예제 #1
0
        /// <summary>
        /// This generates a polyhedron using recursion.  It needs to be finite
        /// (There are not any other breakouts of the recursion, other than all facets having been generated.)
        /// </summary>
        public static void GenPolyhedron(Sphere[] mirrors, H3.Cell.Facet[] facets,
                                         List <H3.Cell.Facet> completedFacets, HashSet <Vector3D> completedFacetIds)
        {
            if (0 == facets.Length)
            {
                return;
            }

            List <H3.Cell.Facet> newFacets = new List <H3.Cell.Facet>();

            foreach (H3.Cell.Facet facet in facets)
            {
                foreach (Sphere mirror in mirrors)
                {
                    H3.Cell.Facet newFacet = facet.Clone();
                    newFacet.Reflect(mirror);
                    if (completedFacetIds.Add(newFacet.ID))
                    {
                        // Haven't seen this facet yet, so
                        // we'll need to recurse on it.
                        newFacets.Add(newFacet);
                        completedFacets.Add(newFacet);
                    }
                }
            }

            GenPolyhedron(mirrors, newFacets.ToArray(), completedFacets, completedFacetIds);
        }
예제 #2
0
        public static void Generate(EHoneycomb honeycomb, H3.Settings settings)
        {
            // XXX - Block the same as in H3.  Share code better.
            H3.Cell template = null;
            {
                int p, q, r;
                Honeycomb.PQR(honeycomb, out p, out q, out r);

                // Get data we need to generate the honeycomb.
                Polytope.Projection projection = Polytope.Projection.FaceCentered;
                double phi, chi, psi;
                H3.HoneycombData(honeycomb, out phi, out chi, out psi);

                H3.SetupCentering(honeycomb, settings, phi, chi, psi, ref projection);

                Tiling       tiling = new Tiling();
                TilingConfig config = new TilingConfig(p, q);
                tiling.GenerateInternal(config, projection);

                H3.Cell first = new H3.Cell(p, H3.GenFacets(tiling));
                first.ToSphere();                       // Work in ball model.
                first.ScaleToCircumSphere(1.0);
                first.ApplyMobius(settings.Mobius);

                template = first;
            }

            // Center
            Vector3D center = template.Center;

            // Face
            H3.Cell.Facet facet = template.Facets[0];
            Sphere        s     = H3Models.Ball.OrthogonalSphereInterior(facet.Verts[0], facet.Verts[1], facet.Verts[2]);
            Vector3D      face  = s.Center;

            face.Normalize();
            face *= DistOriginToOrthogonalSphere(s.Radius);

            // Edge
            Circle3D c;

            H3Models.Ball.OrthogonalCircleInterior(facet.Verts[0], facet.Verts[1], out c);
            Vector3D edge = c.Center;

            edge.Normalize();
            edge *= DistOriginToOrthogonalSphere(c.Radius);

            // Vertex
            Vector3D vertex = facet.Verts[0];

            Tet fundamental = new Tet(center, face, edge, vertex);

            // Recurse.
            int level = 1;
            Dictionary <Tet, int> completedTets = new Dictionary <Tet, int>(new TetEqualityComparer());

            completedTets.Add(fundamental, level);
            List <Tet> tets = new List <Tet>();

            tets.Add(fundamental);
            ReflectRecursive(level, tets, completedTets, settings);

            Shapeways mesh = new Shapeways();

            foreach (KeyValuePair <Tet, int> kvp in completedTets)
            {
                if (Utils.Odd(kvp.Value))
                {
                    continue;
                }

                Tet tet = kvp.Key;

                // XXX - really want sphere surfaces here.
                mesh.Mesh.Triangles.Add(new Mesh.Triangle(tet.Verts[0], tet.Verts[1], tet.Verts[2]));
                mesh.Mesh.Triangles.Add(new Mesh.Triangle(tet.Verts[0], tet.Verts[3], tet.Verts[1]));
                mesh.Mesh.Triangles.Add(new Mesh.Triangle(tet.Verts[0], tet.Verts[2], tet.Verts[3]));
                mesh.Mesh.Triangles.Add(new Mesh.Triangle(tet.Verts[1], tet.Verts[3], tet.Verts[2]));
            }

            mesh.Mesh.Scale(settings.Scale);
            STL.SaveMeshToSTL(mesh.Mesh, H3.m_baseDir + "fundamental" + ".stl");
        }