Пример #1
0
        protected static DB3D.IndexBuffer ToWireframeBuffer(Mesh mesh, out int linesCount)
        {
            linesCount = (mesh.Faces.Count * 3) + mesh.Faces.QuadCount;
            if (linesCount > 0)
            {
                var ib = new DB3D.IndexBuffer(linesCount * DB3D.IndexLine.GetSizeInShortInts());
                ib.Map(linesCount * DB3D.IndexLine.GetSizeInShortInts());

                using (var istream = ib.GetIndexStreamLine())
                {
                    foreach (var face in mesh.Faces)
                    {
                        istream.AddLine(new DB3D.IndexLine(face.A, face.B));
                        istream.AddLine(new DB3D.IndexLine(face.B, face.C));
                        istream.AddLine(new DB3D.IndexLine(face.C, face.D));
                        if (face.IsQuad)
                        {
                            istream.AddLine(new DB3D.IndexLine(face.D, face.A));
                        }
                    }
                }

                ib.Unmap();
                return(ib);
            }

            return(null);
        }
Пример #2
0
        protected static DB3D.IndexBuffer ToTrianglesBuffer
        (
            Mesh mesh, Primitive.Part part,
            out int triangleCount
        )
        {
            triangleCount = part.FaceCount;
            {
                var faces = mesh.Faces;
                for (int f = part.StartFaceIndex; f < part.EndFaceIndex; ++f)
                {
                    if (faces[f].IsQuad)
                    {
                        triangleCount++;
                    }
                }
            }

            if (triangleCount > 0)
            {
                var ib = new DB3D.IndexBuffer(triangleCount * DB3D.IndexTriangle.GetSizeInShortInts());
                ib.Map(triangleCount * DB3D.IndexTriangle.GetSizeInShortInts());

                using (var istream = ib.GetIndexStreamTriangle())
                {
                    var faces = mesh.Faces;
                    for (int f = part.StartFaceIndex; f < part.EndFaceIndex; ++f)
                    {
                        var face = faces[f];

                        istream.AddTriangle(new DB3D.IndexTriangle(face.A - part.StartVertexIndex, face.B - part.StartVertexIndex, face.C - part.StartVertexIndex));
                        if (face.IsQuad)
                        {
                            istream.AddTriangle(new DB3D.IndexTriangle(face.C - part.StartVertexIndex, face.D - part.StartVertexIndex, face.A - part.StartVertexIndex));
                        }
                    }
                }

                ib.Unmap();
                return(ib);
            }

            return(null);
        }
Пример #3
0
        static DB3D.IndexBuffer IndexPointsBuffer(int pointsCount)
        {
            Debug.Assert(pointsCount <= VertexThreshold);

            if (indexPointsBuffer == null)
            {
                indexPointsBuffer = new DB3D.IndexBuffer(VertexThreshold * DB3D.IndexPoint.GetSizeInShortInts());
                indexPointsBuffer.Map(VertexThreshold * DB3D.IndexPoint.GetSizeInShortInts());
                using (var istream = indexPointsBuffer.GetIndexStreamPoint())
                {
                    for (int vi = 0; vi < VertexThreshold; ++vi)
                    {
                        istream.AddPoint(new DB3D.IndexPoint(vi));
                    }
                }
                indexPointsBuffer.Unmap();
            }

            Debug.Assert(indexPointsBuffer.IsValid());
            return(indexPointsBuffer);
        }
Пример #4
0
        protected static DB3D.IndexBuffer ToEdgeBuffer
        (
            Mesh mesh,
            Primitive.Part part,
            out int linesCount
        )
        {
            if (part.VertexCount != mesh.Vertices.Count)
            {
                if (part.VertexCount > 0)
                {
                    linesCount = -part.VertexCount;
                    return(IndexPointsBuffer(part.VertexCount));
                }

                linesCount = 0;
            }
            else
            {
                var edgeIndices = new List <IndexPair>();
                if (mesh.Ngons.Count > 0)
                {
                    foreach (var ngon in mesh.Ngons)
                    {
                        var boundary = ngon.BoundaryVertexIndexList();
                        if ((boundary?.Length ?? 0) > 1)
                        {
                            for (int b = 0; b < boundary.Length - 1; ++b)
                            {
                                edgeIndices.Add(new IndexPair((int)boundary[b], (int)boundary[b + 1]));
                            }

                            edgeIndices.Add(new IndexPair((int)boundary[boundary.Length - 1], (int)boundary[0]));
                        }
                    }
                }
                else
                {
                    var vertices  = mesh.TopologyVertices;
                    var edges     = mesh.TopologyEdges;
                    var edgeCount = edges.Count;
                    for (int e = 0; e < edgeCount; ++e)
                    {
                        if (edges.IsEdgeUnwelded(e) || edges.GetConnectedFaces(e).Length < 2)
                        {
                            var pair = edges.GetTopologyVertices(e);
                            pair.I = vertices.MeshVertexIndices(pair.I)[0];
                            pair.J = vertices.MeshVertexIndices(pair.J)[0];
                            edgeIndices.Add(pair);
                        }
                    }
                }

                linesCount = edgeIndices.Count;
                if (linesCount > 0)
                {
                    var ib = new DB3D.IndexBuffer(linesCount * DB3D.IndexLine.GetSizeInShortInts());
                    ib.Map(linesCount * DB3D.IndexLine.GetSizeInShortInts());
                    using (var istream = ib.GetIndexStreamLine())
                    {
                        foreach (var edge in edgeIndices)
                        {
                            Debug.Assert(0 <= edge.I && edge.I < part.VertexCount);
                            Debug.Assert(0 <= edge.J && edge.J < part.VertexCount);
                            istream.AddLine(new DB3D.IndexLine(edge.I, edge.J));
                        }
                    }
                    ib.Unmap();

                    return(ib);
                }
            }

            return(null);
        }