/// <inheritdoc /> public override Vector3 GetPositionAt(Vector2 uv) { float v = uv.Y; Vector3 translation = CenterCurve.GetPositionAt(v); float radius = Radius.GetValueAt(uv); return(translation + radius * GetNormalAt(uv)); }
/// <inheritdoc /> public override dvec3 GetPositionAt(dvec2 uv) { DebugUtil.AssertAllFinite(uv, nameof(uv)); double v = uv.y; dvec3 translation = CenterCurve.GetPositionAt(v); double radius = Radius.GetValueAt(uv); return(translation + radius * GetNormalAt(uv)); }
/// <inheritdoc /> public override List <Vertex> GenerateVertexList(int resolutionU, int resolutionV) { // If asked to sample at zero points, return an empty list. if (resolutionU <= 0 || resolutionV <= 0) { return(new List <Vertex>()); } var roughs = ParallelEnumerable.Range(0, resolutionV + 1).AsOrdered().SelectMany((j => { double v = (double)j / (double)resolutionV; // Find the values at each ring: dvec3 curveTangent = CenterCurve.GetTangentAt(v).Normalized; dvec3 curveNormal = CenterCurve.GetNormalAt(v).Normalized; dvec3 curveBinormal = dvec3.Cross(curveTangent, curveNormal); dvec3 translation = CenterCurve.GetPositionAt(v); double startAngle = StartAngle.GetValueAt(v); double endAngle = EndAngle.GetValueAt(v); return(Enumerable.Range(0, resolutionU).Select((i) => { double u = startAngle + (endAngle - startAngle) * (double)i / (double)resolutionU; double radius = Radius.GetValueAt(new dvec2(u, v)); // Calculate the position of the rings of vertices: dvec3 surfaceNormal = (double)Math.Cos(u) * curveNormal + (double)Math.Sin(u) * curveBinormal; dvec3 surfacePosition = translation + radius * surfaceNormal; return new Vertex((vec3)surfacePosition, (vec3)surfaceNormal); })); })); List <Vertex> output = roughs.ToList(); // Recalculate the surface normal after deformation: for (int j = 1; j < resolutionV; j++) { for (int i = 0; i < (resolutionU - 1); i++) { dvec3 surfacePosition = output[(j - 1) * resolutionU + i].Position; dvec3 du = surfacePosition - output[(j - 1) * resolutionU + i + 1].Position; dvec3 dv = surfacePosition - output[(j) * resolutionU + i].Position; // Calculate the position of the rings of vertices: dvec3 surfaceNormal = dvec3.Cross(du.Normalized, dv.Normalized); output[(j - 1) * resolutionU + i] = new Vertex((vec3)surfacePosition, (vec3)surfaceNormal); } // Stitch the end of the triangles: dvec3 surfacePosition2 = output[(j - 1) * resolutionU + resolutionU - 1].Position; dvec3 du2 = surfacePosition2 - output[(j - 1) * resolutionU].Position; dvec3 dv2 = surfacePosition2 - output[(j) * resolutionU + resolutionU - 1].Position; // Calculate the position of the rings of vertices: dvec3 surfaceNormal2 = dvec3.Cross(du2.Normalized, dv2.Normalized); output[(j - 1) * resolutionU + resolutionU - 1] = new Vertex((vec3)surfacePosition2, (vec3)surfaceNormal2); } return(output); }
/// <inheritdoc /> public override List <Vertex> GenerateVertexList(int resolutionU, int resolutionV) { List <Vertex> output = new List <Vertex>(CalculateVertexCount(resolutionU, resolutionV)); for (int j = 0; j < (resolutionV + 1); j++) { float v = (float)j / (float)resolutionV; // Find the values at each ring: Vector3 curveTangent = Vector3.Normalize(CenterCurve.GetTangentAt(v)); Vector3 curveNormal = Vector3.Normalize(CenterCurve.GetNormalAt(v)); Vector3 curveBinormal = Vector3.Cross(curveTangent, curveNormal); Vector3 translation = CenterCurve.GetPositionAt(v); float startAngle = StartAngle.GetValueAt(v); float endAngle = EndAngle.GetValueAt(v); for (int i = 0; i < resolutionU; i++) { // First find the normalized uv-coordinates, u = [0, 2pi], v = [0, 1]: float u = startAngle + (endAngle - startAngle) * (float)i / (float)resolutionU; float radius = Radius.GetValueAt(new Vector2(u, v)); // Calculate the position of the rings of vertices: Vector3 surfaceNormal = (float)Math.Cos(u) * curveNormal + (float)Math.Sin(u) * curveBinormal; Vector3 surfacePosition = translation + radius * surfaceNormal; output.Add(new Vertex(surfacePosition, surfaceNormal)); } } // Recalculate the surface normal after deformation: for (int j = 1; j < resolutionV; j++) { for (int i = 0; i < (resolutionU - 1); i++) { Vector3 surfacePosition = output[(j - 1) * resolutionU + i].Position; Vector3 du = surfacePosition - output[(j - 1) * resolutionU + i + 1].Position; Vector3 dv = surfacePosition - output[(j) * resolutionU + i].Position; // Calculate the position of the rings of vertices: Vector3 surfaceNormal = Vector3.Cross(Vector3.Normalize(du), Vector3.Normalize(dv)); output[(j - 1) * resolutionU + i] = new Vertex(surfacePosition, surfaceNormal); } // Stitch the end of the triangles: Vector3 surfacePosition2 = output[(j - 1) * resolutionU + resolutionU - 1].Position; Vector3 du2 = surfacePosition2 - output[(j - 1) * resolutionU].Position; Vector3 dv2 = surfacePosition2 - output[(j) * resolutionU + resolutionU - 1].Position; // Calculate the position of the rings of vertices: Vector3 surfaceNormal2 = Vector3.Cross(Vector3.Normalize(du2), Vector3.Normalize(dv2)); output[(j - 1) * resolutionU + resolutionU - 1] = new Vertex(surfacePosition2, surfaceNormal2); } return(output); }