public Sphere ComputeBoundingSphereNaive() { var pointPositions = PointAttributes.FindOrCreate <Vector3>("point_locations"); // FIRST PASS: Find 6 minima/maxima points BoundingBox box = new BoundingBox(); box.Clear(); foreach (Point point in Points) { box.ExtendBy(pointPositions[point]); } float maxRadiusSquare = 0.0f; foreach (Point point in Points) { Vector3 p = pointPositions[point]; float radiusSquare = box.Center.DistanceSquared(pointPositions[point]); if (radiusSquare > maxRadiusSquare) { maxRadiusSquare = radiusSquare; } } return(new Sphere(box.Center, (float)System.Math.Sqrt(maxRadiusSquare))); }
/// \brief Constructs a new Point and assosiates a position attribute for it. public Point MakePoint(double x, double y, double z) { Point point = MakePoint(); var pointPositions = PointAttributes.FindOrCreate <Vector3>("point_locations"); #if ENABLE_CREATE_TRANSFORM pointPositions[point] = MakePointTransform * Vector3((float)x, (float)y, (float)z); #else pointPositions[point] = new Vector3((float)x, (float)y, (float)z); #endif return(point); }
/// \brief Constructs a new Point and assosiates a position attribute for it. public Point MakePoint(float x, float y, float z) { Point point = MakePoint(); var pointPositions = PointAttributes.FindOrCreate <Vector3>("point_locations"); #if ENABLE_CREATE_TRANSFORM pointPositions[point] = MakePointTransform * new Vector3(x, y, z); #else pointPositions[point] = new Vector3(x, y, z); #endif return(point); }
public Point MakePoint(Vector3 p) { Point point = MakePoint(); var pointPositions = PointAttributes.FindOrCreate <Vector3>("point_locations"); #if ENABLE_CREATE_TRANSFORM pointPositions[point] = MakePointTransform * new Vector3(p.x, p.y, p.z); #else pointPositions[point] = new Vector3(p.X, p.Y, p.Z); #endif return(point); }
public void ComputePointNormals(string mapName) { var pointNormals = PointAttributes.FindOrCreate <Vector3>(mapName); var polygonNormals = PolygonAttributes.Find <Vector3>("polygon_normals"); pointNormals.Clear(); foreach (Point point in Points) { Vector3 normalSum = new Vector3(0.0f, 0.0f, 0.0f); foreach (Corner corner in point.Corners) { normalSum += polygonNormals[corner.Polygon]; } Vector3 averageNormal = normalSum / (float)point.Corners.Count; pointNormals[point] = averageNormal; } }
public HeightField(float[,] heights, float scaleX, float scaleZ) { var pointLocations = PointAttributes.FindOrCreate <Vector3>("point_locations"); var pointTexcoords = PointAttributes.FindOrCreate <Vector2>("point_texcoords"); // Generate vertices int xCount = heights.GetLength(0); int zCount = heights.GetLength(1); for (int x = 0; x < xCount; x++) { float s = (float)x / (float)xCount; float xP = (float)x * scaleX; for (int z = 0; z < zCount; z++) { float t = (float)z / (float)zCount; float zP = (float)z * scaleZ; float yP = heights[x, z]; var point = MakePoint(); pointLocations[point] = new Vector3(xP, yP, zP); pointTexcoords[point] = new Vector2(s, t); Points[x * zCount + z] = point; } } // Generate quads for (int x = 0; x < xCount - 1; x++) { for (int z = 0; z < zCount - 1; z++) { var pol = MakePolygon(); pol.MakeCorner(Points[(x + 1) * zCount + z]); pol.MakeCorner(Points[(x + 1) * zCount + z + 1]); pol.MakeCorner(Points[(x) * zCount + z + 1]); pol.MakeCorner(Points[(x) * zCount + z]); } } ComputePolygonCentroids(); ComputePolygonNormals(); SmoothNormalize("corner_normals", "polygon_normals", (2.0f * (float)System.Math.PI)); }
