private Mesh GenerateSideMesh(Table.Table table) { var sideMesh = new Mesh("Side"); var vVertex = DragPoint.GetRgVertex <RenderVertex2D, CatmullCurve2DCatmullCurveFactory>(_data.DragPoints); var rgTexCoord = DragPoint.GetTextureCoords(_data.DragPoints, vVertex); var numVertices = vVertex.Length; var rgNormal = new Vertex2D[numVertices]; for (var i = 0; i < numVertices; i++) { var pv1 = vVertex[i]; var pv2 = vVertex[i < numVertices - 1 ? i + 1 : 0]; var dx = pv1.X - pv2.X; var dy = pv1.Y - pv2.Y; if (dx != 0.0f || dy != 0.0f) { var invLen = 1.0f / MathF.Sqrt(dx * dx + dy * dy); rgNormal[i] = new Vertex2D { X = dy * invLen, Y = dx * invLen }; } else { rgNormal[i] = new Vertex2D { X = 0.0f, Y = 0.0f }; } } var bottom = _data.HeightBottom * table.GetScaleZ() + table.TableHeight; var top = _data.HeightTop * table.GetScaleZ() + table.TableHeight; var offset = 0; // Render side sideMesh.Vertices = new Vertex3DNoTex2[numVertices * 4]; for (var i = 0; i < numVertices; i++) { var pv1 = vVertex[i]; var pv2 = vVertex[i < numVertices - 1 ? i + 1 : 0]; var a = i == 0 ? numVertices - 1 : i - 1; var c = i < numVertices - 1 ? i + 1 : 0; var vNormal = new [] { new Vertex2D(), new Vertex2D() }; if (pv1.Smooth) { vNormal[0].X = (rgNormal[a].X + rgNormal[i].X) * 0.5f; vNormal[0].Y = (rgNormal[a].Y + rgNormal[i].Y) * 0.5f; } else { vNormal[0].X = rgNormal[i].X; vNormal[0].Y = rgNormal[i].Y; } if (pv2.Smooth) { vNormal[1].X = (rgNormal[i].X + rgNormal[c].X) * 0.5f; vNormal[1].Y = (rgNormal[i].Y + rgNormal[c].Y) * 0.5f; } else { vNormal[1].X = rgNormal[i].X; vNormal[1].Y = rgNormal[i].Y; } vNormal[0].Normalize(); vNormal[1].Normalize(); sideMesh.Vertices[offset] = new Vertex3DNoTex2(); sideMesh.Vertices[offset + 1] = new Vertex3DNoTex2(); sideMesh.Vertices[offset + 2] = new Vertex3DNoTex2(); sideMesh.Vertices[offset + 3] = new Vertex3DNoTex2(); sideMesh.Vertices[offset].X = pv1.X; sideMesh.Vertices[offset].Y = pv1.Y; sideMesh.Vertices[offset].Z = bottom; sideMesh.Vertices[offset + 1].X = pv1.X; sideMesh.Vertices[offset + 1].Y = pv1.Y; sideMesh.Vertices[offset + 1].Z = top; sideMesh.Vertices[offset + 2].X = pv2.X; sideMesh.Vertices[offset + 2].Y = pv2.Y; sideMesh.Vertices[offset + 2].Z = top; sideMesh.Vertices[offset + 3].X = pv2.X; sideMesh.Vertices[offset + 3].Y = pv2.Y; sideMesh.Vertices[offset + 3].Z = bottom; if (_data.SideImage != null) { sideMesh.Vertices[offset].Tu = rgTexCoord[i]; sideMesh.Vertices[offset].Tv = 1.0f; sideMesh.Vertices[offset + 1].Tu = rgTexCoord[i]; sideMesh.Vertices[offset + 1].Tv = 0f; sideMesh.Vertices[offset + 2].Tu = rgTexCoord[c]; sideMesh.Vertices[offset + 2].Tv = 0f; sideMesh.Vertices[offset + 3].Tu = rgTexCoord[c]; sideMesh.Vertices[offset + 3].Tv = 1.0f; } sideMesh.Vertices[offset].Nx = vNormal[0].X; sideMesh.Vertices[offset].Ny = -vNormal[0].Y; sideMesh.Vertices[offset].Nz = 0f; sideMesh.Vertices[offset + 1].Nx = vNormal[0].X; sideMesh.Vertices[offset + 1].Ny = -vNormal[0].Y; sideMesh.Vertices[offset + 1].Nz = 0f; sideMesh.Vertices[offset + 2].Nx = vNormal[1].X; sideMesh.Vertices[offset + 2].Ny = -vNormal[1].Y; sideMesh.Vertices[offset + 2].Nz = 0f; sideMesh.Vertices[offset + 3].Nx = vNormal[1].X; sideMesh.Vertices[offset + 3].Ny = -vNormal[1].Y; sideMesh.Vertices[offset + 3].Nz = 0f; offset += 4; } // prepare index buffer for sides var offset2 = 0; sideMesh.Indices = new int[numVertices * 6]; for (var i = 0; i < numVertices; i++) { sideMesh.Indices[i * 6] = offset2; sideMesh.Indices[i * 6 + 1] = offset2 + 1; sideMesh.Indices[i * 6 + 2] = offset2 + 2; sideMesh.Indices[i * 6 + 3] = offset2; sideMesh.Indices[i * 6 + 4] = offset2 + 2; sideMesh.Indices[i * 6 + 5] = offset2 + 3; offset2 += 4; } return(sideMesh); }
private Dictionary <string, Mesh> GenerateMeshes(Table.Table table) { var meshes = new Dictionary <string, Mesh>(); var topMesh = new Mesh("Top"); var sideMesh = new Mesh("Side"); var vVertex = DragPoint.GetRgVertex <RenderVertex2D, CatmullCurve2DCatmullCurveFactory>(_data.DragPoints); var rgTexCoord = DragPoint.GetTextureCoords(_data.DragPoints, vVertex); var numVertices = vVertex.Length; var rgNormal = new Vertex2D[numVertices]; for (var i = 0; i < numVertices; i++) { var pv1 = vVertex[i]; var pv2 = vVertex[i < numVertices - 1 ? i + 1 : 0]; var dx = pv1.X - pv2.X; var dy = pv1.Y - pv2.Y; var invLen = 1.0f / MathF.Sqrt(dx * dx + dy * dy); rgNormal[i] = new Vertex2D { X = dy * invLen, Y = dx * invLen }; } var bottom = _data.HeightBottom * table.GetScaleZ() + table.TableHeight; var top = _data.HeightTop * table.GetScaleZ() + table.TableHeight; var offset = 0; // Render side sideMesh.Vertices = new Vertex3DNoTex2[numVertices * 4]; for (var i = 0; i < numVertices; i++) { var pv1 = vVertex[i]; var pv2 = vVertex[i < numVertices - 1 ? i + 1 : 0]; var a = i == 0 ? numVertices - 1 : i - 1; var c = i < numVertices - 1 ? i + 1 : 0; var vNormal = new [] { new Vertex2D(), new Vertex2D() }; if (pv1.Smooth) { vNormal[0].X = (rgNormal[a].X + rgNormal[i].X) * 0.5f; vNormal[0].Y = (rgNormal[a].Y + rgNormal[i].Y) * 0.5f; } else { vNormal[0].X = rgNormal[i].X; vNormal[0].Y = rgNormal[i].Y; } if (pv2.Smooth) { vNormal[1].X = (rgNormal[i].X + rgNormal[c].X) * 0.5f; vNormal[1].Y = (rgNormal[i].Y + rgNormal[c].Y) * 0.5f; } else { vNormal[1].X = rgNormal[i].X; vNormal[1].Y = rgNormal[i].Y; } vNormal[0].Normalize(); vNormal[1].Normalize(); sideMesh.Vertices[offset] = new Vertex3DNoTex2(); sideMesh.Vertices[offset + 1] = new Vertex3DNoTex2(); sideMesh.Vertices[offset + 2] = new Vertex3DNoTex2(); sideMesh.Vertices[offset + 3] = new Vertex3DNoTex2(); sideMesh.Vertices[offset].X = pv1.X; sideMesh.Vertices[offset].Y = pv1.Y; sideMesh.Vertices[offset].Z = bottom; sideMesh.Vertices[offset + 1].X = pv1.X; sideMesh.Vertices[offset + 1].Y = pv1.Y; sideMesh.Vertices[offset + 1].Z = top; sideMesh.Vertices[offset + 2].X = pv2.X; sideMesh.Vertices[offset + 2].Y = pv2.Y; sideMesh.Vertices[offset + 2].Z = top; sideMesh.Vertices[offset + 3].X = pv2.X; sideMesh.Vertices[offset + 3].Y = pv2.Y; sideMesh.Vertices[offset + 3].Z = bottom; if (_data.SideImage != null) { sideMesh.Vertices[offset].Tu = rgTexCoord[i]; sideMesh.Vertices[offset].Tv = 1.0f; sideMesh.Vertices[offset + 1].Tu = rgTexCoord[i]; sideMesh.Vertices[offset + 1].Tv = 0f; sideMesh.Vertices[offset + 2].Tu = rgTexCoord[c]; sideMesh.Vertices[offset + 2].Tv = 0f; sideMesh.Vertices[offset + 3].Tu = rgTexCoord[c]; sideMesh.Vertices[offset + 3].Tv = 1.0f; } sideMesh.Vertices[offset].Nx = vNormal[0].X; sideMesh.Vertices[offset].Ny = -vNormal[0].Y; sideMesh.Vertices[offset].Nz = 0f; sideMesh.Vertices[offset + 1].Nx = vNormal[0].X; sideMesh.Vertices[offset + 1].Ny = -vNormal[0].Y; sideMesh.Vertices[offset + 1].Nz = 0f; sideMesh.Vertices[offset + 2].Nx = vNormal[1].X; sideMesh.Vertices[offset + 2].Ny = -vNormal[1].Y; sideMesh.Vertices[offset + 2].Nz = 0f; sideMesh.Vertices[offset + 3].Nx = vNormal[1].X; sideMesh.Vertices[offset + 3].Ny = -vNormal[1].Y; sideMesh.Vertices[offset + 3].Nz = 0f; offset += 4; } // prepare index buffer for sides var offset2 = 0; sideMesh.Indices = new int[numVertices * 6]; for (var i = 0; i < numVertices; i++) { sideMesh.Indices[i * 6] = offset2; sideMesh.Indices[i * 6 + 1] = offset2 + 1; sideMesh.Indices[i * 6 + 2] = offset2 + 2; sideMesh.Indices[i * 6 + 3] = offset2; sideMesh.Indices[i * 6 + 4] = offset2 + 2; sideMesh.Indices[i * 6 + 5] = offset2 + 3; offset2 += 4; } // draw top var vPoly = new List <int>(new int[numVertices]); for (var i = 0; i < numVertices; i++) { vPoly[i] = i; } topMesh.Indices = Mesh.PolygonToTriangles(vVertex, vPoly); var numPolys = topMesh.Indices.Length / 3; if (numPolys == 0) { // no polys to render leave vertex buffer undefined return(meshes); } var heightNotDropped = _data.HeightTop * table.GetScaleZ(); var heightDropped = _data.HeightBottom * table.GetScaleZ() + 0.1; var invTableWidth = 1.0f / table.Width; var invTableHeight = 1.0f / table.Height; Vertex3DNoTex2[][] vertsTop = { new Vertex3DNoTex2[numVertices], new Vertex3DNoTex2[numVertices], new Vertex3DNoTex2[numVertices] }; for (var i = 0; i < numVertices; i++) { var pv0 = vVertex[i]; vertsTop[0][i] = new Vertex3DNoTex2 { X = pv0.X, Y = pv0.Y, Z = heightNotDropped + table.TableHeight, Tu = pv0.X * invTableWidth, Tv = pv0.Y * invTableHeight, Nx = 0, Ny = 0, Nz = 1.0f }; vertsTop[1][i] = new Vertex3DNoTex2 { X = pv0.X, Y = pv0.Y, Z = (float)heightDropped, Tu = pv0.X * invTableWidth, Tv = pv0.Y * invTableHeight, Nx = 0, Ny = 0, Nz = 1.0f }; vertsTop[2][i] = new Vertex3DNoTex2 { X = pv0.X, Y = pv0.Y, Z = _data.HeightBottom, Tu = pv0.X * invTableWidth, Tv = pv0.Y * invTableHeight, Nx = 0, Ny = 0, Nz = -1.0f }; } topMesh.Vertices = vertsTop[0]; if (topMesh.Vertices.Length > 0) { meshes["Top"] = topMesh; } if (System.Math.Abs(top - bottom) > 0.00001f) { meshes["Side"] = sideMesh; } return(meshes); }