Пример #1
0
        /// <summary>
        /// Complete non-mandatory (deferred) values in the Intersection instance.
        /// </summary>
        public void Complete()
        {
            if (Solid != null)
            {
                // World coordinates.
                LocalToWorld = Solid.ToWorld();
                WorldToLocal = LocalToWorld;
                WorldToLocal.Invert();
                Vector3d.TransformPosition(ref CoordLocal, ref LocalToWorld, out CoordWorld);

                // Object coordinates.
                LocalToObject = Solid.ToObject();
                Vector3d.TransformPosition(ref CoordLocal, ref LocalToObject, out CoordObject);

                // Appearance.
                // Reflectance model.
                ReflectanceModel = (IReflectanceModel)Solid.GetAttribute(PropertyName.REFLECTANCE_MODEL);
                if (ReflectanceModel == null)
                {
                    ReflectanceModel = new PhongModel();
                }

                // Material.
                Material = (IMaterial)Solid.GetAttribute(PropertyName.MATERIAL);
                if (Material == null)
                {
                    Material = ReflectanceModel.DefaultMaterial();
                }

                // Surface color (accepts a color provided by a Solid).
                if (SurfaceColor == null)
                {
                    double[] col = (double[])Solid.GetAttribute(PropertyName.COLOR);
                    SurfaceColor = (double[])((col != null) ? col.Clone() : Material.Color.Clone());
                }

                // List of textures.
                Textures = Solid.GetTextures();

                // Solid is responsible for completing remaining values.
                // Usually: Normal, TextureCoord.
                Solid.CompleteIntersection(this);
                Normal.Normalize();
                if (Enter != Front)
                {
                    Vector3d.Multiply(ref Normal, -1.0, out Normal);
                }
            }

            if (SurfaceColor == null)
            {
                SurfaceColor = new double[] { 0.0, 0.0, 0.0 }
            }
            ;

            completed = true;
        }
Пример #2
0
        /// <summary>
        /// Complete non-mandatory (deferred) values in the Intersection instance.
        /// </summary>
        public void Complete()
        {
            if (Solid != null)
            {
                // world coordinates:
                LocalToWorld = Solid.ToWorld();
                WorldToLocal = LocalToWorld;
                WorldToLocal.Invert();
                Vector3d.TransformPosition(ref CoordLocal, ref LocalToWorld, out CoordWorld);

                // object coordinates:
                LocalToObject = Solid.ToObject();
                Vector3d.TransformPosition(ref CoordLocal, ref LocalToObject, out CoordObject);

                // appearance:
                ReflectanceModel = (IReflectanceModel)Solid.GetAttribute(PropertyName.REFLECTANCE_MODEL);
                if (ReflectanceModel == null)
                {
                    ReflectanceModel = new PhongModel();
                }
                Material = (IMaterial)Solid.GetAttribute(PropertyName.MATERIAL);
                if (Material == null)
                {
                    Material = ReflectanceModel.DefaultMaterial();
                }
                double[] col = (double[])Solid.GetAttribute(PropertyName.COLOR);
                SurfaceColor = (double[])((col != null) ? col.Clone() : Material.Color.Clone());
                Textures     = Solid.GetTextures();

                // Solid is responsible for completing remaining values:
                Solid.CompleteIntersection(this);
                Normal.Normalize();
                if (Enter != Front)
                {
                    Vector3d.Multiply(ref Normal, -1.0, out Normal);
                }
            }

            if (SurfaceColor == null)
            {
                SurfaceColor = new double[] { 0.0, 0.2, 0.3 }
            }
            ;

            completed = true;
        }
Пример #3
0
        /// <summary>
        /// Complete non-mandatory (deferred) values in the Intersection instance.
        /// </summary>
        public void Complete()
        {
            if ( Solid != null )
              {
            // world coordinates:
            LocalToWorld = Solid.ToWorld();
            WorldToLocal = LocalToWorld;
            WorldToLocal.Invert();
            Vector3d.TransformPosition( ref CoordLocal, ref LocalToWorld, out CoordWorld );

