public static PointSet CreateFromVertexSet(List <Vertex> verticies)
        {
            PointSet   ps;
            Coordinate coord;
            Color      colors;

            Vector3[] points;

            ps     = new PointSet();
            coord  = new Coordinate();
            colors = new Color();

            points       = verticies.Select(v => v.Position).ToArray();
            colors.color = X3DTypeConverters.ToString(verticies.Select(v => v.Color.Xyz).ToArray());
            coord.point  = X3DTypeConverters.ToString(points);

            coord.Parent  = ps;
            colors.Parent = ps;
            ps.Children.Add(colors);
            ps.Children.Add(coord);

            ps.PrimativeType = PrimitiveType.Points;

            return(ps);
        }
Пример #2
0
        public static IndexedLineSet CreateFromVertexSet(List <Vertex> verticies)
        {
            IndexedLineSet ils;
            Coordinate     coord;

            Vector3[] points;
            int[]     indicies;
            int       i;

            ils   = new IndexedLineSet();
            coord = new Coordinate();

            points = verticies.Select(v => v.Position).ToArray();

            i        = -1;
            indicies = verticies.Select(v => ++ i).ToArray();

            coord.point = X3DTypeConverters.ToString(points);

            ils.coordIndex = X3DTypeConverters.ToString(indicies);
            ils.Children.Add(coord);
            ils.PrimativeType = PrimitiveType.Lines;

            return(ils);
        }
Пример #3
0
        public ElevationGrid BuildVaryingHeightMap(int xDimension, int zDimension,
                                                   float xSpacing, float zSpacing,
                                                   bool colorPerVertex,
                                                   ElevationColorSequencerDelegate colorSequencer,
                                                   HeightComputationDelegate geometrySequencer)
        {
            ElevationGrid g          = new ElevationGrid();
            Color         colorNode  = new Color();
            int           numHeights = xDimension * zDimension;
            int           faceIndex  = 0;
            Vector3       color;
            int           coordIndex = 0;

            g.colorPerVertex = colorPerVertex;
            g.xDimension     = xDimension.ToString();
            g.zDimension     = zDimension.ToString();
            g.xSpacing       = xSpacing;
            g.zSpacing       = zSpacing;
            g.height         = string.Empty;
            colorNode.color  = string.Empty;

            Console.WriteLine("Building varying height map (this could take a while)");

            for (int x = 0; x < xDimension; x++)
            {
                for (int z = 0; z < zDimension; z++)
                {
                    if (coordIndex % 4 == 0 && coordIndex > 0)
                    {
                        faceIndex++;
                    }

                    g.height += string.Format(" {0}", geometrySequencer(x, z));

                    if (colorSequencer != null)
                    {
                        color            = colorSequencer(faceIndex, coordIndex, x, z);
                        colorNode.color += X3DTypeConverters.ToString(color) + ", ";
                    }

                    updateProgress(coordIndex, numHeights);

                    coordIndex++;
                }
            }

            colorNode.color = colorNode.color.TrimStart();
            colorNode.color = colorNode.color.Substring(0, colorNode.color.Length - 2);

            g.height = g.height.TrimStart();
            g.Children.Add(colorNode);

            return(g);
        }
 public string ToFriendlyString()
 {
     return(string.Format(
                "Material <ambientIntensity=\"{0}\", diffuse=\"{1}\", emissive=\"{2}\", shininess=\"{3}\", specular=\"{4}\", transparency=\"{5}\">",
                ambientIntensity,
                X3DTypeConverters.ToString(this._diffuseColor),
                X3DTypeConverters.ToString(this._emissiveColor),
                this._shininess,
                X3DTypeConverters.ToString(this._specularColor),
                this._transparency
                ));
 }
Пример #5
0
        /// <summary>
        /// Updates the field with a new value just in the SceneGraph.
        /// (Changes in the field are picked up by a currrently running X3DProgrammableShaderObject)
        /// </summary>
        public void setFieldValue(string name, object value)
        {
            field field = (field)this.Children
                          .FirstOrDefault(n => n.GetType() == typeof(field) &&
                                          n.getAttribute("name").ToString() == name);

