Exemplo n.º 1
0
        protected override void OnEnabledInSimulation()
        {
            //create a mesh
            mesh      = CreateComponent <Component_Mesh>(enabled: false);
            mesh.Name = "Mesh 1";

            //generate vertices. use StandardVertex to make it easier
            StandardVertex.StaticOneTexCoord[] vertices = new StandardVertex.StaticOneTexCoord[4];

            var v = new StandardVertex.StaticOneTexCoord();

            v.Position = new Vector3F(-0.4f, -0.4f, 0f);
            v.Normal   = new Vector3F(0, 0, 1);
            v.Tangent  = new Vector4F(1, 0, 0, 0);
            v.Color    = new ColorValue(1, 1, 1);
            //v.TexCoord0 = new Vector2F(-1, -1);

            vertices[0] = v;

            v.Position  = new Vector3F(0.4f, -0.4f, 0);
            vertices[1] = v;

            v.Position  = new Vector3F(0.4f, 0.4f, 0);
            vertices[2] = v;

            v.Position  = new Vector3F(-0.4f, 0.4f, 0);
            vertices[3] = v;

            //generate indices
            var indices = new int[] { 0, 1, 2, 2, 3, 0 };

            //create geometry of the mesh
            geometry = mesh.CreateComponent <Component_MeshGeometry>();
            geometry.VertexStructure = StandardVertex.MakeStructure(StandardVertex.Components.StaticOneTexCoord, true, out int vertexSize);
            geometry.Vertices        = ConvertVertices(vertices);
            geometry.Indices         = indices;


            //mesh has been created, now we can enable it
            mesh.Enabled = true;

            meshInSpace           = CreateComponent <Component_MeshInSpace>(enabled: false);
            meshInSpace.Transform = new Transform(new Vector3(1, 1, 1));

            //make reference to the mesh. 'Root' reference - global path from scene root.
            meshInSpace.Mesh = ReferenceUtility.MakeRootReference(mesh);

            meshInSpace.Color   = new ColorValue(1, 0, 0);
            meshInSpace.Enabled = true;
        }
Exemplo n.º 2
0
        //??? Для объединенного MeshInSpace transform выбирать как у первого MeshInSpace или лучше считать средний transform?
        //??? MeshInSpace.ReplaceMeterial,ReplaceMeterialSelectively ? отбрасывать или выбирать первый. Как с geometry?
        static Component_MeshInSpace MergeMeshInSpaces(Component_MeshInSpace[] meshInSpaces, DocumentInstance document, UndoMultiAction undo)
        {
            if (meshInSpaces.Length < 2)
            {
                return(null);
            }

            var newTransform       = meshInSpaces[0].Transform.Value;
            var newMatrixInverse   = newTransform.ToMatrix4().GetInverse();
            var newRotationInverse = newTransform.Rotation.GetInverse();

            Component_Mesh.StructureClass newStructure = null;
            var newGeometries = new List <Component_MeshGeometry>();

            for (int i = 0; i < meshInSpaces.Length; i++)
            {
                var m = meshInSpaces[i].Mesh.Value;
                if (m == null)
                {
                    continue;
                }
                var oldTransform    = meshInSpaces[i].Transform.Value;
                var transformMatrix = newMatrixInverse * oldTransform.ToMatrix4();
                var rotation        = newRotationInverse * oldTransform.Rotation;

                var geometries = m.GetComponents <Component_MeshGeometry>();
                newStructure = Component_Mesh.StructureClass.Concat(newStructure, m.ExtractStructure().Structure, newGeometries.Count);
                foreach (var g in geometries)
                {
                    if (g is Component_MeshGeometry_Procedural meshGeometryProcedural)
                    {
                        VertexElement[]               vertexStructure = null;
                        byte[]                        vertices        = null;
                        int[]                         indices         = null;
                        Component_Material            material        = null;
                        Component_Mesh.StructureClass structure       = null;
                        meshGeometryProcedural.GetProceduralGeneratedData(ref vertexStructure, ref vertices, ref indices, ref material, ref structure);

                        var newMeshGeometry = new Component_MeshGeometry();
                        newMeshGeometry.Name            = meshGeometryProcedural.Name;
                        newMeshGeometry.VertexStructure = vertexStructure;
                        newMeshGeometry.Vertices        = vertices;
                        newMeshGeometry.Indices         = indices;

                        newMeshGeometry.Material = meshGeometryProcedural.Material;
                        //newMeshGeometry.Material = material;

                        TransformVertices(newMeshGeometry.Vertices.Value, new MeshData.MeshGeometryFormat(newMeshGeometry.VertexStructure), transformMatrix, rotation);
                        newGeometries.Add(newMeshGeometry);
                    }
                    else
                    {
                        //??? Проверять CloneSupport?
                        var newMeshGeometry = (Component_MeshGeometry)g.Clone();
                        if (newMeshGeometry.Vertices.Value != null)
                        {
                            newMeshGeometry.Vertices = (byte[])newMeshGeometry.Vertices.Value.Clone();
                            TransformVertices(newMeshGeometry.Vertices.Value, new MeshData.MeshGeometryFormat(newMeshGeometry.VertexStructure), transformMatrix, rotation);
                        }
                        newGeometries.Add(newMeshGeometry);
                    }
                }
            }

            //changes

            var parent = meshInSpaces[0].Parent;

            undo.AddAction(new UndoActionComponentCreateDelete(document, meshInSpaces, create: false));
            Component_MeshInSpace newMeshInSpace = parent.CreateComponent <Component_MeshInSpace>();
            bool wasEnabled = newMeshInSpace.Enabled;

            try
            {
                newMeshInSpace.Enabled   = false;
                newMeshInSpace.Name      = CommonFunctions.GetUniqueFriendlyName(newMeshInSpace);
                newMeshInSpace.Transform = newTransform;

                var newMesh = newMeshInSpace.CreateComponent <Component_Mesh>();
                newMesh.Name        = CommonFunctions.GetUniqueFriendlyName(newMesh);
                newMesh.Structure   = newStructure;
                newMeshInSpace.Mesh = ReferenceUtility.MakeReference <Component_Mesh>(null, ReferenceUtility.CalculateRootReference(newMesh));

                foreach (var g in newGeometries)
                {
                    newMesh.AddComponent(g);
                    CommonFunctions.EnsureNameIsUnique(g);
                }
            }
            finally
            {
                newMeshInSpace.Enabled = wasEnabled;
            }

            undo.AddAction(new UndoActionComponentCreateDelete(document, new[] { newMeshInSpace }, create: true));
            return(newMeshInSpace);
        }