private bool AllInSphere(Vector3 center, ref float radius) { var pointPositions = PointAttributes.FindOrCreate <Vector3>("point_locations"); float r2 = radius * radius; float maxDistanceSquared = 0.0f; foreach (Point point in Points) { float distanceSquared = center.DistanceSquared(pointPositions[point]); if (distanceSquared > r2) { return(false); } if (distanceSquared > maxDistanceSquared) { maxDistanceSquared = distanceSquared; } } radius = (float)System.Math.Sqrt(maxDistanceSquared); return(true); }
public SuperEllipsoid(Vector3 radius, double n1, double n2, int sliceCount, int stackDivision) { MakeInfo info = new MakeInfo(radius, n1, n2, sliceCount, stackDivision); info.pointLocations = PointAttributes.FindOrCreate <Vector3>("point_locations"); info.pointNormals = PointAttributes.FindOrCreate <Vector3>("point_normals"); info.pointTexcoords = PointAttributes.FindOrCreate <Vector2>("point_texcoords"); info.polygonCentroids = PolygonAttributes.FindOrCreate <Vector3>("polygon_centroids"); info.polygonNormals = PolygonAttributes.FindOrCreate <Vector3>("polygon_normals"); info.cornerTexcoords = CornerAttributes.FindOrCreate <Vector2>("corner_texcoords"); int slice; int stack; for (slice = 0; slice < sliceCount; ++slice) { double relSlice = (double)(slice) / (double)(sliceCount); for (stack = -stackDivision; stack <= stackDivision; ++stack) { double relStack = (double)(stack) / (double)(stackDivision + 1); Point point = MakePoint(info, relSlice, relStack); info.points.Add(point); } } info.bottom = MakePoint(info, 0.5f, -1.0f); info.top = MakePoint(info, 0.5f, 1.0f); #region bottom fan { for (slice = 0; slice < sliceCount; ++slice) { int nextSlice = (slice + 1); int stackBase0 = 0; double relSlice = ((double)(slice) + 0.5) / (double)(sliceCount); double relStack = -1.0 + (0.5 / (double)(stackDivision + 1)); Point centroid = MakePoint(info, relSlice, relStack); var polygon = MakePolygon(); #if CCW MakeCorner(info, polygon, slice, stackBase0); MakeCorner(info, polygon, slice, info.stackBase0Bottom); MakeCorner(info, polygon, nextSlice, stackBase0); #else MakeCorner(info, polygon, nextSlice, stackBase0); MakeCorner(info, polygon, slice, info.stackBase0Bottom); MakeCorner(info, polygon, slice, stackBase0); #endif info.polygonCentroids[polygon] = info.pointLocations[centroid]; info.polygonNormals [polygon] = info.pointNormals [centroid]; } } #endregion #region middle quads, bottom up for ( stack = -stackDivision; stack < stackDivision; ++stack ) { int stackBase0 = stack + stackDivision; int nextStackBase0 = stackBase0 + 1; double relStack = ((double)(stack) + 0.5) / (double)(stackDivision + 1); for (slice = 0; slice < sliceCount; ++slice) { int nextSlice = (slice + 1); double relSlice = ((double)(slice) + 0.5) / (double)(sliceCount); Point centroid = MakePoint(info, relSlice, relStack); var polygon = MakePolygon(); #if CCW MakeCorner(info, polygon, nextSlice, nextStackBase0); MakeCorner(info, polygon, slice, nextStackBase0); MakeCorner(info, polygon, slice, stackBase0); MakeCorner(info, polygon, nextSlice, stackBase0); #else