Пример #1
0
        public static ModelMeshAndPositionNeighbors CreateModelFromMold(int ptDensity, Stream moldDataStream, Logger logger)
        {
            var createModelInfo = new CreateModelInfo
            {
                MoldData = moldDataStream,
                Minx     = 1, Maxx = ptDensity,
                Miny     = 1, Maxy = ptDensity,
                Minz     = 1, Maxz = ptDensity
            };

            logger.Log("Start model creation from mold points");
            var ptsToPolygons = new PointsToPolygons(createModelInfo);
            var model         = ptsToPolygons.Process();

            logger.Log("End model creation from mold points.");

            if (moldDataStream != null)
            {
                moldDataStream.Close();
            }

            var neighboringIndices = model == null? null : PaulBourkeSmoother.GetPositionNeighbors(model.Positions.Count, model.TriangleIndices);

            return(new ModelMeshAndPositionNeighbors
            {
                MeshGeometry = model,
                PositionNeighbors = neighboringIndices
            });
        }
Пример #2
0
        public void TestNativeAmerican()
        {
            var camPos1           = new Point3D(0.000000, 0.000000, 1239.995361);
            var lookingAtPt1      = new Point3D(-0.810811, 0.000000, 0.000000);
            var image1            = (Bitmap)Image.FromFile(_inputPath + @"\native_american_front.jpg");
            var frontTexImageInfo = new AddTexImageInfo {
                CameraLocation = camPos1, ImageBitmap = image1, LookingAt = lookingAtPt1
            };

            var camPos2          = new Point3D(-54.005825, 0.000000, -1238.818726);
            var lookingAtPt2     = new Point3D(0.810041, 0.000000, -0.035313);
            var image2           = (Bitmap)Image.FromFile(_inputPath + @"\native_american_back.jpg");
            var backTexImageInfo = new AddTexImageInfo {
                CameraLocation = camPos2, ImageBitmap = image2, LookingAt = lookingAtPt2
            };

            var cameraRatio    = Te();
            var addTextureInfo = new AddTextureInfo {
                CameraRatio = cameraRatio, ImageInfos = new[] { frontTexImageInfo, backTexImageInfo }
            };

            var mdlFilePath       = _inputPath + @"\native_american.mdl";
            var mdlReader         = new MdlFilePolygonDataReader(mdlFilePath);
            var triangles         = Triangle.GetTrianglesFromPts(mdlReader.Points);;
            var meshGeometryModel = PaulBourkeSmoother.CreateMeshGeometry3DFromTriangles(triangles);

            Assert.AreEqual(0, meshGeometryModel.Normals.Count);

            //make the model smoother
            var currentPositions  = meshGeometryModel.Positions;
            var positionNeighbors = PaulBourkeSmoother.GetPositionNeighbors(currentPositions.Count, meshGeometryModel.TriangleIndices);

            for (var ctr = 1; ctr <= 4; ctr++)
            {
                var newPositions = PaulBourkeSmoother.GetSmoothenedPositions(currentPositions, meshGeometryModel.TriangleIndices, positionNeighbors);
                currentPositions = newPositions;
            }
            meshGeometryModel.Positions = currentPositions;

            var result = TextureProcessor.GenerateTexture(addTextureInfo, meshGeometryModel, _outputPath + @"\log.txt");

            var textureImageName = _outputPath + @"\" + "native_american.bmp";

            result.Bitmap.Save(textureImageName);
            meshGeometryModel.TextureCoordinates = result.TextureCoordinates;
            var geometryModel3D = new GeometryModel3D
            {
                Geometry = meshGeometryModel,
                Material = new DiffuseMaterial {
                    Brush = new ImageBrush {
                        ImageSource = new BitmapImage(new Uri(textureImageName, UriKind.Relative)), ViewportUnits = BrushMappingMode.Absolute
                    }
                }
            };

