예제 #1
0
        /// <summary>
        /// Truncate a vertex by building a pentagon
        /// </summary>
        /// <param name="p0"></param>
        /// <param name="p1"></param>
        /// <param name="p2"></param>
        /// <param name="p3"></param>
        /// <param name="p4"></param>
        /// <param name="p5"></param>
        private void BuildPentagon(Point3D p0, Point3D p1, Point3D p2, Point3D p3, Point3D p4, Point3D p5)
        {
            Vector3D v1  = Point3D.Subtract(p1, p0);
            Point3D  p1a = Point3D.Add(p0, Vector3D.Multiply(v1, _truncRate));

            Vector3D v2  = Point3D.Subtract(p2, p0);
            Point3D  p2a = Point3D.Add(p0, Vector3D.Multiply(v2, _truncRate));

            Vector3D v3  = Point3D.Subtract(p3, p0);
            Point3D  p3a = Point3D.Add(p0, Vector3D.Multiply(v3, _truncRate));

            Vector3D v4  = Point3D.Subtract(p4, p0);
            Point3D  p4a = Point3D.Add(p0, Vector3D.Multiply(v4, _truncRate));

            Vector3D v5  = Point3D.Subtract(p5, p0);
            Point3D  p5a = Point3D.Add(p0, Vector3D.Multiply(v5, _truncRate));

            this.Points.Add(p1a);
            this.Points.Add(p2a);
            this.Points.Add(p3a);
            this.Points.Add(p4a);
            this.Points.Add(p5a);

            PolygonSculptor pv = new PolygonSculptor(p1a, p2a, p3a, p4a, p5a);

            pv.BuildTriangles();
            foreach (Point3DTriplet tpl in pv.Triangles)
            {
                this.Triangles.Add(tpl);
            }
            this._pentagonList.Add(pv);
        }
예제 #2
0
        /// <summary>
        /// Initializes the Points and Triangles collections.
        /// Called By Sculptor.BuildMesh()
        /// </summary>
        protected override void CreateTriangles()
        {
            _ps1 = new PolygonSculptor(_circumferenceSideCount, _initialAngle);
            _ps1.RoundingRate = _roundingRate;
            _ps1.BuildTriangles(TriangleSideKind.Back);
            foreach (Point3DTriplet tpl in _ps1.Triangles)
            {
                this.Triangles.Add(tpl);
            }
            foreach (Point3D p in _ps1.Points)
            {
                this.Points.Add(p);
            }

            _ps2 = new PolygonSculptor(_circumferenceSideCount, _initialAngle);
            _ps2.RoundingRate = _roundingRate;
            _ps2.Center       = new Point3D(
                _ps2.Center.X,
                _ps2.Center.Y,
                _ps2.Center.Z + 1.0);
            this.Points.Add(_ps2.Center);
            _ps2.BuildTriangles(TriangleSideKind.Front);
            foreach (Point3DTriplet tpl in _ps2.Triangles)
            {
                this.Triangles.Add(tpl);
            }
        }
예제 #3
0
        /// <summary>
        /// Initializes the Points and Triangles collections.
        /// Called By Sculptor.BuildMesh()
        /// </summary>
        protected override void CreateTriangles()
        {
            IsocahedronSculptor sculptor = new IsocahedronSculptor();

            sculptor.BuildMesh();
            foreach (Point3DTriplet tpl in sculptor.Triangles)
            {
                Point3D p1 = tpl.Points[0];
                Point3D p2 = tpl.Points[1];
                Point3D p3 = tpl.Points[2];

                // troncature des sommets du triangle => 1 hexagone (= 4 triangles)
                Vector3D v1 = Point3D.Subtract(p2, p1);
                Point3D  pA = Point3D.Add(p1, Vector3D.Multiply(v1, _truncRate));
                Point3D  pB = Point3D.Add(p1, Vector3D.Multiply(v1, 1 - _truncRate));

                Vector3D v2 = Point3D.Subtract(p3, p2);
                Point3D  pC = Point3D.Add(p2, Vector3D.Multiply(v2, _truncRate));
                Point3D  pD = Point3D.Add(p2, Vector3D.Multiply(v2, 1 - _truncRate));

                Vector3D v3 = Point3D.Subtract(p1, p3);
                Point3D  pE = Point3D.Add(p3, Vector3D.Multiply(v3, _truncRate));
                Point3D  pF = Point3D.Add(p3, Vector3D.Multiply(v3, 1 - _truncRate));

                this.Points.Add(pA);
                this.Points.Add(pB);
                this.Points.Add(pC);
                this.Points.Add(pD);
                this.Points.Add(pE);
                this.Points.Add(pF);

                PolygonSculptor hv = new PolygonSculptor(pA, pB, pC, pD, pE, pF);
                hv.BuildTriangles();
                foreach (Point3DTriplet tpl2 in hv.Triangles)
                {
                    this.Triangles.Add(tpl2);
                }
                _hexagonList.Add(hv);
            }

            BuildPentagon(sculptor.P1a, sculptor.P3a, sculptor.P2d, sculptor.P1d, sculptor.P2a, sculptor.P3d);
            BuildPentagon(sculptor.P1b, sculptor.P3a, sculptor.P3d, sculptor.P2b, sculptor.P1c, sculptor.P2c);
            BuildPentagon(sculptor.P1c, sculptor.P3b, sculptor.P2c, sculptor.P1b, sculptor.P2b, sculptor.P3c);
            BuildPentagon(sculptor.P1d, sculptor.P1a, sculptor.P2d, sculptor.P3b, sculptor.P3c, sculptor.P2a);

