예제 #1
0
 public void SetUV(int tindex, int index, UVWStruct uv)
 {
     C4dApiPINVOKE.CAMorphNode_SetUV(swigCPtr, tindex, index, UVWStruct.getCPtr(uv));
     if (C4dApiPINVOKE.SWIGPendingException.Pending)
     {
         throw C4dApiPINVOKE.SWIGPendingException.Retrieve();
     }
 }
예제 #2
0
 public static void Get(SWIGTYPE_p_ConstUVWHandle dataptr, int i, UVWStruct res)
 {
     C4dApiPINVOKE.UVWTag_Get(SWIGTYPE_p_ConstUVWHandle.getCPtr(dataptr), i, UVWStruct.getCPtr(res));
     if (C4dApiPINVOKE.SWIGPendingException.Pending)
     {
         throw C4dApiPINVOKE.SWIGPendingException.Retrieve();
     }
 }
예제 #3
0
 public void SetSlow(int i, UVWStruct s)
 {
     C4dApiPINVOKE.UVWTag_SetSlow(swigCPtr, i, UVWStruct.getCPtr(s));
     if (C4dApiPINVOKE.SWIGPendingException.Pending)
     {
         throw C4dApiPINVOKE.SWIGPendingException.Retrieve();
     }
 }
예제 #4
0
 internal static global::System.Runtime.InteropServices.HandleRef getCPtr(UVWStruct obj)
 {
     return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr);
 }
예제 #5
0
        private static MeshComponent GetMesh(PolygonObject polyOb, float3[] normalsOb, UVWTag uvwTag, IEnumerable <int> range)
        {
            List <float3> normals = new List <float3>();

            ushort        nNewVerts = 0;
            VertexList    verts     = new VertexList();
            List <float2> uvs       = new List <float2>();
            List <ushort> tris      = new List <ushort>();

            foreach (int i in range)
            {
                int     iNorm = i * 4;
                double3 a, b, c, d;
                using (CPolygon poly = polyOb.GetPolygonAt(i))
                {
                    a = polyOb.GetPointAt(poly.a);
                    b = polyOb.GetPointAt(poly.b);
                    c = polyOb.GetPointAt(poly.c);
                    d = polyOb.GetPointAt(poly.d);
                }

                float2 uvA = new float2(0, 0);
                float2 uvB = new float2(0, 1);
                float2 uvC = new float2(1, 1);
                float2 uvD = new float2(1, 0);

                if (uvwTag != null)
                {
                    using (UVWStruct uvw = uvwTag.GetSlow(i))
                    {
                        uvA = new float2((float)uvw.a.x, 1.0f - (float)uvw.a.y);
                        uvB = new float2((float)uvw.b.x, 1.0f - (float)uvw.b.y);
                        uvC = new float2((float)uvw.c.x, 1.0f - (float)uvw.c.y);
                        uvD = new float2((float)uvw.d.x, 1.0f - (float)uvw.d.y);
                    }
                }

                verts.Add((float3)a);
                verts.Add((float3)b);
                verts.Add((float3)c);

                uvs.Add(uvA);
                uvs.Add(uvB);
                uvs.Add(uvC);

                float3 faceNormal = CalcFaceNormal((float3)a, (float3)b, (float3)c);
                float3 normalD;
                if (normalsOb != null)
                {
                    normals.Add(AdjustNormal(normalsOb[iNorm++], faceNormal));
                    normals.Add(AdjustNormal(normalsOb[iNorm++], faceNormal));
                    normals.Add(AdjustNormal(normalsOb[iNorm++], faceNormal));
                    normalD = AdjustNormal(normalsOb[iNorm++], faceNormal);
                }
                else
                {
                    normals.Add(faceNormal);
                    normals.Add(faceNormal);
                    normals.Add(faceNormal);
                    normalD = faceNormal;
                }

                tris.AddRange(new ushort[] { nNewVerts, (ushort)(nNewVerts + 2), (ushort)(nNewVerts + 1) });

                if (c != d)
                {
                    // The Polyogon is not a triangle, but a quad. Add the second triangle.
                    verts.Add((float3)d);
                    uvs.Add(uvD);
                    normals.Add(normalD);
                    tris.AddRange(new ushort[] { nNewVerts, (ushort)(nNewVerts + 3), (ushort)(nNewVerts + 2) });
                    nNewVerts += 1;
                }
                nNewVerts += 3;
            }
            Debug.WriteLine(verts.Count);
            return(new MeshComponent()
            {
                Normals = normals.ToArray(),
                Vertices = verts.ToArray(),
                Triangles = tris.ToArray(),
                UVs = uvs.ToArray(),
                BoundingBox = new AABBf(verts.Min, verts.Max)
            });
        }
예제 #6
0
        public UVWStruct GetSlow(int i)
        {
            UVWStruct ret = new UVWStruct(C4dApiPINVOKE.UVWTag_GetSlow(swigCPtr, i), true);

            return(ret);
        }