public void Initialize(int width, int height, bool rotations) { BinWidth = width; BinHeight = height; AllowRotation = rotations; _usedRects.Clear(); _freeRects.Clear(); _freeRects.Add(new Rect(0, 0, width, height)); }
static void Main() { Random random = new Random(); int test = 10; Console.WriteLine("You are runnning the Data Structures example."); Console.WriteLine("======================================================"); Console.WriteLine(); #region Link (aka Tuple) Console.WriteLine(" Link------------------------------------"); Console.WriteLine(); Console.WriteLine(" A \"Link\" is like a System.Tuple that implements"); Console.WriteLine(" Towel.DataStructures.DataStructure. A Link/Tuple is"); Console.WriteLine(" used when you have a small, known-sized set of objects"); Console.WriteLine(" that you want to bundle together without making a custom"); Console.WriteLine(" custom class."); Console.WriteLine(); Link link = new Link <int, int, int, int, int, int>(0, 1, 2, 3, 4, 5); Console.Write(" Traversal: "); link.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine($" Size: {link.Size}"); Console.WriteLine(); #endregion #region Array Console.WriteLine(" Array---------------------------------"); Console.WriteLine(); Console.WriteLine(" An Array<T> is just a wrapper for arrays that implements"); Console.WriteLine(" Towel.DataStructures.DataStructure. An array is used when"); Console.WriteLine(" dealing with static-sized, known-sized sets of data. Arrays"); Console.WriteLine(" can be sorted along 1 dimensions for binary searching algorithms."); Console.WriteLine(); IArray <int> array = new Array <int>(test); Console.Write($" Filling in (0-{test - 1})..."); for (int i = 0; i < test; i++) { array[i] = i; } Console.WriteLine(); Console.Write(" Traversal: "); array.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine($" Length: {array.Length}"); Console.WriteLine(); #endregion #region List Console.WriteLine(" List---------------------------------"); Console.WriteLine(); Console.WriteLine(" An List is like an IList that implements"); Console.WriteLine(" Towel.DataStructures.DataStructure. \"ListArray\" is"); Console.WriteLine(" the array implementation while \"ListLinked\" is the"); Console.WriteLine(" the linked-list implementation. An List is used"); Console.WriteLine(" when dealing with an unknown quantity of data that you"); Console.WriteLine(" will likely have to enumerate/step through everything. The"); Console.WriteLine(" ListArray shares the properties of an Array in"); Console.WriteLine(" that it can be relateively quickly sorted along 1 dimensions"); Console.WriteLine(" for binary search algorithms."); Console.WriteLine(); // ListArray --------------------------------------- IList <int> listArray = new ListArray <int>(test); Console.Write($" [ListArray] Adding (0-{test - 1})..."); for (int i = 0; i < test; i++) { listArray.Add(i); } Console.WriteLine(); Console.Write(" [ListArray] Traversal: "); listArray.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine($" [ListArray] Count: {listArray.Count}"); listArray.Clear(); Console.WriteLine(); // ListLinked --------------------------------------- IList <int> listLinked = new ListLinked <int>(); Console.Write($" [ListLinked] Adding (0-{test - 1})..."); for (int i = 0; i < test; i++) { listLinked.Add(i); } Console.WriteLine(); Console.Write(" [ListLinked] Traversal: "); listLinked.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine($" [ListLinked] Count: {listLinked.Count}"); listLinked.Clear(); Console.WriteLine(); #endregion #region Stack { Console.WriteLine(" Stack---------------------------------"); Console.WriteLine(); Console.WriteLine(" An \"Stack\" is a Stack that implements"); Console.WriteLine(" Towel.DataStructures.DataStructure. \"StackArray\" is"); Console.WriteLine(" the array implementation while \"StackLinked\" is the"); Console.WriteLine(" the linked-list implementation. A Stack is used"); Console.WriteLine(" specifically when you need the algorithm provided by the Push"); Console.WriteLine(" and Pop functions."); Console.WriteLine(); IStack <int> stackArray = new StackArray <int>(); Console.Write($" [StackArray] Pushing (0-{test - 1})..."); for (int i = 0; i < test; i++) { stackArray.Push(i); } Console.WriteLine(); Console.Write(" [StackArray] Traversal: "); stackArray.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine($" [StackArray] Pop: {stackArray.Pop()}"); Console.WriteLine($" [StackArray] Pop: {stackArray.Pop()}"); Console.WriteLine($" [StackArray] Peek: {stackArray.Peek()}"); Console.WriteLine($" [StackArray] Pop: {stackArray.Pop()}"); Console.WriteLine($" [StackArray] Count: {stackArray.Count}"); stackArray.Clear(); Console.WriteLine(); IStack <int> stackLinked = new StackLinked <int>(); Console.Write($" [StackLinked] Pushing (0-{test - 1})..."); for (int i = 0; i < test; i++) { stackLinked.Push(i); } Console.WriteLine(); Console.Write(" [StackLinked] Traversal: "); stackLinked.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine($" [StackLinked] Pop: {stackLinked.Pop()}"); Console.WriteLine($" [StackLinked] Pop: {stackLinked.Pop()}"); Console.WriteLine($" [StackLinked] Peek: {stackLinked.Peek()}"); Console.WriteLine($" [StackLinked] Pop: {stackLinked.Pop()}"); Console.WriteLine($" [StackLinked] Count: {stackLinked.Count}"); stackLinked.Clear(); Console.WriteLine(); } #endregion #region Queue { Console.WriteLine(" Queue---------------------------------"); Console.WriteLine(); Console.WriteLine(" An \"Queue\" is a Queue that implements"); Console.WriteLine(" Towel.DataStructures.DataStructure. \"QueueArray\" is"); Console.WriteLine(" the array implementation while \"QueueLinked\" is the"); Console.WriteLine(" the linked-list implementation. A Queue/Stack is used"); Console.WriteLine(" specifically when you need the algorithm provided by the Queue"); Console.WriteLine(" and Dequeue functions."); Console.WriteLine(); IQueue <int> queueArray = new QueueArray <int>(); Console.Write($" [QueueArray] Enqueuing (0-{test - 1})..."); for (int i = 0; i < test; i++) { queueArray.Enqueue(i); } Console.WriteLine(); Console.Write(" [QueueArray] Traversal: "); queueArray.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine($" [QueueArray] Dequeue: {queueArray.Dequeue()}"); Console.WriteLine($" [QueueArray] Dequeue: {queueArray.Dequeue()}"); Console.WriteLine($" [QueueArray] Peek: {queueArray.Peek()}"); Console.WriteLine($" [QueueArray] Dequeue: {queueArray.Dequeue()}"); Console.WriteLine($" [QueueArray] Count: {queueArray.Count}"); queueArray.Clear(); Console.WriteLine(); IQueue <int> queueLinked = new QueueLinked <int>(); Console.Write($" [QueueLinked] Enqueuing (0-{test - 1})..."); for (int i = 0; i < test; i++) { queueLinked.Enqueue(i); } Console.WriteLine(); Console.Write(" [QueueLinked] Traversal: "); queueLinked.