Пример #1
0
        /// <summary>
        /// Actualizar datos de UI de EditablePoly
        /// </summary>
        public void updateUiPanel()
        {
            control.IgnoreChangeEvents = true;

            //Modificacion de textura en poligonos
            if (selectionList.Count > 0 && mesh.DiffuseMaps.Length > 0 && currentPrimitive == PrimitiveType.Polygon)
            {
                EditPolyPolygon firstPolygon = (EditPolyPolygon)selectionList[0];
                control.numericUpDownEPolyTextureNumber.Enabled = true;
                control.numericUpDownEPolyTextureNumber.Minimum = 1;
                control.numericUpDownEPolyTextureNumber.Maximum = mesh.DiffuseMaps.Length;
                control.numericUpDownEPolyTextureNumber.Value   = firstPolygon.matId + 1;
                control.pictureBoxEPolyTexture.Enabled          = true;
                if (control.pictureBoxEPolyTexture.Image != null)
                {
                    control.pictureBoxEPolyTexture.Image.Dispose();
                }
                string imagePath = mesh.DiffuseMaps[firstPolygon.matId].FilePath;
                control.pictureBoxEPolyTexture.Image         = Image.FromFile(imagePath);
                control.pictureBoxEPolyTexture.ImageLocation = imagePath;

                control.buttonEPolyAddTexture.Enabled    = true;
                control.buttonEPolyDeleteTexture.Enabled = mesh.DiffuseMaps.Length > 1 ? true : false;
            }
            else
            {
                control.numericUpDownEPolyTextureNumber.Enabled = false;
                control.pictureBoxEPolyTexture.Enabled          = false;
                control.buttonEPolyAddTexture.Enabled           = false;
                control.buttonEPolyDeleteTexture.Enabled        = false;
            }

            control.IgnoreChangeEvents = false;
        }
Пример #2
0
        /*
         * /// <summary>
         * /// Filtrar todas las aristas que tiene un poligono y dejarle solo las que son parte del borde del poligono
         * /// (Se quitan todas las aristas interiores)
         * /// </summary>
         * public static void computePolygonExternalEdges(Polygon p)
         * {
         *  if (p.vertices.Count == 3)
         *      return;
         *
         *  Vector3 planeNorm = p.getNormal();
         *  List<Edge> externalEdges = new List<Edge>();
         *  foreach (Edge e in p.edges)
         *  {
         *      //Half-plane entre la arista y la normal del poligono
         *      Vector3 vec = e.b.position - e.a.position;
         *      Vector3 n = Vector3.Cross(planeNorm, vec);
         *      Plane halfPlane = Plane.FromPointNormal(e.a.position, n);
         *
         *      //Checkear el signo de todos los demas vertices del poligono
         *      bool first = true;
         *      TgcCollisionUtils.PointPlaneResult lastR = TgcCollisionUtils.PointPlaneResult.COINCIDENT;
         *      bool inside = false;
         *      foreach (Vertex v in p.vertices)
         *      {
         *          if(v.vbIndex != e.a.vbIndex && v.vbIndex != e.b.vbIndex )
         *          {
         *              TgcCollisionUtils.PointPlaneResult r = TgcCollisionUtils.classifyPointPlane(v.position, halfPlane);
         *              if(first)
         *              {
         *                  first = false;
         *                  lastR = r;
         *              }
         *              else if(r != lastR)
         *              {
         *                  inside = true;
         *                  break;
         *              }
         *          }
         *      }
         *      if(!inside)
         *      {
         *          externalEdges.Add(e);
         *      }
         *  }
         *  p.edges = externalEdges;
         * }
         *
         * /// <summary>
         * /// Ordenar los vertices del poligono en base al recorrido de sus aristas externas
         * /// </summary>
         * public static void sortPolygonVertices(Polygon p)
         * {
         *  if (p.vertices.Count == 3)
         *      return;
         *
         *  List<Vertex> sortedVertices = new List<Vertex>();
         *  Edge lastEdge = p.edges[0];
         *  for (int i = 1; i < p.edges.Count; i++)
         *  {
         *      sortedVertices.Add(lastEdge.a);
         *      bool found = false;
         *      foreach (Edge e in p.edges)
         *      {
         *          if(lastEdge.b.vbIndex == e.a.vbIndex)
         *          {
         *              lastEdge = e;
         *              found = true;
         *              break;
         *          }
         *      }
         *      if(!found)
         *          throw new Exception("No se pudo recorrer aristas de poligono en loop. Poligono: " + p);
         *
         *  }
         *  sortedVertices.Add(lastEdge.a);
         *  p.vertices = sortedVertices;
         * }
         */


