Пример #1
0
        private static List <ModelData.EdgeIndex> GenerateEndgeList(List <ModelData.FaceIndex> faceList, ref ProgressHelper progressHelper)
        {
            var hashCollection = new Dictionary <ModelData.EdgeIndex, ModelData.EdgeIndex>();

            for (var index = 0; index < faceList.Count; ++index)
            {
                ModelData.FaceIndex face = faceList[index];
                ModelData.AppendEdgeToHash_Helper(ref hashCollection, index, face.P1, face.P2);
                ModelData.AppendEdgeToHash_Helper(ref hashCollection, index, face.P2, face.P3);
                ModelData.AppendEdgeToHash_Helper(ref hashCollection, index, face.P1, face.P3);
                progressHelper.Process(index);
            }
            return(hashCollection.Values.ToList <ModelData.EdgeIndex>());
        }
Пример #2
0
        private static List <ModelData.VertexIndex> GenerateFaceLink_Helper(List <M3D.Model.Utils.Vector3> newVerticesList, List <ModelData.FaceIndex> newFaceList, ProgressHelper progressHelper = null)
        {
            var vertexIndexList = new List <ModelData.VertexIndex>(newFaceList.Count);

            foreach (M3D.Model.Utils.Vector3 newVertices in newVerticesList)
            {
                vertexIndexList.Add(new ModelData.VertexIndex(new List <int>()));
            }

            for (var index = 0; index < newFaceList.Count; ++index)
            {
                ModelData.FaceIndex newFace = newFaceList[index];
                vertexIndexList[newFace.P1].Faces.Add(index);
                vertexIndexList[newFace.P2].Faces.Add(index);
                vertexIndexList[newFace.P3].Faces.Add(index);
                progressHelper?.Process(index);
            }
            return(vertexIndexList);
        }
Пример #3
0
        private static bool HashVertexesAndFaces_Helper(LinkedList <M3D.Model.Utils.Vector3> verticies, ref ProgressHelper progressHelper, out List <M3D.Model.Utils.Vector3> newVerticesList, out List <ModelData.FaceIndex> newFaceList)
        {
            newVerticesList = null;
            newFaceList     = null;
            var num1         = 0;
            var num2         = 0;
            var source       = new Dictionary <M3D.Model.Utils.Vector3, int>();
            var faceIndexSet = new HashSet <ModelData.FaceIndex>();
            var flag         = ModelData.VerticiesFlipped(verticies);

            while (verticies.First != null)
            {
                M3D.Model.Utils.Vector3 vector3_1 = verticies.First.Value;
                ModelData.AssertIfNANOrNULL(vector3_1);
                verticies.RemoveFirst();
                M3D.Model.Utils.Vector3 vector3_2 = verticies.First.Value;
                ModelData.AssertIfNANOrNULL(vector3_2);
                verticies.RemoveFirst();
                M3D.Model.Utils.Vector3 vector3_3 = verticies.First.Value;
                ModelData.AssertIfNANOrNULL(vector3_3);
                verticies.RemoveFirst();
                if (flag)
                {
                    M3D.Model.Utils.Vector3 vector3_4 = vector3_1;
                    vector3_1 = vector3_3;
                    vector3_3 = vector3_4;
                }
                M3D.Model.Utils.Vector3 normal = ModelData.CalcNormal(vector3_1, vector3_2, vector3_3);
                if (!double.IsNaN(normal.X) && !double.IsNaN(normal.Y) && !double.IsNaN(normal.Z))
                {
                    int[] faceIndicies = new int[3];
                    M3D.Model.Utils.Vector3[] vector3Array = new M3D.Model.Utils.Vector3[3]
                    {
                        vector3_1,
                        vector3_2,
                        vector3_3
                    };
                    for (var index = 0; index < 3; ++index)
                    {
                        M3D.Model.Utils.Vector3 key = vector3Array[index];
                        int num3;
                        if (source.ContainsKey(key))
                        {
                            num3 = source[key];
                        }
                        else
                        {
                            source.Add(key, num1);
                            num3 = num1++;
                        }
                        faceIndicies[index] = num3;
                    }
                    for (var index1 = 0; index1 < 3; ++index1)
                    {
                        for (var index2 = index1 + 1; index2 < 3; ++index2)
                        {
                            if (faceIndicies[index1] == faceIndicies[index2])
                            {
                                return(false);
                            }
                        }
                    }
                    var faceIndex = new FaceIndex(faceIndicies, normal);
                    if (!faceIndexSet.Contains(faceIndex))
                    {
                        faceIndexSet.Add(faceIndex);
                    }

                    progressHelper.Process(num2 += 3);
                }
            }
            IEnumerable <M3D.Model.Utils.Vector3> collection = source.OrderBy <KeyValuePair <M3D.Model.Utils.Vector3, int>, int>(pair => pair.Value).Select <KeyValuePair <M3D.Model.Utils.Vector3, int>, M3D.Model.Utils.Vector3>(pair => pair.Key);

            newVerticesList = new List <M3D.Model.Utils.Vector3>(collection);
            source.Clear();
            newFaceList = new List <ModelData.FaceIndex>(faceIndexSet);
            faceIndexSet.Clear();
            return(true);
        }