            Type   type;
            object convValue;
            Type   conv;

            try
            {
                type      = X3DTypeConverters.X3DSimpleTypeToManagedType(field.type);
                convValue = Convert.ChangeType(value, type);
                conv      = convValue.GetType();

                if (conv == typeof(int))
                {
                    UpdateField(name, X3DTypeConverters.ToString((int)convValue));
                }
                if (conv == typeof(float))
                {
                    UpdateField(name, X3DTypeConverters.ToString((float)convValue));
                }
                if (conv == typeof(Vector3))
                {
                    UpdateField(name, X3DTypeConverters.ToString((Vector3)convValue));
                }
                if (conv == typeof(Vector4))
                {
                    UpdateField(name, X3DTypeConverters.ToString((Vector4)convValue));
                }
                if (conv == typeof(Matrix3))
                {
                    UpdateField(name, X3DTypeConverters.ToString((Matrix3)convValue));
                }
                if (conv == typeof(Matrix4))
                {
                    UpdateField(name, X3DTypeConverters.ToString((Matrix4)convValue));
                }
            }
            catch
            {
                Console.WriteLine("error");
            }
        }
Пример #6
0
        public static LineSet CreateFromVertexSet(List<Vertex> verticies, int vertexStride)
        {
            LineSet ils;
            Coordinate coord;
            Vector3[] points;
            int[] indicies;
            int i;

            ils = new LineSet();
            coord = new Coordinate();

            points = verticies.Select(v => v.Position).ToArray();

            i = -1;
            indicies = verticies.Select(v => ++i).ToArray();

            coord.point = X3DTypeConverters.ToString(points);

            ils.vertexCount = vertexStride;
            ils.Children.Add(coord);
            ils.PrimativeType = PrimitiveType.LineLoop;

            return ils;
        }
Пример #7
0
        public ElevationGrid BuildHeightmapFromTexture(
            float xSpacing, float zSpacing,
            Bitmap texture,
            float maxHeight = 1.0f)
        {
            ElevationGrid g = new ElevationGrid();
            Color         colorNode = new Color();
            int           xDimension, zDimension;
            int           numHeights;
            int           faceIndex  = 0;
            int           coordIndex = 0;
            float         height;

            System.Drawing.Color color;
            Vector3 vColor;
            Vector3 vNTSCConversionWeight;
            float   grayscale;

            g.colorPerVertex = true;
            g.xSpacing       = xSpacing;
            g.zSpacing       = zSpacing;
            g.height         = string.Empty;
            colorNode.color  = string.Empty;

            xDimension = texture.Width;
            zDimension = texture.Height;

            numHeights = xDimension * zDimension;

            g.xDimension = xDimension.ToString();
            g.zDimension = zDimension.ToString();

            Console.WriteLine("Building height map from texture (this could take a while)");

            for (int x = 0; x < xDimension; x++)
            {
                for (int z = 0; z < zDimension; z++)
                {
                    if (coordIndex % 4 == 0 && coordIndex > 0)
                    {
                        faceIndex++;
                    }

                    color = texture.GetPixel(x, z);


                    // Convert to grayscale using NTSC conversion weights
                    vColor = new Vector3(color.R / 255f, color.G / 255f, color.B / 255f);
                    vNTSCConversionWeight = new Vector3(0.299f, 0.587f, 0.114f);
                    grayscale             = Vector3.Dot(vColor, vNTSCConversionWeight);


                    // Convert color to height value
                    height = (float)(grayscale) * maxHeight;

                    g.height        += string.Format(" {0}", height);
                    colorNode.color += X3DTypeConverters.ToString(vColor) + ", ";

                    updateProgress(coordIndex, numHeights);

                    coordIndex++;
                }
            }

            colorNode.color = colorNode.color.Trim();
            colorNode.color = colorNode.color.Substring(0, colorNode.color.Length - 2);

            g.height = g.height.TrimStart();
            g.Children.Add(colorNode);

            return(g);
        }