Пример #1
0
 public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture, int roundDecimals)
 {
     var solid = new Solid(generator.GetNextObjectID()) { Colour = Colour.GetRandomBrushColour() };
     // The higher Z plane will be triangle, with the lower X value getting the two corners
     var c1 = new Coordinate(box.Start.X, box.Start.Y, box.End.Z).Round(roundDecimals);
     var c2 = new Coordinate(box.End.X, box.Start.Y, box.End.Z).Round(roundDecimals);
     var c3 = new Coordinate(box.Center.X, box.End.Y, box.End.Z).Round(roundDecimals);
     var c4 = new Coordinate(box.Center.X, box.Center.Y, box.Start.Z).Round(roundDecimals);
     var faces = new[]
                     {
                         new[] { c3, c2, c1 },
                         new[] { c3, c1, c4 },
                         new[] { c2, c3, c4 },
                         new[] { c1, c2, c4 }
                     };
     foreach (var arr in faces)
     {
         var face = new Face(generator.GetNextFaceID())
                        {
                            Parent = solid,
                            Plane = new Plane(arr[0], arr[1], arr[2]),
                            Colour = solid.Colour,
                            Texture = { Texture = texture }
                        };
         face.Vertices.AddRange(arr.Select(x => new Vertex(x, face)));
         face.UpdateBoundingBox();
         face.AlignTextureToFace();
         solid.Faces.Add(face);
     }
     solid.UpdateBoundingBox();
     yield return solid;
 }
Пример #2
0
 public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture)
 {
     var solid = new Solid(generator.GetNextObjectID()) { Colour = Colour.GetRandomBrushColour() };
     // The lower Z plane will be base, the x planes will be triangles
     var c1 = new Coordinate(box.Start.X, box.Start.Y, box.Start.Z);
     var c2 = new Coordinate(box.End.X, box.Start.Y, box.Start.Z);
     var c3 = new Coordinate(box.End.X, box.End.Y, box.Start.Z);
     var c4 = new Coordinate(box.Start.X, box.End.Y, box.Start.Z);
     var c5 = new Coordinate(box.Center.X, box.Start.Y, box.End.Z);
     var c6 = new Coordinate(box.Center.X, box.End.Y, box.End.Z);
     var faces = new[]
                     {
                         new[] { c1, c2, c3, c4 },
                         new[] { c2, c1, c5 },
                         new[] { c5, c6, c3, c2 },
                         new[] { c4, c3, c6 },
                         new[] { c6, c5, c1, c4 }
                     };
     foreach (var arr in faces)
     {
         var face = new Face(generator.GetNextFaceID())
                        {
                            Parent = solid,
                            Plane = new Plane(arr[0], arr[1], arr[2]),
                            Colour = solid.Colour,
                            Texture = { Texture = texture }
                        };
         face.Vertices.AddRange(arr.Select(x => new Vertex(x, face)));
         face.UpdateBoundingBox();
         face.AlignTextureToFace();
         solid.Faces.Add(face);
     }
     solid.UpdateBoundingBox();
     yield return solid;
 }
Пример #3
0
        public static Solid CreateFromIntersectingPlanes(IEnumerable<Plane> planes, IDGenerator generator)
        {
            var solid = new Solid(generator.GetNextObjectID());
            var list = planes.ToList();
            for (var i = 0; i < list.Count; i++)
            {
                // Split the polygon by all the other planes
                var poly = new Polygon(list[i]);
                for (var j = 0; j < list.Count; j++)
                {
                    if (i != j) poly.Split(list[j]);
                }

                // The final polygon is the face
                var face = new Face(generator.GetNextFaceID()) { Plane = poly.Plane , Parent = solid };
                face.Vertices.AddRange(poly.Vertices.Select(x => new Vertex(x, face)));
                face.UpdateBoundingBox();
                face.AlignTextureToWorld();
                solid.Faces.Add(face);
            }