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine($" [QueueLinked] Pop: {queueLinked.Dequeue()}"); Console.WriteLine($" [QueueLinked] Pop: {queueLinked.Dequeue()}"); Console.WriteLine($" [QueueLinked] Peek: {queueLinked.Peek()}"); Console.WriteLine($" [QueueLinked] Pop: {queueLinked.Dequeue()}"); Console.WriteLine($" [QueueLinked] Count: {queueLinked.Count}"); queueLinked.Clear(); Console.WriteLine(); } #endregion #region Heap { Console.WriteLine(" Heap---------------------------------"); Console.WriteLine(); Console.WriteLine(" An \"Heap\" is a binary tree that stores items based on priorities."); Console.WriteLine(" It implements Towel.DataStructures.DataStructure like the others."); Console.WriteLine(" It uses sifting algorithms to move nodes vertically through itself."); Console.WriteLine(" It is often the best data structure for standard priority queues."); Console.WriteLine(" \"HeapArray\" is an implementation where the tree has been flattened"); Console.WriteLine(" into an array."); Console.WriteLine(); Console.WriteLine(" Let's say the priority is how close a number is to \"5\"."); Console.WriteLine(" So \"Dequeue\" will give us the next closest value to \"5\".");
//--------------------------------------------------------------------------------------------------------- /// <summary> /// Очистка списка сообщений /// </summary> /// <param name="sender">Источник события</param> /// <param name="args">Аргументы события</param> //--------------------------------------------------------------------------------------------------------- private void OnButtonMessageClear_Click(Object sender, RoutedEventArgs args) { mMessages.Clear(); }
//--------------------------------------------------------------------------------------------------------- /// <summary> /// Установка нового объекта для отображения свойств /// </summary> //--------------------------------------------------------------------------------------------------------- private void SetInstance() { if (mSelectedObject != null) { // Очищаем список свойств mProperties.Clear(); // Если есть общая поддержка инспектора свойств ICubeXSupportViewInspector support_inspector = mSelectedObject as ICubeXSupportViewInspector; if (support_inspector != null) { TypeName = support_inspector.InspectorTypeName; ObjectName = support_inspector.InspectorObjectName; } // Если есть расширенная поддержка инспектора свойств для получение описания свойств ICubeXSupportEditInspector support_inspector_ex = mSelectedObject as ICubeXSupportEditInspector; if (support_inspector_ex != null) { // Получаем список описания свойств mPropertiesDesc = support_inspector_ex.GetPropertiesDesc(); // Сформируем правильный порядок for (Int32 i = 0; i < mPropertiesDesc.Length; i++) { if (mPropertiesDesc[i].PropertyOrder == -1) { mPropertiesDesc[i].PropertyOrder = i; } } } // Добавляем свойства для отображения AddModelProperties(); // Обновляем группы UpdateCategoryOrders(); // Сортируем mProperties.SortAscending(); // Устанавливаем экземпляр объекта for (Int32 i = 0; i < mProperties.Count; i++) { mProperties[i].Instance = mSelectedObject; } // Создаем коллекцию для отображения mPropertiesView = new ListCollectionView(mProperties); mPropertiesView.Filter += OnPropertyViewFilter; dataProperties.ItemsSource = mPropertiesView; if (toogleButtonGroup.IsChecked.Value) { SetGroupings(); } // Информируем CheckIsValueFromList(); } else { mProperties.Clear(); dataProperties.ItemsSource = null; textTypeName.Text = ""; textObjectName.Text = ""; textDescription.Text = ""; } }
static void Main(string[] args) { Random random = new Random(); int test = 10; Console.WriteLine("You are runnning the Data Structures example."); Console.WriteLine("======================================================"); Console.WriteLine(); #region Link (aka Tuple) Console.WriteLine(" Link------------------------------------"); Console.WriteLine(); Console.WriteLine(" A \"Link\" is like a System.Tuple that implements"); Console.WriteLine(" Towel.DataStructures.DataStructure. A Link/Tuple is"); Console.WriteLine(" used when you have a small, known-sized set of objects"); Console.WriteLine(" that you want to bundle together without making a custom"); Console.WriteLine(" custom class."); Console.WriteLine(); Link link = new Link <int, int, int, int, int, int>(0, 1, 2, 3, 4, 5); Console.Write(" Traversal: "); link.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine(" Size: " + link.Size); Console.WriteLine(); #endregion #region Array Console.WriteLine(" Array---------------------------------"); Console.WriteLine(); Console.WriteLine(" An Array<T> is just a wrapper for arrays that implements"); Console.WriteLine(" Towel.DataStructures.DataStructure. An array is used when"); Console.WriteLine(" dealing with static-sized, known-sized sets of data. Arrays"); Console.WriteLine(" can be sorted along 1 dimensions for binary searching algorithms."); Console.WriteLine(); IArray <int> indexed = new Array <int>(test); Console.Write(" Filling in (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { indexed[i] = i; } Console.WriteLine(); Console.Write(" Traversal: "); indexed.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine(" Length: " + indexed.Length); Console.WriteLine(); #endregion #region List Console.WriteLine(" List---------------------------------"); Console.WriteLine(); Console.WriteLine(" An List is like an IList that implements"); Console.WriteLine(" Towel.DataStructures.DataStructure. \"ListArray\" is"); Console.WriteLine(" the array implementation while \"ListLinked\" is the"); Console.WriteLine(" the linked-list implementation. An List is used"); Console.WriteLine(" when dealing with an unknown quantity of data that you"); Console.WriteLine(" will likely have to enumerate/step through everything. The"); Console.WriteLine(" ListArray shares the properties of an Array in"); Console.WriteLine(" that it can be relateively quickly sorted along 1 dimensions"); Console.WriteLine(" for binary search algorithms."); Console.WriteLine(); // ListArray --------------------------------------- IList <int> addableArray = new ListArray <int>(test); Console.Write(" [ListArray] Adding (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { addableArray.Add(i); } Console.WriteLine(); Console.Write(" [ListArray] Traversal: "); addableArray.