private INode CreateCabin(Vector3 offset) { TriangleMesh mesh = new TriangleMesh(); TriangleMeshFactory.CreateSphere(mesh, 0.2f, 20); TriangleMeshNode node = new TriangleMeshNode(mesh); TriangleMesh windowMesh = new TriangleMesh(); TriangleMeshFactory.CreateSphere(windowMesh, 0.17f, 20); TriangleMeshNode windowNode = new TriangleMeshNode(windowMesh); windowNode.SetColor(Color.LightBlue); TranslationNode windowTranslation = new TranslationNode(new Vector3(0, 0.01f, -0.05f)); windowTranslation.AddChild(windowNode); TranslationNode cabin = new TranslationNode(offset); cabin.AddChild(node); cabin.AddChild(windowTranslation); return(cabin); }
private ITriangleMesh CreateBoundary(ITriangleMesh mesh, float height, float borderHeightTop, float borderHeightBottom, Vector3 offset, Vector2[] cornerTexCoords) { List <TriangleEdge> border = mesh.GetBorder(); int vertsPerBorderEdge = 3; ITriangleMesh borderMesh = new TriangleMesh(); for (int i = 0; i < border.Count; i++) { borderMesh.AddVertex(mesh.GetVertex(border[i].A)); } for (int i = 0; i < border.Count; i++) { TriangleEdge borderEdge = border[i]; TriangleEdge prevEdge = border[(i + border.Count - 1) % border.Count]; Vector3 v = borderMesh.GetVertex(i); // v0 Vector3 edgeNormal = ComputeBorderEdgeNormal(borderEdge, mesh); Vector3 prevEdgeNormal = ComputeBorderEdgeNormal(prevEdge, mesh); Vector3 borderNormal = Vector3.Add(edgeNormal, prevEdgeNormal); borderNormal.Normalize(); borderNormal = Vector3.Multiply(borderNormal, Math.Max(borderHeightTop, borderHeightBottom) / (float)Math.Sin(30.0 / 180.0 * Math.PI)); Vector3 v0 = Vector3.Add(Vector3.Add(v, borderNormal), new Vector3(0, 0, -borderHeightTop)); borderMesh.AddVertex(v0); // v1 Vector3 v1 = Vector3.Add(v0, Vector3.Multiply(Vector3.UnitZ, -(height - (borderHeightTop + borderHeightBottom)))); borderMesh.AddVertex(v1); // v2 Vector3 v2 = Vector3.Add(v, Vector3.Multiply(Vector3.UnitZ, -height)); borderMesh.AddVertex(v2); } float alpha = (float)(borderHeightTop * Math.Sqrt(2) / (borderHeightTop * Math.Sqrt(2) + borderHeightBottom * Math.Sqrt(2) + height)); float beta = 1 - (float)(borderHeightBottom * Math.Sqrt(2) / (borderHeightTop * Math.Sqrt(2) + borderHeightBottom * Math.Sqrt(2) + height)); int ti0 = borderMesh.AddTextureCoordinate(cornerTexCoords[0]); int ti1 = borderMesh.AddTextureCoordinate(Vector2.Add(Vector2.Multiply(cornerTexCoords[0], 1 - alpha), Vector2.Multiply(cornerTexCoords[1], alpha))); int ti2 = borderMesh.AddTextureCoordinate(Vector2.Add(Vector2.Multiply(cornerTexCoords[0], 1 - beta), Vector2.Multiply(cornerTexCoords[1], beta))); int ti3 = borderMesh.AddTextureCoordinate(cornerTexCoords[1]); int ti_0 = borderMesh.AddTextureCoordinate(cornerTexCoords[2]); int ti_1 = borderMesh.AddTextureCoordinate(Vector2.Add(Vector2.Multiply(cornerTexCoords[2], 1 - alpha), Vector2.Multiply(cornerTexCoords[3], alpha))); int ti_2 = borderMesh.AddTextureCoordinate(Vector2.Add(Vector2.Multiply(cornerTexCoords[2], 1 - beta), Vector2.Multiply(cornerTexCoords[3], beta))); int ti_3 = borderMesh.AddTextureCoordinate(cornerTexCoords[3]); // Triangles for (int i = 0; i < border.Count; i++) { TriangleEdge borderEdge = border[i]; int vi0 = border.Count + vertsPerBorderEdge * i + 0; int vi1 = border.Count + vertsPerBorderEdge * i + 1; int vi2 = border.Count + vertsPerBorderEdge * i + 2; int vi_0 = border.Count + vertsPerBorderEdge * ((i + 1) % border.Count) + 0; int vi_1 = border.Count + vertsPerBorderEdge * ((i + 1) % border.Count) + 1; int vi_2 = border.Count + vertsPerBorderEdge * ((i + 1) % border.Count) + 2; // A Triangle t = new Triangle(i, vi0, (i + 1) % border.Count, ti0, ti1, ti_1); borderMesh.AddTriangle(t); // B t = new Triangle((i + 1) % border.Count, vi0, vi_0, ti_0, ti1, ti_1); borderMesh.AddTriangle(t); // C t = new Triangle(vi0, vi1, vi_0, ti1, ti2, ti_1); borderMesh.AddTriangle(t); // D t = new Triangle(vi1, vi_1, vi_0, ti2, ti_2, ti_1); borderMesh.AddTriangle(t); // E t = new Triangle(vi1, vi2, vi_1, ti2, ti3, ti_2); borderMesh.AddTriangle(t); // F t = new Triangle(vi2, vi_2, vi_1, ti3, ti_3, ti_2); borderMesh.AddTriangle(t); } return(borderMesh); }