Пример #1
0
        /// <summary>
        /// Called prior to loading the vert data.  Allocates the memory arrays to hold
        /// the pristine vertex data.
        /// </summary>
        /// <param name="Format">Which type of vertex this mesh uses.</param>
        /// <param name="Count">How many verts are in the mesh.</param>
        public void AllocateVertexBuffer(MeshFormat Format, int Count)
        {
            m_MeshFormat  = Format;
            m_VertexCount = Count;

            if (m_MeshFormat == MeshFormat.Model)
            {
                //local (non-DX) copy of verts
                m_ModelVerts = new MODEL_VERT[Count];
                for (int i = 0; i < Count; i++)
                {
                    m_ModelVerts[i] = new MODEL_VERT();
                }

                //allocate DX buffer (this is the one that will get recreated on device reset)
                m_VertexBuffer = new VertexBuffer(typeof(CustomVertex.PositionNormalTextured), m_ModelVerts.Length, MdxRender.Dev,
                                                  Usage.Dynamic | Usage.WriteOnly, CustomVertex.PositionNormalTextured.Format, Pool.Default);
            }
            else if (m_MeshFormat == MeshFormat.Bsp)
            {
                //local (non-DX) copy of verts
                m_BspVerts = new PositionTexture2[Count];
                for (int i = 0; i < Count; i++)
                {
                    m_BspVerts[i] = new PositionTexture2();
                }

                //allocate DX buffer (this is the one that will get recreated on device reset)
                m_VertexBuffer = new VertexBuffer(typeof(PositionTexture2), m_BspVerts.Length, MdxRender.Dev,
                                                  Usage.WriteOnly, PositionTexture2.Format, Pool.Default);
            }

            //add an event handler to recreate verts on device reset
            m_VertexBuffer.Created += new EventHandler(this.OnVertexBufferCreate);
        }
Пример #2
0
 public void Clear()
 {
     this.ReturnCode  = 0;
     this.MeshChanged = false;
     this.Nodes       = string.Empty;
     this.Simples     = string.Empty;
     this.Volume      = string.Empty;
     this.Electrodes  = string.Empty;
     this.output_mesh = MeshFormat.Invalid;
     this.layout      = string.Empty;
 }
Пример #3
0
        private void Load()
        {
            try
            {
                XmlDocument doc = new XmlDocument();
                doc.Load(this.path);

                XmlElement root = doc.DocumentElement;

                this.ReturnCode  = int.Parse(root["return_code"].InnerText, CultureInfo.InvariantCulture);
                this.Nodes       = root["nodes"].InnerText;
                this.Simples     = root["simples"].InnerText;
                this.Volume      = root["volume"].InnerText;
                this.Electrodes  = root["electrodes"].InnerText;
                this.layout      = root["layout"].InnerText;
                this.MeshChanged = int.Parse(root["mesh_changed"].InnerText, CultureInfo.InvariantCulture) == 1;

                switch (int.Parse(root["output_format"].InnerText, CultureInfo.InvariantCulture))
                {
                case 0:
                    this.output_mesh = MeshFormat.NETGEN;
                    break;

                case 1:
                    this.output_mesh = MeshFormat.WinRECO;
                    break;

                default:
                    this.output_mesh = MeshFormat.Invalid;
                    break;
                }
            }
            catch (Exception)
            {
                this.Clear();
            }
        }
Пример #4
0
        private void LoadXML()
        {
            this.doc = new XmlDocument();
            this.doc.Load(this.path);

            this.mesh_format    = MeshFormat.Invalid;
            this.mesg_available = false;

            if (int.Parse(this.doc.SelectSingleNode("TomoKISStudio/Paths/i3DmeshFileType").InnerText, CultureInfo.InvariantCulture) == 1)
            {
                this.mesh_format = MeshFormat.WinRECO;
            }
            if (int.Parse(this.doc.SelectSingleNode("TomoKISStudio/Paths/i3DmeshFileType").InnerText, CultureInfo.InvariantCulture) == 0)
            {
                this.mesh_format = MeshFormat.NETGEN;
            }

            if (this.doc.SelectSingleNode("TomoKISStudio/Paths/d3DMesh_LayoutFile") == null)
            {
                this.layout_file = string.Empty;
            }
            else
            {
                this.layout_file = this.doc.SelectSingleNode("TomoKISStudio/Paths/d3DMesh_LayoutFile").InnerText;
                if (!File.Exists(this.layout_file))
                {
                    this.layout_file = string.Empty;
                }
            }

            this.electr_radius = this.screen_radius = 0;
            try
            {
                this.electr_radius = double.Parse(doc.SelectSingleNode("TomoKISStudio/Paths/d3DMesh_ElecSurfRadius").InnerText, CultureInfo.InvariantCulture);
                this.screen_radius = double.Parse(doc.SelectSingleNode("TomoKISStudio/Paths/d3DMesh_ScreenSurfRadius").InnerText, CultureInfo.InvariantCulture);
            }
            catch
            {
            }

            if (this.mesh_format == MeshFormat.NETGEN)
            {
                this.volume = this.doc.SelectSingleNode("TomoKISStudio/Paths/s3DMeshFileName_Netgen").InnerText;
                if (!File.Exists(this.volume))
                {
                    this.mesg_available = false;
                    return;
                }
                this.mesg_available = true;
                return;
            }

            if (this.mesh_format == MeshFormat.WinRECO)
            {
                this.nodes   = this.doc.SelectSingleNode("TomoKISStudio/Paths/s3DMeshFileName_vtx").InnerText;
                this.simples = this.doc.SelectSingleNode("TomoKISStudio/Paths/s3DMeshFileName_smpl_Elec").InnerText;
                if (!File.Exists(this.nodes) || !File.Exists(this.simples))
                {
                    this.mesg_available = false;
                    return;
                }
                this.mesg_available = true;
                return;
            }
        }