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine(" [ListArray] Count: " + addableArray.Count); addableArray.Clear(); // Clears the addable Console.WriteLine(); // ListLinked --------------------------------------- IList <int> addableLinked = new ListLinked <int>(); Console.Write(" [ListLinked] Adding (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { addableLinked.Add(i); } Console.WriteLine(); Console.Write(" [ListLinked] Traversal: "); addableLinked.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine(" [ListLinked] Count: " + addableLinked.Count); addableLinked.Clear(); // Clears the addable Console.WriteLine(); #endregion #region Stack { Console.WriteLine(" Stack---------------------------------"); Console.WriteLine(); Console.WriteLine(" An \"Stack\" is a Stack that implements"); Console.WriteLine(" Towel.DataStructures.DataStructure. \"StackArray\" is"); Console.WriteLine(" the array implementation while \"StackLinked\" is the"); Console.WriteLine(" the linked-list implementation. A Stack is used"); Console.WriteLine(" specifically when you need the algorithm provided by the Push"); Console.WriteLine(" and Pop functions."); Console.WriteLine(); IStack <int> firstInLastOutArray = new StackArray <int>(); Console.Write(" [StackArray] Pushing (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { firstInLastOutArray.Push(i); } Console.WriteLine(); Console.Write(" [StackArray] Traversal: "); firstInLastOutArray.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine(" [StackArray] Pop: " + firstInLastOutArray.Pop()); Console.WriteLine(" [StackArray] Pop: " + firstInLastOutArray.Pop()); Console.WriteLine(" [StackArray] Peek: " + firstInLastOutArray.Peek()); Console.WriteLine(" [StackArray] Pop: " + firstInLastOutArray.Pop()); Console.WriteLine(" [StackArray] Count: " + firstInLastOutArray.Count); firstInLastOutArray.Clear(); // Clears the firstInLastOut Console.WriteLine(); IStack <int> firstInLastOutLinked = new StackLinked <int>(); Console.Write(" [StackLinked] Pushing (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { firstInLastOutLinked.Push(i); } Console.WriteLine(); Console.Write(" [StackLinked] Traversal: "); firstInLastOutLinked.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine(" [StackLinked] Pop: " + firstInLastOutLinked.Pop()); Console.WriteLine(" [StackLinked] Pop: " + firstInLastOutLinked.Pop()); Console.WriteLine(" [StackLinked] Peek: " + firstInLastOutLinked.Peek()); Console.WriteLine(" [StackLinked] Pop: " + firstInLastOutLinked.Pop()); Console.WriteLine(" [StackLinked] Count: " + firstInLastOutLinked.Count); firstInLastOutLinked.Clear(); // Clears the firstInLastOut Console.WriteLine(); } #endregion #region Queue { Console.WriteLine(" Queue---------------------------------"); Console.WriteLine(); Console.WriteLine(" An \"Queue\" is a Queue that implements"); Console.WriteLine(" Towel.DataStructures.DataStructure. \"QueueArray\" is"); Console.WriteLine(" the array implementation while \"QueueLinked\" is the"); Console.WriteLine(" the linked-list implementation. A Queue/Stack is used"); Console.WriteLine(" specifically when you need the algorithm provided by the Queue"); Console.WriteLine(" and Dequeue functions."); Console.WriteLine(); IQueue <int> firstInFirstOutArray = new QueueArray <int>(); Console.Write(" [QueueArray] Enqueuing (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { firstInFirstOutArray.Enqueue(i); } Console.WriteLine(); Console.Write(" [QueueArray] Traversal: "); firstInFirstOutArray.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine(" [QueueArray] Dequeue: " + firstInFirstOutArray.Dequeue()); Console.WriteLine(" [QueueArray] Dequeue: " + firstInFirstOutArray.Dequeue()); Console.WriteLine(" [QueueArray] Peek: " + firstInFirstOutArray.Peek()); Console.WriteLine(" [QueueArray] Dequeue: " + firstInFirstOutArray.Dequeue()); Console.WriteLine(" [QueueArray] Count: " + firstInFirstOutArray.Count); firstInFirstOutArray.Clear(); // Clears the firstInLastOut Console.WriteLine(); IQueue <int> firstInFirstOutLinked = new QueueLinked <int>(); Console.Write(" [QueueLinked] Enqueuing (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { firstInFirstOutLinked.Enqueue(i); } Console.WriteLine(); Console.Write(" [QueueLinked] Traversal: "); firstInFirstOutLinked.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine(" [QueueLinked] Pop: " + firstInFirstOutLinked.Dequeue()); Console.WriteLine(" [QueueLinked] Pop: " + firstInFirstOutLinked.Dequeue()); Console.WriteLine(" [QueueLinked] Peek: " + firstInFirstOutLinked.Peek()); Console.WriteLine(" [QueueLinked] Pop: " + firstInFirstOutLinked.Dequeue()); Console.WriteLine(" [QueueLinked] Count: " + firstInFirstOutLinked.Count); firstInFirstOutLinked.Clear(); // Clears the firstInLastOut Console.WriteLine(); } #endregion #region Heap { Console.WriteLine(" Heap---------------------------------"); Console.WriteLine(); Console.WriteLine(" An \"Heap\" is a binary tree that stores items based on priorities."); Console.WriteLine(" It implements Towel.DataStructures.DataStructure like the others."); Console.WriteLine(" It uses sifting algorithms to move nodes vertically through itself."); Console.WriteLine(" It is often the best data structure for standard priority queues."); Console.WriteLine(" \"HeapArray\" is an implementation where the tree has been flattened"); Console.WriteLine(" into an array."); Console.WriteLine(); Console.WriteLine(" Let's say the priority is how close a number is to \"5\"."); Console.WriteLine(" So \"Dequeue\" will give us the next closest value to \"5\"."); CompareResult Priority(int a, int b) { int _a = Compute.AbsoluteValue(a - 5); int _b = Compute.AbsoluteValue(b - 5); CompareResult comparison = Compare.Wrap(_b.CompareTo(_a)); return(comparison); } Console.WriteLine(); IHeap <int> heapArray = new HeapArray <int>(Priority); Console.Write(" [HeapArray] Enqueuing (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { heapArray.Enqueue(i); } Console.WriteLine(); Console.WriteLine(" [HeapArray] Dequeue: " + heapArray.Dequeue()); Console.WriteLine(" [HeapArray] Dequeue: " + heapArray.Dequeue()); Console.WriteLine(" [HeapArray] Peek: " + heapArray.Peek()); Console.WriteLine(" [HeapArray] Dequeue: " + heapArray.Dequeue()); Console.WriteLine(" [HeapArray] Count: " + heapArray.Count); heapArray.Clear(); // Clears the heapArray Console.WriteLine(); } #endregion #region Tree //Console.WriteLine(" Tree-----------------------------"); //Tree<int> tree_Map = new TreeMap<int>(0, Compute.Equal, Hash.Default); //for (int i = 1; i < test; i++) //{ // tree_Map.Add(i, i / Compute.SquareRoot(i)); //} //Console.Write(" Children of 0 (root): "); //tree_Map.Children(0, (int i) => { Console.Write(i + " "); }); //Console.WriteLine(); //Console.Write(" Children