            BuildPentagon(sculptor.P2a, sculptor.P1a, sculptor.P1d, sculptor.P3c, sculptor.P2b, sculptor.P3d);
            BuildPentagon(sculptor.P2b, sculptor.P3d, sculptor.P2a, sculptor.P3c, sculptor.P1c, sculptor.P1b);
            BuildPentagon(sculptor.P2c, sculptor.P2d, sculptor.P3a, sculptor.P1b, sculptor.P1c, sculptor.P3b);
            BuildPentagon(sculptor.P2d, sculptor.P3a, sculptor.P2c, sculptor.P3b, sculptor.P1d, sculptor.P1a);

            BuildPentagon(sculptor.P3a, sculptor.P2c, sculptor.P2d, sculptor.P1a, sculptor.P3d, sculptor.P1b);
            BuildPentagon(sculptor.P3b, sculptor.P2d, sculptor.P2c, sculptor.P1c, sculptor.P3c, sculptor.P1d);
            BuildPentagon(sculptor.P3c, sculptor.P2b, sculptor.P2a, sculptor.P1d, sculptor.P3b, sculptor.P1c);
            BuildPentagon(sculptor.P3d, sculptor.P1a, sculptor.P2a, sculptor.P2b, sculptor.P1b, sculptor.P3a);
        }
예제 #4
0
        /// <summary>
        /// Initializes the Points and Triangles collections.
        /// Called By Sculptor.BuildMesh()
        /// </summary>
        protected override void CreateTriangles()
        {
            Vector3D radiusVector = new Vector3D(_radius, 0, 0);

            PolygonSculptor pv1 = new PolygonSculptor(_circumferenceSideCount, _initialAngle);

            pv1.RoundingRate = _roundingRate;
            pv1.RoundCorner();
            int circumferencePointCount = pv1.Points.Count;

            foreach (Point3D p in pv1.Points)
            {
                Point3D p1 = new Point3D(p.X, p.Y, p.Z) + radiusVector;
                this.Points.Add(p1);
            }

            double thetaStep = 2 * Math.PI / _segmentCount;
            double theta     = 0.0;

            for (int i = 1; i <= _segmentCount; i++)
            {
                theta = (thetaStep * i);
                Vector3D thetaVector = new Vector3D(
                    Math.Cos(theta),
                    0,
                    Math.Sin(theta));

                for (int i1 = 0; i1 < circumferencePointCount; i1++)
                {
                    Point3D p2 = Helper3D.RotatePoint(Points[i1], theta, AxisDirection.Y);
                    this.Points.Add(p2);
                }

                for (int j = 0; j < circumferencePointCount; j++)
                {
                    int index1Min  = (i - 1) * circumferencePointCount;
                    int index1     = index1Min + j;
                    int index2Min  = i * circumferencePointCount;
                    int index2     = index2Min + j;
                    int indexLimit = index2Min + circumferencePointCount - 1;

                    if (index2 < indexLimit)
                    {
                        this.Triangles.Add(new Point3DTriplet(Points[index2], Points[index2 + 1], Points[index1]));
                        this.Triangles.Add(new Point3DTriplet(Points[index2 + 1], Points[index1 + 1], Points[index1]));
                    }
                    else
                    {
                        this.Triangles.Add(new Point3DTriplet(Points[index2], Points[index2Min], Points[index1]));
                        this.Triangles.Add(new Point3DTriplet(Points[index2Min], Points[index1Min], Points[index1]));
                    }
                }
            }
        }
예제 #5
0
        /// <summary>
        /// Initializes the Points and Triangles collections.
        /// Called By Sculptor.BuildMesh()
        /// </summary>
        protected override void CreateTriangles()
        {
            PolygonSculptor ps1 = new PolygonSculptor(_circumferenceSideCount, _initialAngle);

            ps1.RoundingRate = _roundingRate;
            ps1.BuildTriangles(TriangleSideKind.Back);
            foreach (Point3D p in ps1.Points)
            {
                this.Points.Add(p);
            }
            foreach (Point3DTriplet tpl in ps1.Triangles)
            {
                this.Triangles.Add(tpl);
            }

            PolygonSculptor ps2 = new PolygonSculptor(_circumferenceSideCount, _initialAngle);

            ps2.Center = new Point3D(
                ps2.Center.X,
                ps2.Center.Y,
                ps2.Center.Z + 1.0);
            for (int i = 0; i < ps2.Points.Count; i++)
            {
                ps2.Points[i] = new Point3D(
                    ps2.Points[i].X,
                    ps2.Points[i].Y,
                    ps2.Points[i].Z + 1.0);
                this.Points.Add(ps2.Points[i]);
            }
            ps2.RoundingRate = _roundingRate;
            ps2.BuildTriangles(TriangleSideKind.Front);
            foreach (Point3D p in ps2.Points)
            {
                this.Points.Add(p);
            }
            foreach (Point3DTriplet tpl in ps2.Triangles)
            {
                this.Triangles.Add(tpl);
            }

            for (int i = 0; i < ps1.Points.Count; i++)
            {
                if (i < ps1.Points.Count - 1)
                {
                    this.Triangles.Add(new Point3DTriplet(ps1.Points[i], ps2.Points[i + 1], ps2.Points[i]));
                    this.Triangles.Add(new Point3DTriplet(ps1.Points[i], ps1.Points[i + 1], ps2.Points[i + 1]));
                }
                else
                {
                    this.Triangles.Add(new Point3DTriplet(ps1.Points[i], ps2.Points[0], ps2.Points[i]));
                    this.Triangles.Add(new Point3DTriplet(ps1.Points[i], ps1.Points[0], ps2.Points[0]));
                }
            }
        }