        /// <summary>
        /// Agregar un vertice a un poligono existente, ubicandolo en el medio de los dos vertices de la arista que compartian entre si
        /// </summary>
        public static void addVertexToPolygon(EditPolyPolygon p, EditPolyEdge sharedEdge, EditPolyVertex newV)
        {
            for (int i = 0; i < p.vertices.Count; i++)
            {
                if (p.vertices[i].vbIndex == sharedEdge.a.vbIndex)
                {
                    p.vertices.Add(null);
                    for (int j = p.vertices.Count - 2; j >= i + 1; j--)
                    {
                        p.vertices[j + 1] = p.vertices[j];
                    }
                    p.vertices[i + 1] = newV;
                    break;
                }
            }
        }
Пример #3
0
 /// <summary>
 /// Busca si ambos poligonos tienen una arista igual.
 /// Si encontro retorna el indice de la arista igual de cada poligono.
 /// </summary>
 public static bool findShareEdgeBetweenPolygons(EditPolyPolygon p1, EditPolyPolygon p2, out int p1Edge, out int p2Edge)
 {
     for (int i = 0; i < p1.edges.Count; i++)
     {
         for (int j = 0; j < p2.edges.Count; j++)
         {
             if (EditablePolyUtils.sameEdge(p1.edges[i], p2.edges[j]))
             {
                 p1Edge = i;
                 p2Edge = j;
                 return(true);
             }
         }
     }
     p1Edge = -1;
     p2Edge = -1;
     return(false);
 }
Пример #4
0
        /// <summary>
        ///     Tomar un mesh cargar todas las estructuras internas necesarias para poder editarlo
        /// </summary>
        private void loadMesh(TgcMesh origMesh)
        {
            //Obtener vertices del mesh
            mesh = origMesh;
            mesh.AutoTransformEnable = true;
            var origVertices = getMeshOriginalVertexData(origMesh);
            var origTriCount = origVertices.Count / 3;

            //Iterar sobre los triangulos y generar data auxiliar unificada
            Vertices    = new List <EditPolyVertex>();
            Edges       = new List <EditPolyEdge>();
            Polygons    = new List <EditPolyPolygon>();
            IndexBuffer = new short[origTriCount * 3];
            var attributeBuffer = origMesh.D3dMesh.LockAttributeBufferArray(LockFlags.ReadOnly);

            origMesh.D3dMesh.UnlockAttributeBuffer(attributeBuffer);
            for (var i = 0; i < origTriCount; i++)
            {
                var v1 = origVertices[i * 3];
                var v2 = origVertices[i * 3 + 1];
                var v3 = origVertices[i * 3 + 2];

                //Agregar vertices a la lista, si es que son nuevos
                var v1Idx = EditablePolyUtils.addVertexToListIfUnique(Vertices, v1);
                var v2Idx = EditablePolyUtils.addVertexToListIfUnique(Vertices, v2);
                var v3Idx = EditablePolyUtils.addVertexToListIfUnique(Vertices, v3);
                v1 = Vertices[v1Idx];
                v2 = Vertices[v2Idx];
                v3 = Vertices[v3Idx];

                //Crear edges
                var e1 = new EditPolyEdge();
                e1.a = v1;
                e1.b = v2;
                var e2 = new EditPolyEdge();
                e2.a = v2;
                e2.b = v3;
                var e3 = new EditPolyEdge();
                e3.a = v3;
                e3.b = v1;

                //Crear poligono para este triangulo
                var p = new EditPolyPolygon();
                p.vertices = new List <EditPolyVertex>();
                p.vertices.Add(v1);
                p.vertices.Add(v2);
                p.vertices.Add(v3);
                p.edges = new List <EditPolyEdge>();
                p.edges.Add(e1);
                p.edges.Add(e2);
                p.edges.Add(e3);
                p.vbTriangles = new List <int>();
                p.vbTriangles.Add(i * 3);
                p.TGCPlane = TGCPlane.FromPoints(v1.position, v2.position, v3.position);
                p.TGCPlane.Normalize();
                p.matId = attributeBuffer[i];

                //Agregar triangulo al index buffer
                IndexBuffer[i * 3]     = (short)v1Idx;
                IndexBuffer[i * 3 + 1] = (short)v2Idx;
                IndexBuffer[i * 3 + 2] = (short)v3Idx;

                //Agregar a lista de poligonos
                Polygons.Add(p);