of " + ((int)System.Math.Sqrt(test) - 1) + " (root): "); //tree_Map.Children(((int)System.Math.Sqrt(test) - 1), (int i) => { Console.Write(i + " "); }); //Console.WriteLine(); //Console.Write(" Traversal: "); //tree_Map.Stepper((int i) => { Console.Write(i + " "); }); //Console.WriteLine(); //Console.WriteLine(); #endregion #region AVL Tree { Console.WriteLine(" AvlTree------------------------------------------------"); Console.WriteLine(); Console.WriteLine(" An AVL Tree is a sorted binary tree."); Console.WriteLine(" It implements Towel.DataStructures.DataStructure like the others."); Console.WriteLine(" It allows for very fast 1D ranged queries/traversals."); Console.WriteLine(" It is very similar to an Red Black tree, but uses a different sorting algorithm."); Console.WriteLine(); IAvlTree <int> avlTree = new AvlTreeLinked <int>(); Console.Write(" Adding (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { avlTree.Add(i); } Console.WriteLine(); Console.Write(" Traversal: "); avlTree.Stepper(i => Console.Write(i)); Console.WriteLine(); //// Note: Because the nodes in AVL Tree linked do not have //// a parent pointer, the IEnumerable "foreach" iteration //// is extremely slow and should be avoided. It requires //// a stack for it's iteration. // //Console.Write(" Traversal Foreach: "); //foreach (int i in avlTree) //{ // Console.Write(i); //} //Console.WriteLine(); int minimum = random.Next(1, test / 2); int maximum = random.Next(1, test / 2) + test / 2; Console.Write(" Ranged Traversal [" + minimum + "-" + maximum + "]: "); avlTree.Stepper(i => Console.Write(i), minimum, maximum); Console.WriteLine(); int removal = random.Next(0, test); Console.Write(" Remove(" + removal + "): "); avlTree.Remove(removal); avlTree.Stepper(i => Console.Write(i)); Console.WriteLine(); int contains = random.Next(0, test); Console.WriteLine(" Contains(" + contains + "): " + avlTree.Contains(contains)); Console.WriteLine(" Current Least: " + avlTree.CurrentLeast); Console.WriteLine(" Current Greatest: " + avlTree.CurrentGreatest); Console.WriteLine(" Count: " + avlTree.Count); avlTree.Clear(); // Clears the AVL tree Console.WriteLine(); } #endregion #region Red-Black Tree { Console.WriteLine(" Red-Black Tree------------------------------------------------"); Console.WriteLine(); Console.WriteLine(" An Red-Black Tree is a sorted binary tree."); Console.WriteLine(" It implements Towel.DataStructures.DataStructure like the others."); Console.WriteLine(" It allows for very fast 1D ranged queries/traversals."); Console.WriteLine(" It is very similar to an AVL tree, but uses a different sorting algorithm."); Console.WriteLine(); IRedBlackTree <int> redBlackTree = new RedBlackTreeLinked <int>(); Console.Write(" Adding (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { redBlackTree.Add(i); } Console.WriteLine(); Console.Write(" Traversal: "); redBlackTree.Stepper(i => Console.Write(i)); Console.WriteLine(); int minimum = random.Next(1, test / 2); int maximum = random.Next(1, test / 2) + test / 2; Console.Write(" Ranged Traversal [" + minimum + "-" + maximum + "]: "); redBlackTree.Stepper(i => Console.Write(i), minimum, maximum); Console.WriteLine(); int removal = random.Next(0, test); Console.Write(" Remove(" + removal + "): "); redBlackTree.Remove(removal); redBlackTree.Stepper(i => Console.Write(i)); Console.WriteLine(); int contains = random.Next(0, test); Console.WriteLine(" Contains(" + contains + "): " + redBlackTree.Contains(contains)); Console.WriteLine(" Current Least: " + redBlackTree.CurrentLeast); Console.WriteLine(" Current Greatest: " + redBlackTree.CurrentGreatest); Console.WriteLine(" Count: " + redBlackTree.Count); redBlackTree.Clear(); // Clears the Red Black tree Console.WriteLine(); } #endregion #region BTree { Console.WriteLine(" B Tree------------------------------------------------"); Console.WriteLine(); Console.WriteLine(" A B Tree is a sorted binary tree that allows multiple values to"); Console.WriteLine(" be stored per node. This makes it sort of a hybrid between a"); Console.WriteLine(" binary tree and an array. Because multiple values are stored "); Console.WriteLine(" per node, it means less nodes must be traversed to completely"); Console.WriteLine(" traverse the values in the B tree."); Console.WriteLine(); Console.WriteLine(" The generic B Tree in Towel is still in development."); Console.WriteLine(); } #endregion #region Set { Console.WriteLine(" Set------------------------------------------------"); Console.WriteLine(); Console.WriteLine(" A Set is like an List, but it does not allow duplicates. Sets are"); Console.WriteLine(" usually implemented using hash codes. Implementations with hash codes"); Console.WriteLine(" usually have very fast \"Contains\" checks to see if a value has already"); Console.WriteLine(" been added to the set."); Console.WriteLine(); ISet <int> setHashLinked = new SetHashLinked <int>(); Console.Write(" Adding (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { setHashLinked.Add(i); } Console.WriteLine(); Console.Write(" Traversal: "); setHashLinked.Stepper(i => Console.Write(i)); Console.WriteLine(); int a = random.Next(0, test); setHashLinked.Remove(a); Console.Write(" Remove(" + a + "): "); setHashLinked.Stepper(i => Console.Write(i)); Console.WriteLine(); int b = random.Next(0, test); Console.WriteLine(" Contains(" + b + "): " + setHashLinked.Contains(b)); Console.WriteLine(" Count: " + setHashLinked.Count); Console.WriteLine(); } #endregion #region Map (aka Dictionary) { Console.WriteLine(" Map------------------------------------------------"); Console.WriteLine(); Console.WriteLine(" A Map (aka Dictionary) is similar to a Set, but it stores two values (a "); Console.WriteLine(" key and a value). Maps do not allow duplicate keys much like Sets don't"); Console.WriteLine(" allow duplicate values. When provided with the key, the Map uses that key"); Console.WriteLine(" to look up the value that it is associated with. Thus, it allows you to "); Console.WriteLine(" \"map\" one object to another. As with Sets, Maps are usually implemented"); Console.WriteLine(" using hash codes."); Console.WriteLine(); // Note: the first generic is the value, the second is the key IMap <string, int> mapHashLinked = new MapHashLinked <string, int>(); Console.WriteLine(" Let's map each int to its word representation (ex 1 -> One)."); Console.Write(" Adding (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { mapHashLinked.Add(i, ((decimal)i).ToEnglishWords()); } Console.WriteLine(); Console.WriteLine(" Traversal: "); mapHashLinked.Keys(i => Console.WriteLine(" " + i + "->" + mapHashLinked[i])); Console.WriteLine(); int a = random.Next(0, test); mapHashLinked.Remove(a); Console.Write(" Remove(" + a + "): "); mapHashLinked.Keys(i => Console.Write(i)); Console.WriteLine(); int b = random.Next(0, test); Console.WriteLine(" Contains(" + b + "): " + mapHashLinked.Contains(b)); Console.WriteLine(" Count: " + mapHashLinked.Count); Console.WriteLine(); } #endregion #region OmnitreePoints { Console.WriteLine(" OmnitreePoints--------------------------------------"); Console.WriteLine(); Console.WriteLine(" An Omnitree is an ND SPT that allows for"); Console.WriteLine(" multidimensional sorting. Any time you need to look"); Console.WriteLine(" items up based on multiple fields/properties, then"); Console.WriteLine(" you might want to use an Omnitree. If you need to"); Console.WriteLine(" perform ranged queries on multiple dimensions, then"); Console.WriteLine(" the Omnitree is the data structure for you."); Console.WriteLine(); Console.WriteLine(" The \"OmnitreePoints\" stores individual points (vectors),"); Console.WriteLine(" and the \"OmnitreeBounds\" stores bounded objects (spaces)."); Console.WriteLine(); IOmnitreePoints <int, double, string, decimal> omnitree = new OmnitreePointsLinked <int, double, string, decimal>( // This is a location delegate. (how to locate the item along each dimension) (int index, out double a, out string b, out decimal c) => { a = index; b = index.ToString(); c = index; }); Console.Write(" Adding (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { omnitree.Add(i); } Console.WriteLine(); Console.Write(" Traversal: "); omnitree.Stepper(i => Console.Write(i)); Console.WriteLine(); int minimumXZ = random.Next(1, test / 2); int maximumXZ = random.Next(1, test / 2) + test / 2; string minimumY = minimumXZ.ToString(); string maximumY = maximumXZ.ToString(); Console.Write(" Spacial Traversal [" + "(" + minimumXZ + ", \"" + minimumY + "\", " + minimumXZ + ")->" + "(" + maximumXZ + ", \"" + maximumY + "\", " + maximumXZ + ")]: "); omnitree.Stepper(i => Console.Write(i), minimumXZ, maximumXZ, minimumY, maximumY, minimumXZ, maximumXZ); Console.WriteLine(); // Note: this "look up" is just a very narrow spacial query that (since we know the data) // wil only give us one result. int lookUp = random.Next(0, test); string lookUpToString = lookUp.ToString(); Console.Write(" Look Up (" + lookUp + ", \"" + lookUpToString + "\", " + lookUp + "): "); omnitree.Stepper(i => Console.Write(i), lookUp, lookUp, lookUp.ToString(), lookUp.ToString(), lookUp, lookUp); Console.WriteLine(); // Ignoring dimensions on traversals example. // If you want to ignore a column on a traversal, you can do so like this: omnitree.Stepper(i => { /*Do Nothing*/ }, lookUp, lookUp, Omnitree.Bound <string> .None, Omnitree.Bound <string> .None, Omnitree.Bound <decimal> .None, Omnitree.Bound <decimal> .None); Console.Write(" Counting Items In a Space [" + "(" + minimumXZ + ", \"" + minimumY + "\", " + minimumXZ + ")->" + "(" + maximumXZ + ", \"" + maximumY + "\", " + maximumXZ + ")]: "); omnitree.CountSubSpace( minimumXZ, maximumXZ, minimumY, maximumY, minimumXZ, maximumXZ); Console.WriteLine(); int removalMinimum = random.Next(1, test / 2); int removalMaximum = random.Next(1, test / 2) + test / 2; string removalMinimumY = removalMinimum.ToString(); string removalMaximumY = removalMaximum.ToString(); Console.Write(" Remove (" + removalMinimum + "-" + removalMaximum + "): "); omnitree.Remove( removalMinimum, removalMaximum, removalMinimumY, removalMaximumY, removalMinimum, removalMaximum); omnitree.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine(" Dimensions: " + omnitree.Dimensions); Console.WriteLine(" Count: " + omnitree.Count); omnitree.Clear(); // Clears the Omnitree Console.WriteLine(); } #endregion #region OmnitreeBounds { Console.WriteLine(" OmnitreeBounds--------------------------------------"); Console.WriteLine(); Console.WriteLine(" An Omnitree is an ND SPT that allows for"); Console.WriteLine(" multidimensional sorting. Any time you need to look"); Console.WriteLine(" items up based on multiple fields/properties, then"); Console.WriteLine(" you might want to use an Omnitree. If you need to"); Console.WriteLine(" perform ranged queries on multiple dimensions, then"); Console.WriteLine(" the Omnitree is the data structure for you."); Console.WriteLine(); Console.WriteLine(" The \"OmnitreePoints\" stores individual points (vectors),"); Console.WriteLine(" and the \"OmnitreeBounds\" stores bounded objects (spaces)."); Console.WriteLine(); IOmnitreeBounds <int, double, string, decimal> omnitree = new OmnitreeBoundsLinked <int, double, string, decimal>( // This is a location delegate. (how to locate the item along each dimension) (int index, out double min1, out double max1, out string min2, out string max2, out decimal min3, out decimal max3) => { string indexToString = index.ToString(); min1 = index; max1 = index; min2 = indexToString; max2 = indexToString; min3 = index; max3 = index; }); Console.Write(" Adding (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { omnitree.Add(i); } Console.WriteLine(); Console.Write(" Traversal: "); omnitree.Stepper(i => Console.Write(i)); Console.WriteLine(); int minimumXZ = random.Next(1, test / 2); int maximumXZ = random.Next(1, test / 2) + test / 2; string minimumY = minimumXZ.ToString(); string maximumY = maximumXZ.ToString(); Console.Write(" Spacial Traversal [" + "(" + minimumXZ + ", \"" + minimumY + "\", " + minimumXZ + ")->" + "(" + maximumXZ + ", \"" + maximumY + "\", " + maximumXZ + ")]: "); omnitree.StepperOverlapped(i => Console.Write(i), minimumXZ, maximumXZ, minimumY, maximumY, minimumXZ, maximumXZ); Console.WriteLine(); // Note: this "look up" is just a very narrow spacial query that (since we know the data) // wil only give us one result. int lookUpXZ = random.Next(0, test); string lookUpY = lookUpXZ.ToString(); Console.Write(" Look Up (" + lookUpXZ + ", \"" + lookUpY + "\", " + lookUpXZ + "): "); omnitree.StepperOverlapped(i => Console.Write(i), lookUpXZ, lookUpXZ, lookUpY, lookUpY, lookUpXZ, lookUpXZ); Console.WriteLine(); // Ignoring dimensions on traversals example. // If you want to ignore a dimension on a traversal, you can do so like this: omnitree.StepperOverlapped(i => { /*Do Nothing*/ }, lookUpXZ, lookUpXZ, // The "None" means there is no bound, so all values are valid Omnitree.Bound <string> .None, Omnitree.Bound <string> .None, Omnitree.Bound <decimal> .None, Omnitree.Bound <decimal> .None); Console.Write(" Counting Items In a Space [" + "(" + minimumXZ + ", \"" + minimumY + "\", " + minimumXZ + ")->" + "(" + maximumXZ + ", \"" + maximumY + "\", " + maximumXZ + ")]: " + omnitree.CountSubSpaceOverlapped( minimumXZ, maximumXZ, minimumY, maximumY, minimumXZ, maximumXZ)); Console.WriteLine(); int removalMinimumXZ = random.Next(1, test / 2); int removalMaximumXZ = random.Next(1, test / 2) + test / 2; string removalMinimumY = removalMinimumXZ.ToString(); string removalMaximumY = removalMaximumXZ.ToString(); Console.Write(" Remove (" + removalMinimumXZ + "-" + removalMaximumXZ + "): "); omnitree.RemoveOverlapped( removalMinimumXZ, removalMaximumXZ, removalMinimumY, removalMaximumY, removalMinimumXZ, removalMaximumXZ); omnitree.