Пример #1
0
        int WritePolygons(OutputMesh mesh, int position)
        {
            int geometriesCount = this.curvedPolygonsNet.GetGeometriesCount();

            CPNPolygon[][] polygons                = tessellationOutput.GetPolygons();
            int[][]        polygonsProfile         = tessellationOutput.GetPolygonsProfile();
            int[][]        polygonsVerticesProfile = tessellationOutput.GetPolygonsVerticesProfile();

            for (int k = 0; k < geometriesCount; k++)
            {
                mesh.SetGeometry(k);
                CPNGeometry geometry = this.curvedPolygonsNet.GetGeometries()[k];

                int geomPolygonsCount = subSet == null?geometry.GetPolygonsCount() : subSet.polygons[k].Length;

                for (int i = 0; i < geomPolygonsCount; i++)
                {
                    int        index = subSet == null ? i : subSet.polygons[k][i];
                    int        countEffectiveSize = polygons[k][index].sideEdges.Length;
                    CPNPolygon polygonData        = polygons[k][index];

                    if (countEffectiveSize > 2 && countEffectiveSize < TESSELLATION_PROCESS_NET_INTERPOLATORS &&
                        !polygonData.skip)
                    {
                        polygonData.computeSideEdgesSizes();
                        ICPNetInterpolator netInterpolator = manager.GetSchema(polygonData.schemaIndex).
                                                             interpolators[countEffectiveSize];

                        netInterpolator.UdpdateContent(mesh, polygonData, polygonsVerticesProfile[k][index],
                                                       polygonsProfile[k][index]);
                    }
                }
                position += polygonsVerticesProfile[k][geometry.GetPolygonsCount()];

                int     triangleIndex  = polygonsProfile[k][geometry.GetPolygonsCount()];
                int     trianglesCount = geometry.GetTrianglesCount();
                short[] triangles      = geometry.GetTriangles();
                for (int i = 0; i < trianglesCount; i++)
                {
                    mesh.WriteTriangle(triangleIndex, triangles[3 * i], triangles[3 * i + 1], triangles[3 * i + 2]);
                    triangleIndex++;
                }
                int     quadsCount = geometry.GetQuadsCount();
                short[] quads      = geometry.GetQuads();
                for (int i = 0; i < quadsCount; i++)
                {
                    mesh.WriteQuad(triangleIndex, quads[3 * i], quads[3 * i + 1], quads[3 * i + 2], quads[3 * i + 3]);
                    triangleIndex += 2;
                }
            }

            return(position);
        }