            // object coordinates:
            LocalToObject = Solid.ToObject();
            Vector3d.TransformPosition( ref CoordLocal, ref LocalToObject, out CoordObject );

            // appearance:
            ReflectanceModel = (IReflectanceModel)Solid.GetAttribute( PropertyName.REFLECTANCE_MODEL );
            if ( ReflectanceModel == null )
              ReflectanceModel = new PhongModel();
            Material = (IMaterial)Solid.GetAttribute( PropertyName.MATERIAL );
            if ( Material == null )
              Material = ReflectanceModel.DefaultMaterial();
            double[] col = (double[])Solid.GetAttribute( PropertyName.COLOR );
            SurfaceColor = (double[])((col != null) ? col.Clone() : Material.Color.Clone());
            Textures = Solid.GetTextures();

            // Solid is responsible for completing remaining values:
            Solid.CompleteIntersection( this );
            Normal.Normalize();
            if ( Enter != Front )
              Vector3d.Multiply( ref Normal, -1.0, out Normal );
              }

              if ( SurfaceColor == null )
            SurfaceColor = new double[] { 0.0, 0.2, 0.3 };
        }
Пример #4
0
        /// <summary>
        /// Complete non-mandatory (deferred) values in the Intersection instance.
        /// </summary>
        public void Complete()
        {
            if (Solid != null)
            {
                // World coordinates.
                LocalToWorld = Solid.ToWorld();
                WorldToLocal = LocalToWorld;
                WorldToLocal.Invert();
                Vector3d.TransformPosition(ref CoordLocal, ref LocalToWorld, out CoordWorld);

                // Object coordinates.
                LocalToObject = Solid.ToObject();
                Vector3d.TransformPosition(ref CoordLocal, ref LocalToObject, out CoordObject);

                // Appearance.
                // Reflectance model.
                ReflectanceModel = (IReflectanceModel)Solid.GetAttribute(PropertyName.REFLECTANCE_MODEL);
                if (ReflectanceModel == null)
                {
                    ReflectanceModel = new PhongModel();
                }

                // Material.
                Material = (IMaterial)Solid.GetAttribute(PropertyName.MATERIAL);
                if (Material == null)
                {
                    Material = ReflectanceModel.DefaultMaterial();
                }

                // Surface color (accepts a color provided by a Solid).
                if (SurfaceColor == null)
                {
                    double[] col = (double[])Solid.GetAttribute(PropertyName.COLOR);
                    SurfaceColor = (double[])((col != null) ? col.Clone() : Material.Color.Clone());
                }

                // List of textures.
                Textures = Solid.GetTextures();

                // Solid is responsible for completing remaining values.
                // Usually: TangentU, TangentV, NormalLocal, TextureCoord.
                Solid.CompleteIntersection(this);

                // Tangent space - NormalLocal, TangentU, TangentV.
                if (Geometry.IsZeroFast(TangentU.LengthFast))
                {
                    // I need NormalLocal if I have no tangent vecotrs.
                    Geometry.GetTangents(ref NormalLocal, out TangentU, out TangentV);
                }
                else
                if (Geometry.IsZeroFast(NormalLocal.LengthFast))
                {
                    // I have local tangent vectors but no local normal.
                    Vector3d.Cross(ref TangentU, ref TangentV, out NormalLocal);
                }

                // Normal vector: if not computed yet, 'TangentU x TangentV' will do the job.
                if (Geometry.IsZeroFast(Normal.LengthFast))
                {
                    Vector3d tu, tv;
                    tu = Vector3d.TransformVector(TangentU, LocalToWorld);
                    tv = Vector3d.TransformVector(TangentV, LocalToWorld);
                    Vector3d.Cross(ref tu, ref tv, out Normal);
                }
                Normal.Normalize(); // to be sure...

                if (Enter != Front)
                {
                    Vector3d.Multiply(ref Normal, -1.0, out Normal);
                }
            }

            if (SurfaceColor == null)
            {
                SurfaceColor = new double[] { 0.0, 0.0, 0.0 }
            }
            ;

            completed = true;
        }