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine(" Dimensions: " + omnitree.Dimensions); Console.WriteLine(" Count: " + omnitree.Count); omnitree.Clear(); // Clears the Omnitree Console.WriteLine(); } #endregion #region KD Tree { Console.WriteLine(" KD Tree------------------------------------------------"); Console.WriteLine(); Console.WriteLine(" A KD Tree binary tree that stores points sorted along along an"); Console.WriteLine(" arbitrary number of dimensions. So it performs multidimensional"); Console.WriteLine(" sorting similar to the Omnitree (Quadtree/Octree) in Towel, but"); Console.WriteLine(" it uses a completely different algorithm and format."); Console.WriteLine(); Console.WriteLine(" The generic KD Tree in Towel is still in development."); Console.WriteLine(); } #endregion #region Graph { Console.WriteLine(" Graph------------------------------------------------"); Console.WriteLine(); Console.WriteLine(" A Graph is a data structure of nodes and edges. Nodes are values"); Console.WriteLine(" and edges are connections between those values. Graphs are often"); Console.WriteLine(" used to model real world data such as maps, and are often used in"); Console.WriteLine(" path finding algoritms. See the \"Algorithms\" example for path"); Console.WriteLine(" finding examples. This is just an example of how to make a graph."); Console.WriteLine(" A \"GraphSetOmnitree\" is an implementation where nodes are stored."); Console.WriteLine(" in a Set and edges are stored in an Omnitree (aka Quadtree)."); Console.WriteLine(); IGraph <int> graphSetOmnitree = new GraphSetOmnitree <int>(); Console.WriteLine(" Adding Nodes (0-" + (test - 1) + ")..."); for (int i = 0; i < test; i++) { graphSetOmnitree.Add(i); } int edgesPerNode = 3; Console.WriteLine(" Adding Random Edges (0-3 per node)..."); for (int i = 0; i < test; i++) { // lets use a heap to randomize the edges using random priorities IHeap <(int, int)> heap = new HeapArray <(int, int)>((x, y) => Compare.Wrap(x.Item2.CompareTo(y.Item2))); for (int j = 0; j < test; j++) { if (j != i) { heap.Enqueue((j, random.Next())); } } // dequeue some random edges from the heap and add them to the graph int randomEdgeCount = random.Next(edgesPerNode + 1); for (int j = 0; j < randomEdgeCount; j++) { graphSetOmnitree.Add(i, heap.Dequeue().Item1); } } Console.Write(" Nodes (Traversal): "); graphSetOmnitree.Stepper(i => Console.Write(i)); Console.WriteLine(); Console.WriteLine(" Edges (Traversal): "); graphSetOmnitree.Stepper((from, to) => Console.WriteLine(" " + from + "->" + to)); Console.WriteLine(); int a = random.Next(0, test); Console.Write(" Neighbors (" + a + "):"); graphSetOmnitree.Neighbors(a, i => Console.Write(" " + i)); Console.WriteLine(); int b = random.Next(0, test / 2); int c = random.Next(test / 2, test); Console.WriteLine(" Are Adjacent (" + b + ", " + c + "): " + graphSetOmnitree.Adjacent(b, c)); Console.WriteLine(" Node Count: " + graphSetOmnitree.NodeCount); Console.WriteLine(" Edge Count: " + graphSetOmnitree.EdgeCount); graphSetOmnitree.Clear(); // Clears the graph Console.WriteLine(); } #endregion #region Trie { Console.WriteLine(" Trie------------------------------------------------"); Console.WriteLine(); Console.WriteLine(" A Trie is a tree where portions of the data are stored in each node"); Console.WriteLine(" such that when you traverse the tree to a leaf, you have read the contents"); Console.WriteLine(" of that leaf along the way. Because of this, a Trie allows for its values"); Console.WriteLine(" to share data, which is a form of compression. So a Trie may be used to save"); Console.WriteLine(" memory. A trie may also be a very useful tool in pattern matching, because"); Console.WriteLine(" it allows for culling based are portions of the data."); Console.WriteLine(); Console.WriteLine(" The generic Trie in Towel is still in development."); Console.WriteLine(); } #endregion Console.WriteLine("============================================"); Console.WriteLine("Examples Complete..."); Console.ReadLine(); }
public static StaticModel LoadSevenModelFromDisk(string staticModelId, string filePath) { // These are temporarily needed lists for storing the parsed data as you read it. ListArray<float> fileVerteces = new ListArray<float>(1000); ListArray<float> fileNormals = new ListArray<float>(1000); ListArray<float> fileTextureCoordinates = new ListArray<float>(1000); ListArray<int> fileIndeces = new ListArray<int>(1000); Texture texture = null; string meshName = "defaultMeshName"; List<Link3<string, Texture, StaticMesh>> meshes = new List<Link3<string, Texture, StaticMesh>>(); // Lets read the file and handle each line separately for ".obj" files using (StreamReader reader = new StreamReader(filePath)) { while (!reader.EndOfStream) { string[] parameters = reader.ReadLine().Trim().Split(' '); switch (parameters[0]) { // MeshName case "m": meshName = parameters[1]; break; // Texture case "t": if (!TextureManager.TextureExists(parameters[1])) TextureManager.LoadTexture(parameters[1], parameters[2]); texture = TextureManager.Get(parameters[1]); break; // Vertex case "v": fileVerteces.Add(float.Parse(parameters[1])); fileVerteces.Add(float.Parse(parameters[2])); fileVerteces.Add(float.Parse(parameters[3])); break; // Texture Coordinate case "vt": fileTextureCoordinates.Add(float.Parse(parameters[1])); fileTextureCoordinates.Add(float.Parse(parameters[2])); break; // Normal case "vn": fileNormals.Add(float.Parse(parameters[1])); fileNormals.Add(float.Parse(parameters[2])); fileNormals.Add(float.Parse(parameters[3])); break; // Face case "f": // NOTE! This does not yet triangulate faces // NOTE! This needs all possible values (position, texture mapping, and normal). for (int i = 1; i < parameters.Length; i++) { string[] indexReferences = parameters[i].Split('/'); fileIndeces.Add(int.Parse(indexReferences[0])); if (indexReferences[1] != "") fileIndeces.Add(int.Parse(indexReferences[1])); else fileIndeces.Add(0); if (indexReferences[2] != "") fileIndeces.Add(int.Parse(indexReferences[2])); else