            // Ensure all the faces point outwards
            var origin = solid.GetOrigin();
            foreach (var face in solid.Faces)
            {
                if (face.Plane.OnPlane(origin) >= 0) face.Flip();
            }

            solid.UpdateBoundingBox();
            return solid;
        }
Пример #4
0
        public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture, int roundDecimals)
        {
            var numsides = (int) _numSides.GetValue();
            if (numsides < 3) yield break;

            // Cylinders can be elliptical so use both major and minor rather than just the radius
            // NOTE: when a low number (< 10ish) of faces are selected this will cause the cylinder to not touch all the edges of the box.
            var width = box.Width;
            var length = box.Length;
            var height = box.Height;
            var major = width / 2;
            var minor = length / 2;
            var angle = 2 * DMath.PI / numsides;

            // Calculate the X and Y points for the ellipse
            var points = new Coordinate[numsides];
            for (var i = 0; i < numsides; i++)
            {
                var a = i * angle;
                var xval = box.Center.X + major * DMath.Cos(a);
                var yval = box.Center.Y + minor * DMath.Sin(a);
                var zval = box.Start.Z;
                points[i] = new Coordinate(xval, yval, zval).Round(roundDecimals);
            }

            var faces = new List<Coordinate[]>();

            // Add the vertical faces
            var z = new Coordinate(0, 0, height).Round(roundDecimals);
            for (var i = 0; i < numsides; i++)
            {
                var next = (i + 1) % numsides;
                faces.Add(new[] {points[i], points[i] + z, points[next] + z, points[next]});
            }
            // Add the elliptical top and bottom faces
            faces.Add(points.ToArray());
            faces.Add(points.Select(x => x + z).Reverse().ToArray());

            // Nothing new here, move along
            var solid = new Solid(generator.GetNextObjectID()) { Colour = Colour.GetRandomBrushColour() };
            foreach (var arr in faces)
            {
                var face = new Face(generator.GetNextFaceID())
                {
                    Parent = solid,
                    Plane = new Plane(arr[0], arr[1], arr[2]),
                    Colour = solid.Colour,
                    Texture = { Texture = texture }
                };
                face.Vertices.AddRange(arr.Select(x => new Vertex(x, face)));
                face.UpdateBoundingBox();
                face.AlignTextureToFace();
                solid.Faces.Add(face);
            }
            solid.UpdateBoundingBox();
            yield return solid;
        }
Пример #5
0
        public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture)
        {
            var numsides = (int) _numSides.GetValue();
            if (numsides < 3) yield break;

            // This is all very similar to the cylinder brush.
            var width = box.Width;
            var length = box.Length;
            var major = width / 2;
            var minor = length / 2;
            var angle = 2 * DMath.PI / numsides;

            var points = new Coordinate[numsides];
            for (var i = 0; i < numsides; i++)
            {
                var a = i * angle;
                var xval = box.Center.X + major * DMath.Cos(a);
                var yval = box.Center.Y + minor * DMath.Sin(a);
                var zval = box.Start.Z;
                points[i] = new Coordinate(xval, yval, zval).Round(0);
            }

            var faces = new List<Coordinate[]>();

            var point = new Coordinate(box.Center.X, box.Center.Y, box.End.Z);
            for (var i = 0; i < numsides; i++)
            {
                var next = (i + 1) % numsides;
                faces.Add(new[] {points[i], point, points[next]});
            }
            faces.Add(points.ToArray());

