Пример #1
0
        // Create the buffer for triangle indices.
        private static async Task SetTriangleIndicesAsync(Printing3DMesh mesh)
        {
            Printing3DBufferDescription description;

            description.Format = Printing3DBufferFormat.Printing3DUInt;
            description.Stride = 3;  // 3 vertex position indices per triangle
            mesh.IndexCount    = 12; // 12 triangles in the cube
            mesh.TriangleIndicesDescription = description;

            // Create the buffer into which we will write the triangle vertex indices.
            mesh.CreateTriangleIndices(sizeof(UInt32) * description.Stride * mesh.IndexCount);

            // Fill the buffer with triangle vertex indices.
            using (var stream = mesh.GetTriangleIndices().AsStream())
            {
                UInt32[] indices =
                {
                    1, 0, 2,
                    1, 2, 3,
                    0, 1, 5,
                    0, 5, 4,
                    1, 3, 7,
                    1, 7, 5,
                    2, 7, 3,
                    2, 6, 7,
                    0, 6, 2,
                    0, 4, 6,
                    6, 5, 7,
                    4, 5, 6,
                };

                var vertexData = indices.SelectMany(v => BitConverter.GetBytes(v)).ToArray();
                await stream.WriteAsync(vertexData, 0, vertexData.Length);
            }
        }
Пример #2
0
    private static async Task GetIndicesAsync(Printing3DMesh mesh)
    {
        Printing3DBufferDescription description;

        description.Format = Printing3DBufferFormat.Printing3DUInt;
        description.Stride = 3;
        mesh.IndexCount    = indicesCount;
        mesh.TriangleIndicesDescription = description;

        mesh.CreateTriangleIndices(sizeof(UInt32) * 3 * mesh.IndexCount);

        var stream = mesh.GetTriangleIndices().AsStream();
        {
            var data = indicesPrint.SelectMany(v => BitConverter.GetBytes(v)).ToArray();
            await stream.WriteAsync(data, 0, data.Length);
        }
    }
        //</SnippetMaterialIndices>


        /// <summary>
        /// Set the triangle indices on the mesh
        /// </summary>
        /// <param name="mesh">Printing3DMesh</param>
        /// <returns></returns>
        //<SnippetTriangleIndices>
        private static async Task SetTriangleIndicesAsync(Printing3DMesh mesh)
        {
            Printing3DBufferDescription description;

            description.Format = Printing3DBufferFormat.Printing3DUInt;
            // 3 vertex indices
            description.Stride = 3;
            // 12 triangles in all in the cube
            mesh.IndexCount = 12;

            mesh.TriangleIndicesDescription = description;

            // allocate space for 12 triangles
            mesh.CreateTriangleIndices(sizeof(UInt32) * 3 * 12);

            // get a datastream of the triangle indices (should be blank at this point)
            var stream2 = mesh.GetTriangleIndices().AsStream();
            {
                // define a set of triangle indices: each row is one triangle. The values in each row
                // correspond to the index of the vertex.
                UInt32[] indices =
                {
                    1, 0, 2,
                    1, 2, 3,
                    0, 1, 5,
                    0, 5, 4,
                    1, 3, 7,
                    1, 7, 5,
                    2, 7, 3,
                    2, 6, 7,
                    0, 6, 2,
                    0, 4, 6,
                    6, 5, 7,
                    4, 5, 6,
                };
                // convert index data to byte array
                var vertexData = indices.SelectMany(v => BitConverter.GetBytes(v)).ToArray();
                var len        = vertexData.Length;
                // write index data to the triangle indices stream
                await stream2.WriteAsync(vertexData, 0, vertexData.Length);
            }
        }
Пример #4
0
    private static async Task GetIndicesAsync(Printing3DMesh mesh)
    {
        Printing3DBufferDescription description;

        description.Format = Printing3DBufferFormat.Printing3DUInt;
        description.Stride = 3;
        mesh.IndexCount = indicesCount;
        mesh.TriangleIndicesDescription = description;

        mesh.CreateTriangleIndices(sizeof(UInt32) * 3 * mesh.IndexCount);

        var stream = mesh.GetTriangleIndices().AsStream();
        {
            var data = indicesPrint.SelectMany(v => BitConverter.GetBytes(v)).ToArray();
            await stream.WriteAsync(data, 0, data.Length);
        }

    }
        // Create the buffer for triangle indices.
        private static async Task SetTriangleIndicesAsync(Printing3DMesh mesh)
        {
            Printing3DBufferDescription description;
            description.Format = Printing3DBufferFormat.Printing3DUInt;
            description.Stride = 3; // 3 vertex position indices per triangle
            mesh.IndexCount = 12; // 12 triangles in the cube
            mesh.TriangleIndicesDescription = description;

            // Create the buffer into which we will write the triangle vertex indices.
            mesh.CreateTriangleIndices(sizeof(UInt32) * description.Stride * mesh.IndexCount);

            // Fill the buffer with triangle vertex indices.
            using (var stream = mesh.GetTriangleIndices().AsStream())
            {
                UInt32[] indices =
                {
                    1, 0, 2,
                    1, 2, 3,
                    0, 1, 5,
                    0, 5, 4,
                    1, 3, 7,
                    1, 7, 5,
                    2, 7, 3,
                    2, 6, 7,
                    0, 6, 2,
                    0, 4, 6,
                    6, 5, 7,
                    4, 5, 6,
                };

                var vertexData = indices.SelectMany(v => BitConverter.GetBytes(v)).ToArray();
                await stream.WriteAsync(vertexData, 0, vertexData.Length);
            }
        }