                /*
                 * //Buscar si hay un poligono ya existente al cual sumarnos (coplanar y que compartan una arista)
                 * EditPolyPolygon coplanarP = null;
                 * for (int j = 0; j < polygons.Count; j++)
                 * {
                 *  //Coplanares y con igual material ID
                 *  EditPolyPolygon p0 = polygons[j];
                 *  if (p0.matId == p.matId && EditablePolyUtils.sameTGCPlane(p0.TGCPlane, p.TGCPlane))
                 *  {
                 *      //Buscar si tienen una arista igual
                 *      int p0SharedEdgeIdx;
                 *      int pSharedEdgeIdx;
                 *      if (EditablePolyUtils.findShareEdgeBetweenPolygons(p0, p, out p0SharedEdgeIdx, out pSharedEdgeIdx))
                 *      {
                 *          //Obtener el tercer vertice del triangulo que no es parte de la arista compartida
                 *          EditPolyEdge sharedEdge = p0.edges[p0SharedEdgeIdx];
                 *          EditPolyVertex thirdVert;
                 *          if (p.vertices[0] != sharedEdge.a && p.vertices[0] != sharedEdge.b)
                 *              thirdVert = p.vertices[0];
                 *          else if (p.vertices[1] != sharedEdge.a && p.vertices[1] != sharedEdge.b)
                 *              thirdVert = p.vertices[1];
                 *          else
                 *              thirdVert = p.vertices[2];
                 *
                 *          //Agregar el tercer vertice al poligno existente
                 *          EditablePolyUtils.addVertexToPolygon(p0, sharedEdge, thirdVert);
                 *
                 *          //Quitar arista compartida
                 *          p0.edges.Remove(sharedEdge);
                 *
                 *          //Agregar al poligono dos nuevas aristas que conectar los extremos de la arista compartida hacia el tercer vertice
                 *          EditPolyEdge newPolEdge1 = new EditPolyEdge();
                 *          newPolEdge1.a = sharedEdge.a;
                 *          newPolEdge1.b = thirdVert;
                 *          p0.edges.Add(newPolEdge1);
                 *
                 *          EditPolyEdge newPolEdge2 = new EditPolyEdge();
                 *          newPolEdge2.a = thirdVert;
                 *          newPolEdge2.b = sharedEdge.b;
                 *          p0.edges.Add(newPolEdge2);
                 *
                 *          //Agregar indice de triangulo del vertexBuffer que se sumo al poligono
                 *          p0.vbTriangles.Add(p.vbTriangles[0]);
                 *
                 *          coplanarP = p0;
                 *      }
                 *  }
                 * }
                 * //Es un nuevo poligono, agregarlo
                 * if (coplanarP == null)
                 * {
                 *  polygons.Add(p);
                 * }
                 */
            }

            //Unificar aristas de los poligonos
            foreach (var p in Polygons)
            {
                for (var i = 0; i < p.edges.Count; i++)
                {
                    bool newEdgeAdded;
                    var  eIdx = EditablePolyUtils.addEdgeToListIfUnique(Edges, p.edges[i], out newEdgeAdded);
                    var  e    = Edges[eIdx];

                    //Nueva arista incorporada a la lista
                    if (newEdgeAdded)
                    {
                        e.faces = new List <EditPolyPolygon>();

                        //Agregar referencia a vertices que usan la arista
                        e.a.edges.Add(e);
                        e.b.edges.Add(e);
                    }
                    //Se usa arista existente de la lista
                    else
                    {
                        //Reemplazar en poligono por la nueva
                        p.edges[i] = e;
                    }

                    //Indicar a la arista que pertenece al poligono actual
                    e.faces.Add(p);
                }
            }

            setDirtyValues(false);
        }
Пример #5
0
        /// <summary>
        ///     Eliminar poligono
        /// </summary>
        private void deletePolygon(EditPolyPolygon p)
        {
            //Quitar triangulos de index buffer
            var vertexToDelete = p.vbTriangles.Count * 3;
            var newIndexBuffer = new short[IndexBuffer.Length - vertexToDelete];
            var w = 0;

            for (var i = 0; i < IndexBuffer.Length; i += 3)
            {
                var toDelete = false;
                for (var j = 0; j < p.vbTriangles.Count; j++)
                {
                    if (i == p.vbTriangles[j])
                    {
                        toDelete = true;
                        break;
                    }
                }
                if (toDelete)
                {
                    //Ajustar todos los indices de triangulos del resto de los poligonos existentes
                    foreach (var poly in Polygons)
                    {
                        if (poly != p)
                        {
                            for (var j = 0; j < poly.vbTriangles.Count; j++)
                            {
                                if (poly.vbTriangles[j] >= i)
                                {
                                    poly.vbTriangles[j] -= 3;
                                }
                            }
                        }
                    }
                }
                else
                {
                    newIndexBuffer[w++] = IndexBuffer[i];
                    newIndexBuffer[w++] = IndexBuffer[i + 1];
                    newIndexBuffer[w++] = IndexBuffer[i + 2];
                }
            }
            IndexBuffer = newIndexBuffer;

            //Quitar referencia a aristas
            foreach (var edge in p.edges)
            {
                edge.removePolygon(p);
            }

            //Eliminar aristas que quedaron aisladas
            foreach (var edge in p.edges)
            {
                if (edge.faces.Count == 0)
                {
                    deleteEdge(edge);
                }
            }

            //Quitar de lista de poligonos
            for (var i = 0; i < Polygons.Count; i++)
            {
                if (Polygons[i] == p)
                {
                    Polygons.RemoveAt(i);
                    break;
                }
            }

            //Registrar triangulos que se eliminaron (apuntando al indice del primer vertice de cada triangulo)
            //Se registran el valor original al que apuntaba el triangulo antes de haber borrado nada
            var currentDeletedCount = deletedTriangles.Count;

            for (var i = 0; i < p.vbTriangles.Count; i++)
            {
                var triDelIdx = p.vbTriangles[i];
                for (var j = 0; j < currentDeletedCount; j++)
                {
                    if (triDelIdx < deletedTriangles[j])
                    {
                        break;
                    }
                    triDelIdx += 3;
                }
                deletedTriangles.Add(triDelIdx);
            }
            deletedTriangles.Sort();
        }