            var solid = new Solid(generator.GetNextObjectID()) { Colour = Colour.GetRandomBrushColour() };
            foreach (var arr in faces)
            {
                var face = new Face(generator.GetNextFaceID())
                {
                    Parent = solid,
                    Plane = new Plane(arr[0], arr[1], arr[2]),
                    Colour = solid.Colour,
                    Texture = { Texture = texture }
                };
                face.Vertices.AddRange(arr.Select(x => new Vertex(x, face)));
                face.UpdateBoundingBox();
                face.AlignTextureToFace();
                solid.Faces.Add(face);
            }
            solid.UpdateBoundingBox();
            yield return solid;
        }
Пример #6
0
 public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture, int roundDecimals)
 {
     var solid = new Solid(generator.GetNextObjectID()) { Colour = Colour.GetRandomBrushColour() };
     foreach (var arr in box.GetBoxFaces())
     {
         var face = new Face(generator.GetNextFaceID())
         {
             Parent = solid,
             Plane = new Plane(arr[0], arr[1], arr[2]),
             Colour = solid.Colour,
             Texture = { Texture = texture }
         };
         face.Vertices.AddRange(arr.Select(x => new Vertex(x.Round(roundDecimals), face)));
         face.UpdateBoundingBox();
         face.AlignTextureToFace();
         solid.Faces.Add(face);
     }
     solid.UpdateBoundingBox();
     yield return solid;
 }
Пример #7
0
 public void BenchmarkSolidConstruction()
 {
     var idg = new IDGenerator();
     var box = new Box(Coordinate.One * -100, Coordinate.One * 100);
     var planes = new CylinderBrush().Create(idg, box, null, 2).OfType<Solid>().SelectMany(x => x.Faces).Select(x => x.Plane).ToList();
     var stopwatch = new Stopwatch();
     stopwatch.Start();
     for (var b = 0; b < 1000; b++)
     {
         Solid.CreateFromIntersectingPlanes(planes, idg);
     }
     stopwatch.Stop();
     Debug.WriteLine(stopwatch.Elapsed);
     stopwatch.Restart();
     for (var b = 0; b < 1000; b++)
     {
         var polys = new List<Polygon>();
         for (var i = 0; i < planes.Count; i++)
         {
             var poly = new Polygon(planes[i]);
             for (var j = 0; j < planes.Count; j++)
             {
                 if (i != j) poly.Split(planes[j]);
             }
             polys.Add(poly);
         }
         var solid = new Solid(idg.GetNextObjectID());
         foreach (var polygon in polys)
         {
             var face = new Face(idg.GetNextFaceID()) {Plane = polygon.Plane};
             face.Vertices.AddRange(polygon.Vertices.Select(x => new Vertex(x, face)));
             face.UpdateBoundingBox();
             face.AlignTextureToWorld();
             solid.Faces.Add(face);
         }
         solid.UpdateBoundingBox();
     }
     stopwatch.Stop();
     Debug.WriteLine(stopwatch.Elapsed);
 }
Пример #8
0
        private Face ReadFace(string line, IDGenerator generator)
        {
            const NumberStyles ns = NumberStyles.Float;

            var parts = line.Split(' ').Where(x => !String.IsNullOrWhiteSpace(x)).ToArray();

            Assert(parts[0] == "(");
            Assert(parts[4] == ")");
            Assert(parts[5] == "(");
            Assert(parts[9] == ")");
            Assert(parts[10] == "(");
            Assert(parts[14] == ")");
            Assert(parts[16] == "[");
            Assert(parts[21] == "]");
            Assert(parts[22] == "[");
            Assert(parts[27] == "]");