            XamlWriter.SaveGeometryModel3D(_outputPath + @"\native_american_ModelWithTexture.xaml", geometryModel3D);
            MdlToXamlConverter.SaveAsGeometryModel3D(mdlFilePath, _outputPath + @"\Orig_native_american_Model_WithTexture.xaml");
        }
Пример #3
0
        public void TestDinosaurModel()
        {
            var camPos1           = new Point3D(0.000000, 0.000000, 40.000000);
            var lookingAtPt1      = new Point3D(0.449719, 0.000000, 0.000000);
            var image1            = (Bitmap)Image.FromFile(_inputPath + @"\dinosaur_front.bmp");
            var frontTexImageInfo = new AddTexImageInfo {
                CameraLocation = camPos1, ImageBitmap = image1, LookingAt = lookingAtPt1
            };

            var camPos2          = new Point3D(9.568636, 0.000000, -38.838657);
            var lookingAtPt2     = new Point3D(-0.436662, 0.000000, -0.107580);
            var image2           = (Bitmap)Image.FromFile(_inputPath + @"\dinosaur_back.bmp");
            var backTexImageInfo = new AddTexImageInfo {
                CameraLocation = camPos2, ImageBitmap = image2, LookingAt = lookingAtPt2
            };

            var cameraRatio = new CameraRatio {
                XRangeAtInfinity = 30.000000, YRangeAtInfinity = 22.504684
            };
            var addTextureInfo = new AddTextureInfo {
                CameraRatio = cameraRatio, ImageInfos = new[] { frontTexImageInfo, backTexImageInfo }
            };

            var models            = XamlFormatModelReader.GetModelsFromFile(_inputPath + @"\dinosaur_with_normals.xaml");
            var meshGeometryModel = (MeshGeometry3D)models[0].Geometry;

            //make the model smoother
            var currentPositions  = meshGeometryModel.Positions;
            var positionNeighbors = PaulBourkeSmoother.GetPositionNeighbors(currentPositions.Count, meshGeometryModel.TriangleIndices);

            for (var ctr = 1; ctr <= 21; ctr++)
            {
                var newPositions = PaulBourkeSmoother.GetSmoothenedPositions(currentPositions, meshGeometryModel.TriangleIndices, positionNeighbors);
                currentPositions = newPositions;
            }
            meshGeometryModel.Positions = currentPositions;

            var result = TextureProcessor.GenerateTexture(addTextureInfo, meshGeometryModel, _outputPath + @"\log.txt");

            var textureImageName = _outputPath + @"\" + "dinosaur_texture.bmp";

            result.Bitmap.Save(textureImageName);
            meshGeometryModel.TextureCoordinates = result.TextureCoordinates;
            var geometryModel3D = new GeometryModel3D
            {
                Geometry = meshGeometryModel,
                Material = new DiffuseMaterial {
                    Brush = new ImageBrush {
                        ImageSource = new BitmapImage(new Uri(textureImageName, UriKind.Relative)), ViewportUnits = BrushMappingMode.Absolute
                    }
                }
            };

            XamlWriter.SaveGeometryModel3D(_outputPath + @"\ModelWithTexture.xaml", geometryModel3D);
            MdlToXamlConverter.SaveAsGeometryModel3D(_inputPath + @"\dinosaur.mdl", _outputPath + @"\Orig_dinosaur_Model_WithTexture.xaml");
        }
Пример #4
0
        public void TestGetSmoothenedPositions()
        {
            var mdlFileReader = new MdlFilePolygonDataReader(_inputPath + @"\flowerpetals.mdl");
            var triangles     = Triangle.GetTrianglesFromPts(mdlFileReader.Points);

            XamlWriter.WritePolygonsToXamlFile("", string.Format(@"{0}\InputModel.xaml", _outputPath), mdlFileReader.Points, false);

            var meshGeometryModel = PaulBourkeSmoother.CreateMeshGeometry3DFromTriangles(triangles);

            XamlWriter.SaveMeshGeometryModel(string.Format(@"{0}\InputModelMeshGeometry.xaml", _outputPath), meshGeometryModel, Color.FromRgb(100, 100, 100));

            var currentPositions  = meshGeometryModel.Positions;
            var positionNeighbors = PaulBourkeSmoother.GetPositionNeighbors(currentPositions.Count, meshGeometryModel.TriangleIndices);

            for (var ctr = 1; ctr <= 10; ctr++)
            {
                var newPositions = PaulBourkeSmoother.GetSmoothenedPositions(currentPositions, meshGeometryModel.TriangleIndices, positionNeighbors);
                XamlWriter.SavePositionsAndTriangleIndicesAsModel(string.Format(@"{0}\Smoothing_Iteration_{1}.xaml", _outputPath, ctr),
                                                                  newPositions, meshGeometryModel.TriangleIndices, Color.FromRgb(100, 100, 100));
                currentPositions = newPositions;
            }
        }