fileIndeces.Add(0); } break; // End Current Mesh case "7": // Pull the final vertex order out of the indexed references // Note, arrays start at 0 but the index references start at 1 float[] verteces = new float[fileIndeces.Count]; for (int i = 0; i < fileIndeces.Count; i += 3) { int index = (fileIndeces[i] - 1) * 3; verteces[i] = fileVerteces[index]; verteces[i + 1] = fileVerteces[index + 1]; verteces[i + 2] = fileVerteces[index + 2]; } // Pull the final texture coordinates order out of the indexed references // Note, arrays start at 0 but the index references start at 1 // Note, every other value needs to be inverse (not sure why but it works :P) float[] textureCoordinates = new float[fileIndeces.Count / 3 * 2]; for (int i = 1; i < fileIndeces.Count; i += 3) { int index = (fileIndeces[i] - 1) * 2; int offset = (i - 1) / 3; textureCoordinates[i - 1 - offset] = fileTextureCoordinates[index]; textureCoordinates[i - offset] = 1 - fileTextureCoordinates[(index + 1)]; } // Pull the final normal order out of the indexed references // Note, arrays start at 0 but the index references start at 1 float[] normals = new float[fileIndeces.Count]; for (int i = 2; i < fileIndeces.Count; i += 3) { int index = (fileIndeces[i] - 1) * 3; normals[i - 2] = fileNormals[index]; normals[i - 1] = fileNormals[(index + 1)]; normals[i] = fileNormals[(index + 2)]; } int vertexBufferId; if (verteces != null) { // Declare the buffer GL.GenBuffers(1, out vertexBufferId); // Select the new buffer GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBufferId); // Initialize the buffer values GL.BufferData<float>(BufferTarget.ArrayBuffer, (IntPtr)(verteces.Length * sizeof(float)), verteces, BufferUsageHint.StaticDraw); // Quick error checking int bufferSize; GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out bufferSize); if (verteces.Length * sizeof(float) != bufferSize) throw new ApplicationException("Vertex array not uploaded correctly"); // Deselect the new buffer GL.BindBuffer(BufferTarget.ArrayBuffer, 0); } else { vertexBufferId = 0; } int textureCoordinateBufferId; if (textureCoordinates != null) { // Declare the buffer GL.GenBuffers(1, out textureCoordinateBufferId); // Select the new buffer GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateBufferId); // Initialize the buffer values GL.BufferData<float>(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinates.Length * sizeof(float)), textureCoordinates, BufferUsageHint.StaticDraw); // Quick error checking int bufferSize; GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out bufferSize); if (textureCoordinates.Length * sizeof(float) != bufferSize) throw new ApplicationException("TexCoord array not uploaded correctly"); // Deselect the new buffer GL.BindBuffer(BufferTarget.ArrayBuffer, 0); } else { textureCoordinateBufferId = 0; } int normalBufferId; if (normals != null) { // Declare the buffer GL.GenBuffers(1, out normalBufferId); // Select the new buffer GL.BindBuffer(BufferTarget.ArrayBuffer, normalBufferId); // Initialize the buffer values GL.BufferData<float>(BufferTarget.ArrayBuffer, (IntPtr)(normals.Length * sizeof(float)), normals, BufferUsageHint.StaticDraw); // Quick error checking int bufferSize; GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out bufferSize); if (normals.Length * sizeof(float) != bufferSize) throw new ApplicationException("Normal array not uploaded correctly"); // Deselect the new buffer GL.BindBuffer(BufferTarget.ArrayBuffer, 0); } else { normalBufferId = 0; } meshes.Add(meshName, new Link3<string, Texture, StaticMesh>( meshName, texture, new StaticMesh( filePath, staticModelId + "sub" + meshes.Count, vertexBufferId, 0, // Obj files don't support vertex colors textureCoordinateBufferId, normalBufferId, 0, // I don't support an index buffer at this time verteces.Length))); fileVerteces.Clear(); fileNormals.Clear(); fileTextureCoordinates.Clear(); fileIndeces.Clear(); texture = null; break; } } } return new StaticModel(staticModelId, meshes); }
/// <summary>DONT USE THIS FUNCTION!!! This is an experimental file type I may use in the future.</summary> public static StaticModel LoadSevenModelFromDisk(string staticModelId, string filePath) { // These are temporarily needed lists for storing the parsed data as you read it. ListArray<float> fileVerteces = new ListArray<float>(1000); ListArray<float> fileNormals = new ListArray<float>(1000); ListArray<float> fileTextureCoordinates = new ListArray<float>(1000); ListArray<int> fileIndeces = new ListArray<int>(1000); Texture texture = null; string meshName = "defaultMeshName"; AvlTreeLinked<StaticMesh, string> meshes = new AvlTreeLinked<StaticMesh, string> ( (StaticMesh left, StaticMesh right) => { return left.Id.CompareTo(right.Id); }, (StaticMesh left, string right) => { return left.Id.CompareTo(right); } ); // Lets read the file and handle each line separately for ".obj" files using (StreamReader reader = new StreamReader(filePath)) { while (!reader.EndOfStream) { string[] parameters = reader.ReadLine().Trim().Split(" ".ToCharArray(), StringSplitOptions.RemoveEmptyEntries); switch (parameters[0]) { // MeshName case "m": meshName = parameters[1]; break; // Texture case "t": if (!TextureManager.TextureExists(parameters[1])) TextureManager.LoadTexture(parameters[1], parameters[2]); texture = TextureManager.Get(parameters[1]); break; // Vertex case "v": fileVerteces.Add(float.Parse(parameters[1], CultureInfo.InvariantCulture)); fileVerteces.Add(float.Parse(parameters[2], CultureInfo.InvariantCulture)); fileVerteces.Add(float.Parse(parameters[3], CultureInfo.InvariantCulture)); break; // Texture Coordinate case "vt": fileTextureCoordinates.Add(float.Parse(parameters[1], CultureInfo.InvariantCulture)); fileTextureCoordinates.Add(float.Parse(parameters[2], CultureInfo.InvariantCulture)); break; // Normal case "vn": fileNormals.Add(float.Parse(parameters[1], CultureInfo.InvariantCulture)); fileNormals.Add(float.Parse(parameters[2], CultureInfo.InvariantCulture)); fileNormals.Add(float.Parse(parameters[3], CultureInfo.InvariantCulture)); break; // Face case "f": // DEVELOPMENT NOTE: The following triangulation algorithm works, but it // could be optimized beyond its current state. // The following variables are used for triangulation of a polygon // with greater than three verteces. int firstPosition, firstTextureCoordinates, firstNormal, secondPosition, secondTextureCoordinates, secondNormal; if (parameters.Length > 3) { // First Vertex (we have to store it this way for possible triangulation) string[] indexReferences = parameters[1].Split('/'); if (indexReferences[0] == "") throw new StaticModelManagerException("ERROR: obj file corrupted (missing vertex possition): " + filePath); firstPosition = int.Parse(indexReferences[0], CultureInfo.InvariantCulture); if (indexReferences[1] != "") firstTextureCoordinates = int.Parse(indexReferences[1], CultureInfo.InvariantCulture); else firstTextureCoordinates = 0; if (indexReferences[2] != "") firstNormal = int.Parse(indexReferences[2], CultureInfo.InvariantCulture); else firstNormal = 0; // Second Vertex (we have to store it this way for possible triangulation) indexReferences = parameters[2].Split('/'); if (indexReferences[0] == "") throw new StaticModelManagerException("ERROR: obj file corrupted (missing vertex possition): " + filePath); secondPosition = int.Parse(indexReferences[0], CultureInfo.InvariantCulture); if (indexReferences[1] != "") secondTextureCoordinates = int.Parse(indexReferences[1], CultureInfo.InvariantCulture); else secondTextureCoordinates = 0; if (indexReferences[2] != "") secondNormal = int.Parse(indexReferences[2], CultureInfo.InvariantCulture); else secondNormal = 0; } else throw new StaticModelManagerException("ERROR: obj file corrupted:" + filePath); // Verteces past the first two for (int i = 3; i < parameters.Length; i++) { // Triangulate using the first two verteces fileIndeces.Add(firstPosition); fileIndeces.Add(firstTextureCoordinates); fileIndeces.Add(firstNormal); fileIndeces.Add(secondPosition); fileIndeces.Add(secondTextureCoordinates); fileIndeces.Add(secondNormal); // Now include the new vertex string[] indexReferences = parameters[i].Split('/'); if (indexReferences[0] == "") throw new StaticModelManagerException("ERROR: obj file corrupted (missing vertex possition): " + filePath); fileIndeces.Add(int.Parse(indexReferences[0], CultureInfo.InvariantCulture)); if (indexReferences[1] != "") fileIndeces.Add(int.Parse(indexReferences[1], CultureInfo.InvariantCulture)); else fileIndeces.Add(0); if (indexReferences[2] != "") fileIndeces.Add(int.Parse(indexReferences[2], CultureInfo.InvariantCulture)); else fileIndeces.Add(0); } break; //// OLD VERSION OF THE FACE PARSING //// NOTE! This does not yet triangulate faces //// NOTE! This needs all possible values (position, texture mapping, and normal). //for (int i = 1; i < parameters.Length; i++) //{ // string[] indexReferences = parameters[i].Split('/'); // fileIndeces.Add(int.Parse(indexReferences[0], CultureInfo.InvariantCulture)); // if (indexReferences[1] != "") // fileIndeces.Add(int.Parse(indexReferences[1], CultureInfo.InvariantCulture)); // else // fileIndeces.Add(0); // if (indexReferences[2] != "") // fileIndeces.Add(int.Parse(indexReferences[2], CultureInfo.InvariantCulture)); // else // fileIndeces.Add(0); //} //break; // End Current Mesh case "7": // Pull the final vertex order out of the indexed references // Note, arrays start at 0 but the index references start at 1 float[] verteces = new float[fileIndeces.Count]; for (int i = 0; i < fileIndeces.Count; i += 3) { int index = (fileIndeces[i] - 1) * 3; verteces[i] = fileVerteces[index]; verteces[i + 1] = fileVerteces[index + 1]; verteces[i + 2] = fileVerteces[index + 2]; } // Pull the final texture coordinates order out of the indexed references // Note, arrays start at 0 but the index references start at 1 // Note, every other value needs to be inverse (not sure why but it works :P) float[] textureCoordinates = new float[fileIndeces.Count / 3 * 2]; for (int i = 1; i < fileIndeces.Count; i += 3) { int index = (fileIndeces[i] - 1) * 2; int offset = (i - 1) / 3; textureCoordinates[i - 1 - offset] = fileTextureCoordinates[index]; textureCoordinates[i - offset] = 1 - fileTextureCoordinates[(index + 1)]; } // Pull the final normal order out of the indexed references // Note, arrays start at 0 but the index references start at 1 float[] normals = new float[fileIndeces.Count]; for (int i = 2; i < fileIndeces.Count; i += 3) { int index = (fileIndeces[i] - 1) * 3; normals[i - 2] = fileNormals[index]; normals[i - 1] = fileNormals[(index + 1)]; normals[i] = fileNormals[(index + 2)]; } int vertexBufferId; if (verteces != null) { // Declare the buffer GL.GenBuffers(1, out vertexBufferId); // Select the new buffer GL.BindBuffer(BufferTarget.ArrayBuffer, vertexBufferId); // Initialize the buffer values GL.BufferData<float>(BufferTarget.ArrayBuffer, (IntPtr)(verteces.Length * sizeof(float)), verteces, BufferUsageHint.StaticDraw); // Quick error checking int bufferSize; GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out bufferSize); if (verteces.Length * sizeof(float) != bufferSize) throw new StaticModelManagerException("Vertex array not uploaded correctly"); // Deselect the new buffer GL.BindBuffer(BufferTarget.ArrayBuffer, 0); } else { vertexBufferId = 0; } int textureCoordinateBufferId; if (textureCoordinates != null) { // Declare the buffer GL.GenBuffers(1, out textureCoordinateBufferId); // Select the new buffer GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateBufferId); // Initialize the buffer values GL.BufferData<float>(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinates.Length * sizeof(float)), textureCoordinates, BufferUsageHint.StaticDraw); // Quick error checking int bufferSize; GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out bufferSize); if (textureCoordinates.Length * sizeof(float) != bufferSize) throw new StaticModelManagerException("TexCoord array not uploaded correctly"); // Deselect the new buffer GL.BindBuffer(BufferTarget.ArrayBuffer, 0); } else { textureCoordinateBufferId = 0; } int normalBufferId; if (normals != null) { // Declare the buffer GL.GenBuffers(1, out normalBufferId); // Select the new buffer GL.BindBuffer(BufferTarget.ArrayBuffer, normalBufferId); // Initialize the buffer values GL.BufferData<float>(BufferTarget.ArrayBuffer, (IntPtr)(normals.Length * sizeof(float)), normals, BufferUsageHint.StaticDraw); // Quick error checking int bufferSize; GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out bufferSize); if (normals.Length * sizeof(float) != bufferSize) throw new StaticModelManagerException("Normal array not uploaded correctly"); // Deselect the new buffer GL.BindBuffer(BufferTarget.ArrayBuffer, 0); } else { normalBufferId = 0; } meshes.Add( new StaticMesh( meshName, texture, new StaticMeshInstance( filePath, staticModelId + "sub" + meshes.Count, vertexBufferId, 0, // Obj files don't support vertex colors textureCoordinateBufferId, normalBufferId, 0, // I don't support an index buffer at this time verteces.Length))); fileVerteces.Clear(); fileNormals.Clear(); fileTextureCoordinates.Clear(); fileIndeces.Clear(); texture = null; break; } } } return new StaticModel(staticModelId, meshes); }