            return new Face(generator.GetNextFaceID())
                       {
                           Plane = new Plane(Coordinate.Parse(parts[1], parts[2], parts[3]),
                                             Coordinate.Parse(parts[6], parts[7], parts[8]),
                                             Coordinate.Parse(parts[11], parts[12], parts[13])),
                           Texture =
                               {
                                   Name = parts[15],
                                   UAxis = Coordinate.Parse(parts[17], parts[18], parts[19]),
                                   XShift = decimal.Parse(parts[20], ns,CultureInfo.InvariantCulture),
                                   VAxis = Coordinate.Parse(parts[23], parts[24], parts[25]),
                                   YShift = decimal.Parse(parts[26], ns, CultureInfo.InvariantCulture),
                                   Rotation = decimal.Parse(parts[28], ns, CultureInfo.InvariantCulture),
                                   XScale = decimal.Parse(parts[29], ns, CultureInfo.InvariantCulture),
                                   YScale = decimal.Parse(parts[30], ns, CultureInfo.InvariantCulture)
                               }
                       };
        }
Пример #9
0
 private Solid MakeSolid(IDGenerator generator, IEnumerable<Coordinate[]> faces, ITexture texture, Color col)
 {
     var solid = new Solid(generator.GetNextObjectID()) { Colour = col };
     foreach (var arr in faces)
     {
         var face = new Face(generator.GetNextFaceID())
         {
             Parent = solid,
             Plane = new Plane(arr[0], arr[1], arr[2]),
             Colour = solid.Colour,
             Texture = { Texture = texture }
         };
         face.Vertices.AddRange(arr.Select(x => new Vertex(x, face)));
         face.UpdateBoundingBox();
         face.AlignTextureToWorld();
         solid.Faces.Add(face);
     }
     solid.UpdateBoundingBox();
     return solid;
 }
Пример #10
0
 public virtual Face Copy(IDGenerator generator)
 {
     var f = new Face(generator.GetNextFaceID())
                 {
                     Plane = Plane.Clone(),
                     Colour = Colour,
                     IsSelected = IsSelected,
                     IsHidden = IsHidden,
                     Opacity = Opacity,
                     Texture = Texture.Clone(),
                     Parent = Parent,
                     BoundingBox = BoundingBox.Clone()
                 };
     foreach (var v in Vertices.Select(x => x.Clone()))
     {
         v.Parent = f;
         f.Vertices.Add(v);
     }
     return f;
 }
Пример #11
0
        public IEnumerable<MapObject> Create(IDGenerator generator, Box box, ITexture texture, int roundDecimals)
        {
            var width = box.Width;
            var length = Math.Max(1, Math.Abs((int) box.Length));
            var height = box.Height;
            var flatten = (float) _flattenFactor.Value;
            var text = _text.GetValue();

            var family = _fontChooser.GetFontFamily();
            var style = Enum.GetValues(typeof (FontStyle)).OfType<FontStyle>().FirstOrDefault(fs => family.IsStyleAvailable(fs));
            if (!family.IsStyleAvailable(style)) family = FontFamily.GenericSansSerif;

            var set = new PolygonSet();

            var sizes = new List<RectangleF>();
            using (var bmp = new Bitmap(1,1))
            {
                using (var g = System.Drawing.Graphics.FromImage(bmp))
                {
                    using (var font = new Font(family, length, style, GraphicsUnit.Pixel))
                    {
                        for (var i = 0; i < text.Length; i += 32)
                        {
                            using (var sf = new StringFormat(StringFormat.GenericTypographic))
                            {
                                var rem = Math.Min(text.Length, i + 32) - i;
                                var range = Enumerable.Range(0, rem).Select(x => new CharacterRange(x, 1)).ToArray();
                                sf.SetMeasurableCharacterRanges(range);
                                var reg = g.MeasureCharacterRanges(text.Substring(i, rem), font, new RectangleF(0, 0, float.MaxValue, float.MaxValue), sf);
                                sizes.AddRange(reg.Select(x => x.GetBounds(g)));
                            }
                        }
                    }
                }
            }

            var xOffset = box.Start.DX;
            var yOffset = box.End.DY;

            for (var ci = 0; ci < text.Length; ci++)
            {
                var c = text[ci];
                var size = sizes[ci];

                var gp = new GraphicsPath();
                gp.AddString(c.ToString(CultureInfo.InvariantCulture), family, (int)style, length, new PointF(0, 0), StringFormat.GenericTypographic);
                gp.Flatten(new System.Drawing.Drawing2D.Matrix(), flatten);

                var polygons = new List<Polygon>();
                var poly = new List<PolygonPoint>();

                for (var i = 0; i < gp.PointCount; i++)
                {
                    var type = gp.PathTypes[i];
                    var point = gp.PathPoints[i];

                    poly.Add(new PolygonPoint(point.X + xOffset, -point.Y + yOffset));

                    if ((type & 0x80) == 0x80)
                    {
                        polygons.Add(new Polygon(poly));
                        poly.Clear();
                    }
                }

