 1; // saves double computation

            //tanget.Normalize();
            // save 2 split edges
            EdgeAmf edge1 = new EdgeAmf();

            edge1.v1 = v1;
            edge1.v2 = v;
            edge1.t1 = t1;
            edge1.t2 = tanget;
            pamf1.AddEdge(edge1);

            EdgeAmf edge2 = new EdgeAmf();

            edge2.v1 = v;
            edge2.v2 = v2;
            edge2.t1 = tanget;
            edge2.t2 = t2;
            pamf.AddEdge(edge2);

            return(v);
        }
        // split edge v1-v2. v3 is the last corner in the triangle and is used for computing normals
        int SplitEdge(int v1, int v2, Vector3d norm1, Vector3d norm2, out Vector3d norm12)
        {
            EdgeAmf edge = m_pointList[v1].FindEdge(v2);
            if (edge == null)
            {
                edge = m_pointList[v2].FindEdge(v1);
                if (edge != null)
                {
                    // swap verteces to match edge
                    int tv = v1;
                    v1 = v2;
                    v2 = tv;
                    Vector3d tnorm = norm1;
                    norm1 = norm2;
                    norm2 = tnorm;
                }
            }

            Vector3d t1, t2;
            PointAmf pamf1 = m_pointList[v1];
            PointAmf pamf2 = m_pointList[v2];
            Point3d pt1 = pamf1.pt;
            Point3d pt2 = pamf2.pt;
            PointAmf pamf;
            float x, y, z;

            // calculate edge vector
            x = pt2.x - pt1.x;
            y = pt2.y - pt1.y;
            z = pt2.z - pt1.z;
            Vector3d edgeDir = new Vector3d(x, y, z);

            // first see if we have an edge for this segment
            if (edge != null)
            {
                // if this edge was already split, return result
                if (edge.v12 >= 0)
                {
                    norm12 = CalcCenterNormal(norm1, norm2, edge.t12);
                    return edge.v12;
                }
                t1 = edge.t1;
                t2 = edge.t2;
            }
             else
            {
                t1 = GetTangetFromNormal(norm1, edgeDir);
                t2 = GetTangetFromNormal(norm2, edgeDir);
            }

            float d = edgeDir.Mag();

            // calculate mid point using Hermite interpolation
            x = 0.5f * pt1.x + 0.125f * t1.x * d + 0.5f * pt2.x - 0.125f * t2.x * d;
            y = 0.5f * pt1.y + 0.125f * t1.y * d + 0.5f * pt2.y - 0.125f * t2.y * d;
            z = 0.5f * pt1.z + 0.125f * t1.z * d + 0.5f * pt2.z - 0.125f * t2.z * d;

            pamf = new PointAmf();
            pamf.pt = new Point3d(x, y, z);
            int v = m_pointList.Count;
            m_pointList.Add(pamf);

            // calculate new tanget and new normal
            x = -1.5f * pt1.x - 0.25f * t1.x * d + 1.5f * pt2.x - 0.25f * t2.x * d;
            y = -1.5f * pt1.y - 0.25f * t1.y * d + 1.5f * pt2.y - 0.25f * t2.y * d;
            z = -1.5f * pt1.z - 0.25f * t1.z * d + 1.5f * pt2.z - 0.25f * t2.z * d;
            Vector3d tanget = new Vector3d(x, y, z);
            tanget.Normalize();

            norm12 = CalcCenterNormal(norm1, norm2, tanget);
            
            if (edge == null)
            {
                //pamf.normal = GetNormalFromTanget(norm1, tanget);
                // create an edge for this segment
                edge = new EdgeAmf();
                edge.v1 = v1;
                edge.v2 = v2;
                edge.t1 = t1;
                edge.t2 = t2;
                pamf1.AddEdge(edge);
            }
            edge.t12 = tanget;
            edge.v12 = m_pointList.Count - 1; // saves double computation 

            //tanget.Normalize();
            // save 2 split edges
            EdgeAmf edge1 = new EdgeAmf();
            edge1.v1 = v1;
            edge1.v2 = v;
            edge1.t1 = t1;
            edge1.t2 = tanget;
            pamf1.AddEdge(edge1);

            EdgeAmf edge2 = new EdgeAmf();
            edge2.v1 = v;
            edge2.v2 = v2;
            edge2.t1 = tanget;
            edge2.t2 = t2;
            pamf.AddEdge(edge2);

            return v;
        }
 void ParseEdge(XmlNode xEdge)
 {
     EdgeAmf edge = new EdgeAmf();
     edge.v1 = int.Parse(xEdge["v1"].InnerText);
     float x = float.Parse(xEdge["dx1"].InnerText); // *m_scaleFactor;
     float y = float.Parse(xEdge["dy1"].InnerText); // *m_scaleFactor;
     float z = float.Parse(xEdge["dz1"].InnerText); // *m_scaleFactor;
     edge.t1 = new Vector3d(x, y, z);
     edge.t1.Normalize();
     edge.v2 = int.Parse(xEdge["v2"].InnerText);
     x = float.Parse(xEdge["dx2"].InnerText); // *m_scaleFactor;
     y = float.Parse(xEdge["dy2"].InnerText); // *m_scaleFactor;
     z = float.Parse(xEdge["dz2"].InnerText); // *m_scaleFactor;
     edge.t2 = new Vector3d(x, y, z);
     edge.t2.Normalize();
     edge.initialEdge = true;
     m_edgeList.Add(edge);
     m_smoothObj = true;
 }
 public void AddEdge(EdgeAmf edge)
 {
     if (edgeList == null)
         edgeList = new List<EdgeAmf>();
     edgeList.Add(edge);
 }