public static warp_Object TUBE (warp_Vector[] path, float r, int steps, bool closed) { warp_Vector[] circle = new warp_Vector[steps]; float angle; for (int i = 0; i < steps; i++) { angle = 2 * 3.14159265f * (float)i / (float)steps; circle [i] = new warp_Vector (r * warp_Math.cos (angle), r * warp_Math.sin (angle), 0f); } warp_Object newObject = new warp_Object (); int segments = path.GetLength (0); warp_Vector forward, up, right; warp_Matrix frenetmatrix; warp_Vertex tempvertex; float relx, rely; int a, b, c, d; for (int i = 0; i < segments; i++) { // Calculate frenet frame matrix if (i != segments - 1) { forward = warp_Vector.sub (path [i + 1], path [i]); } else { if (!closed) { forward = warp_Vector.sub (path [i], path [i - 1]); } else { forward = warp_Vector.sub (path [1], path [0]); } } forward.normalize (); up = new warp_Vector (0f, 0f, 1f); right = warp_Vector.getNormal (forward, up); up = warp_Vector.getNormal (forward, right); frenetmatrix = new warp_Matrix (right, up, forward); frenetmatrix.shift (path [i].x, path [i].y, path [i].z); // Add nodes relx = (float)i / (float)(segments - 1); for (int k = 0; k < steps; k++) { rely = (float)k / (float)steps; tempvertex = new warp_Vertex (circle [k].transform (frenetmatrix)); tempvertex.u = relx; tempvertex.v = rely; newObject.addVertex (tempvertex); } } for (int i = 0; i < segments - 1; i++) { for (int k = 0; k < steps - 1; k++) { a = i * steps + k; b = a + 1; c = a + steps; d = b + steps; newObject.addTriangle (a, c, b); newObject.addTriangle (b, c, d); } a = (i + 1) * steps - 1; b = a + 1 - steps; c = a + steps; d = b + steps; newObject.addTriangle (a, c, b); newObject.addTriangle (b, c, d); } return newObject; }
public static warp_Object ROTATIONOBJECT (warp_Vector[] path, int sides) { int steps = sides + 1; warp_Object newObject = new warp_Object (); double alpha = 2 * pi / ((double)steps - 1); float qx, qz; int nodes = path.GetLength (0); warp_Vertex vertex = null; float u, v; // Texture coordinates for (int j = 0; j < steps; j++) { u = (float)(steps - j - 1) / (float)(steps - 1); for (int i = 0; i < nodes; i++) { v = (float)i / (float)(nodes - 1); qx = (float)(path [i].x * Math.Cos (j * alpha) + path [i].z * Math.Sin (j * alpha)); qz = (float)(path [i].z * Math.Cos (j * alpha) - path [i].x * Math.Sin (j * alpha)); vertex = new warp_Vertex (new warp_Vector (qx, path [i].y, qz)); vertex.u = u; vertex.v = v; newObject.addVertex (vertex); } } for (int j = 0; j < steps - 1; j++) { for (int i = 0; i < nodes - 1; i++) { newObject.addTriangle (i + nodes * j, i + nodes * (j + 1), i + 1 + nodes * j); newObject.addTriangle (i + nodes * (j + 1), i + 1 + nodes * (j + 1), i + 1 + nodes * j); } } for (int i = 0; i < nodes - 1; i++) { newObject.addTriangle (i + nodes * (steps - 1), i, i + 1 + nodes * (steps - 1)); newObject.addTriangle (i, i + 1, i + 1 + nodes * (steps - 1)); } return newObject; }