                var tri = new List<Polygon>();
                Polygon polygon = null;
                foreach (var p in polygons)
                {
                    if (polygon == null)
                    {
                        polygon = p;
                        tri.Add(p);
                    }
                    else if (p.CalculateWindingOrder() != polygon.CalculateWindingOrder())
                    {
                        polygon.AddHole(p);
                    }
                    else
                    {
                        polygon = null;
                        tri.Add(p);
                    }
                }

                foreach (var pp in tri)
                {
                    try
                    {
                        P2T.Triangulate(pp);
                        set.Add(pp);
                    }
                    catch
                    {
                        // Ignore
                    }
                }

                xOffset += size.Width;
            }

            var zOffset = box.Start.Z;

            foreach (var polygon in set.Polygons)
            {
                foreach (var t in polygon.Triangles)
                {
                    var points = t.Points.Select(x => new Coordinate((decimal) x.X, (decimal) x.Y, zOffset).Round(roundDecimals)).ToList();

                    var faces = new List<Coordinate[]>();

                    // Add the vertical faces
                    var z = new Coordinate(0, 0, height).Round(roundDecimals);
                    for (var j = 0; j < points.Count; j++)
                    {
                        var next = (j + 1) % points.Count;
                        faces.Add(new[] {points[j], points[j] + z, points[next] + z, points[next]});
                    }
                    // Add the top and bottom faces
                    faces.Add(points.ToArray());
                    faces.Add(points.Select(x => x + z).Reverse().ToArray());

                    // Nothing new here, move along
                    var solid = new Solid(generator.GetNextObjectID()) {Colour = Colour.GetRandomBrushColour()};
                    foreach (var arr in faces)
                    {
                        var face = new Face(generator.GetNextFaceID())
                        {
                            Parent = solid,
                            Plane = new Plane(arr[0], arr[1], arr[2]),
                            Colour = solid.Colour,
                            Texture = {Texture = texture}
                        };
                        face.Vertices.AddRange(arr.Select(x => new Vertex(x, face)));
                        face.UpdateBoundingBox();
                        face.AlignTextureToFace();
                        solid.Faces.Add(face);
                    }
                    solid.UpdateBoundingBox();
                    yield return solid;
                }
            }
        }
Пример #12
0
 private static Face ReadFace(BinaryReader br, IDGenerator generator)
 {
     var face = new Face(generator.GetNextFaceID());
     var textureName = br.ReadFixedLengthString(Encoding.UTF8, 256);
     br.ReadBytes(4); // Unused
     face.Texture.Name = textureName;
     face.Texture.UAxis = br.ReadCoordinate();
     face.Texture.XShift = br.ReadSingleAsDecimal();
     face.Texture.VAxis = br.ReadCoordinate();
     face.Texture.YShift = br.ReadSingleAsDecimal();
     face.Texture.Rotation = br.ReadSingleAsDecimal();
     face.Texture.XScale = br.ReadSingleAsDecimal();
     face.Texture.YScale = br.ReadSingleAsDecimal();
     br.ReadBytes(16); // Unused
     var numVerts = br.ReadInt32();
     for (var i = 0; i < numVerts; i++)
     {
         face.Vertices.Add(new Vertex(br.ReadCoordinate(), face));
     }
     face.Plane = br.ReadPlane();
     face.UpdateBoundingBox();
     return face;
 }
Пример #13
0
        public void CalculateDecalGeometry()
        {
            _decalGeometry = new List<Face>();
            if (Decal == null) return; // Texture not found

            var boxRadius = Coordinate.One * 4;
            // Decals apply to all faces that intersect within an 8x8x8 bounding box
            // centered at the origin of the decal
            var box = new Box(Origin - boxRadius, Origin + boxRadius);
            var root = GetRoot(Parent);
            // Get the faces that intersect with the decal's radius
            var faces = root.GetAllNodesIntersectingWith(box).OfType<Solid>()
                .SelectMany(x => x.Faces).Where(x => x.IntersectsWithBox(box));
            var idg = new IDGenerator(); // Dummy generator
            foreach (var face in faces)
            {
                // Project the decal onto the face
                var center = face.Plane.Project(Origin);
                var texture = face.Texture.Clone();
                texture.Name = Decal.Name;
                texture.Texture = Decal;
                texture.XShift = -Decal.Width / 2m;
                texture.YShift = -Decal.Height / 2m;
                var decalFace = new Face(idg.GetNextFaceID())
                                    {
                                        Colour = Colour,
                                        IsSelected = IsSelected,
                                        IsHidden = IsCodeHidden,
                                        Plane = face.Plane,
                                        Texture = texture
                                    };
                // Re-project the vertices in case the texture axes are not on the face plane
                var xShift = face.Texture.UAxis * face.Texture.XScale * Decal.Width / 2;
                var yShift = face.Texture.VAxis * face.Texture.YScale * Decal.Height / 2;
                var verts = new[]
                                {
                                    new Vertex(face.Plane.Project(center + xShift - yShift), decalFace), // Bottom Right
                                    new Vertex(face.Plane.Project(center + xShift + yShift), decalFace), // Top Right
                                    new Vertex(face.Plane.Project(center - xShift + yShift), decalFace), // Top Left
                                    new Vertex(face.Plane.Project(center - xShift - yShift), decalFace)  // Bottom Left
                                };

                // Because the texture axes don't have to align to the face, we might have a reversed face here
                // If so, reverse the points to get a valid face for the plane.
                // TODO: Is there a better way to do this?
                var vertPlane = new Plane(verts[0].Location, verts[1].Location, verts[2].Location);
                if (!face.Plane.Normal.EquivalentTo(vertPlane.Normal))
                {
                    Array.Reverse(verts);
                }

                decalFace.Vertices.AddRange(verts);
                decalFace.UpdateBoundingBox();

                // Calculate the X and Y shift bases on the first vertex location (assuming U/V of first vertex is zero) - we dont want these to change
                var vtx = decalFace.Vertices[0];
                decalFace.Texture.XShift = -(vtx.Location.Dot(decalFace.Texture.UAxis)) / decalFace.Texture.XScale;
                decalFace.Texture.YShift = -(vtx.Location.Dot(decalFace.Texture.VAxis)) / decalFace.Texture.YScale;
                decalFace.CalculateTextureCoordinates();

                // Next, the decal geometry needs to be clipped to the face so it doesn't spill into the void
                // Create a fake solid out of the decal geometry and clip it against all the brush planes
                var fake = CreateFakeDecalSolid(decalFace);

                foreach (var f in face.Parent.Faces.Except(new[] { face }))
                {
                    Solid back, front;
                    fake.Split(f.Plane, out back, out front, idg);
                    fake = back ?? fake;
                }

                // Extract out the original face
                decalFace = fake.Faces.First(x => x.Plane.EquivalentTo(face.Plane, 0.05m));

                // Add a tiny bit to the normal axis to ensure the decal is rendered in front of the face
                var normalAdd = face.Plane.Normal * 0.2m;
                decalFace.Transform(new UnitTranslate(normalAdd), TransformFlags.TextureLock);

                _decalGeometry.Add(decalFace);
            }
        }
Пример #14
0
        private Face ReadFace(string line, IDGenerator generator)
        {
            const NumberStyles ns = NumberStyles.Float;

            var parts = line.Split(' ').Where(x => !String.IsNullOrWhiteSpace(x)).ToList();

            Assert(parts[0] == "(");
            Assert(parts[4] == ")");
            Assert(parts[5] == "(");
            Assert(parts[9] == ")");
            Assert(parts[10] == "(");
            Assert(parts[14] == ")");

            var face = new Face(generator.GetNextFaceID())
            {
                Plane = new Plane(Coordinate.Parse(parts[1], parts[2], parts[3]),
                    Coordinate.Parse(parts[6], parts[7], parts[8]),
                    Coordinate.Parse(parts[11], parts[12], parts[13])),
                Texture = {Name = parts[15]}
            };

            // Cater for older-style map formats
            if (parts.Count == 21)
            {
                face.AlignTextureToFace();
                face.Texture.XShift = decimal.Parse(parts[16], ns, CultureInfo.InvariantCulture);
                face.Texture.YShift = decimal.Parse(parts[17], ns, CultureInfo.InvariantCulture);
                face.Texture.Rotation = decimal.Parse(parts[18], ns, CultureInfo.InvariantCulture);
                face.Texture.XScale = decimal.Parse(parts[19], ns, CultureInfo.InvariantCulture);
                face.Texture.YScale = decimal.Parse(parts[20], ns, CultureInfo.InvariantCulture);
            }
            else
            {
                Assert(parts[16] == "[");
                Assert(parts[21] == "]");
                Assert(parts[22] == "[");
                Assert(parts[27] == "]");

                face.Texture.UAxis = Coordinate.Parse(parts[17], parts[18], parts[19]);
                face.Texture.XShift = decimal.Parse(parts[20], ns, CultureInfo.InvariantCulture);
                face.Texture.VAxis = Coordinate.Parse(parts[23], parts[24], parts[25]);
                face.Texture.YShift = decimal.Parse(parts[26], ns, CultureInfo.InvariantCulture);
                face.Texture.Rotation = decimal.Parse(parts[28], ns, CultureInfo.InvariantCulture);
                face.Texture.XScale = decimal.Parse(parts[29], ns, CultureInfo.InvariantCulture);
                face.Texture.YScale = decimal.Parse(parts[30], ns, CultureInfo.InvariantCulture);
            }

            return face;
        }
Пример #15
0
 private static void Reindex(IEnumerable<MapObject> objs, IDGenerator generator)
 {
     foreach (var o in objs)
     {
         if (o is Solid) ((Solid) o).Faces.ForEach(x => x.ID = generator.GetNextFaceID());
         o.ID = generator.GetNextObjectID();
         if (o.Children.Count == 0) o.UpdateBoundingBox();
         Reindex(o.Children, generator);
     }
 }
Пример #16
0
        private static Face ReadFace(GenericStructure side, IDGenerator generator)
        {
            var id = side.PropertyLong("id");
            if (id == 0) id = generator.GetNextFaceID();
            var dispinfo = side.GetChildren("dispinfo").FirstOrDefault();
            var ret = dispinfo != null ? ReadDisplacement(id, dispinfo) : new Face(id);
            // id, plane, material, uaxis, vaxis, rotation, lightmapscale, smoothing_groups
            var uaxis = side.PropertyTextureAxis("uaxis");
            var vaxis = side.PropertyTextureAxis("vaxis");
            ret.Texture.Name = side["material"];
            ret.Texture.UAxis = uaxis.Item1;
            ret.Texture.XShift = uaxis.Item2;
            ret.Texture.XScale = uaxis.Item3;
            ret.Texture.VAxis = vaxis.Item1;
            ret.Texture.YShift = vaxis.Item2;
            ret.Texture.YScale = vaxis.Item3;
            ret.Texture.Rotation = side.PropertyDecimal("rotation");
            ret.Plane = side.PropertyPlane("plane");

            var verts = side.Children.FirstOrDefault(x => x.Name == "vertex");
            if (verts != null)
            {
                var count = verts.PropertyInteger("count");
                for (var i = 0; i < count; i++)
                {
                    ret.Vertices.Add(new Vertex(verts.PropertyCoordinate("vertex"+i), ret));
                }
            }

            return ret;
        }
Пример #17
0
        private static void Reindex(IEnumerable<MapObject> objs, IDGenerator generator)
        {
            foreach (var o in objs)
            {
                if (o is Solid) ((Solid) o).Faces.ForEach(x => x.ID = generator.GetNextFaceID());

                // Remove the children
                var children = o.GetChildren().ToList();
                children.ForEach(x => x.SetParent(null));

                // re-index the children
                Reindex(children, generator);

                // Change the ID
                o.ID = generator.GetNextObjectID();

                // Re-add the children
                children.ForEach(x => x.SetParent(o));

                if (!o.HasChildren) o.UpdateBoundingBox();
            }
        }