MakeCorner(info, polygon, nextSlice, stackBase0); MakeCorner(info, polygon, slice, stackBase0); MakeCorner(info, polygon, slice, nextStackBase0); MakeCorner(info, polygon, nextSlice, nextStackBase0); #endif info.polygonCentroids[polygon] = info.pointLocations[centroid]; info.polygonNormals [polygon] = info.pointNormals [centroid]; } } #endregion #region top fan for (slice = 0; slice < sliceCount; ++slice) { int nextSlice = (slice + 1); int stackBase0 = stackDivision + stackDivision; double relSlice = ((double)(slice) + 0.5) / (double)(sliceCount); double relStack = 1.0 - (0.5 / (double)(stackDivision + 1)); Point centroid = MakePoint(info, relSlice, relStack); var polygon = MakePolygon(); #if CCW MakeCorner(info, polygon, slice, info.stackBase0Top); MakeCorner(info, polygon, slice, stackBase0); MakeCorner(info, polygon, nextSlice, stackBase0); #else MakeCorner(info, polygon, nextSlice, stackBase0); MakeCorner(info, polygon, slice, stackBase0); MakeCorner(info, polygon, slice, info.stackBase0Top); #endif info.polygonCentroids[polygon] = info.pointLocations[centroid]; info.polygonNormals [polygon] = info.pointNormals [centroid]; } #endregion }
public Sphere ComputeBoundingSphereRitter() { // An Efficient Bounding Sphere // by Jack Ritter // from "Graphics Gems", Academic Press, 1990 // Routine to calculate near-optimal bounding // sphere over a set of points in 3D // Code written by Jack Ritter and Lyle Rains. var pointPositions = PointAttributes.FindOrCreate <Vector3>("point_locations"); // FIRST PASS: Find 6 minima/maxima points Vector3 xmin, xmax, ymin, ymax, zmin, zmax; xmin = ymin = zmin = Vector3.MaxValue; xmax = ymax = zmax = Vector3.MinValue; foreach (Point point in Points) { Vector3 p = pointPositions[point]; if (p.X < xmin.X) { xmin = p; } if (p.X > xmax.X) { xmax = p; } if (p.Y < ymin.Y) { ymin = p; } if (p.Y > ymax.Y) { ymax = p; } if (p.Z < zmin.Z) { zmin = p; } if (p.Z > zmax.Z) { zmax = p; } } // Set span.X = distance between the 2 points xmin & xmax (squared) Vector3 span; Vector3 d; d.X = xmax.X - xmin.X; d.Y = xmax.Y - xmin.Y; d.Z = xmax.Z - xmin.Z; span.X = d.LengthSquared; // Same for Y & Z spans d.X = ymax.X - ymin.X; d.Y = ymax.Y - ymin.Y; d.Z = ymax.Z - ymin.Z; span.Y = d.LengthSquared; d.X = zmax.X - zmin.X; d.Y = zmax.Y - zmin.Y; d.Z = zmax.Z - zmin.Z; span.Z = d.LengthSquared; // Set points dia1 & dia2 to the maximally separated pair Vector3 dia1 = xmin; Vector3 dia2 = xmax; // Assume xspan biggest float maxspan = span.X; if (span.Y > maxspan) { maxspan = span.Y; dia1 = ymin; dia2 = ymax; } if (span.Z > maxspan) { dia1 = zmin; dia2 = zmax; } // dia1, dia2 is a diameter of initial sphere // Calculate initial center Vector3 cen = (dia1 + dia2) / 2.0f; // Calculate initial radius^2 and radius d = dia2 - cen; // Radius vector float rad_sq = d.LengthSquared;; float rad = d.LengthSquared; // SECOND PASS: Increment current sphere foreach (Point point in Points) { Vector3 p = pointPositions[point]; d = p - cen; float old_to_p_sq = d.LengthSquared; // Do r^2 test first if (old_to_p_sq > rad_sq) { // This point is outside of current sphere float old_to_p = (float)System.Math.Sqrt(old_to_p_sq); // Calc radius of new sphere rad = (rad + old_to_p) / 2.0f; // For next r^2 compare rad_sq = rad * rad; float old_to_new = old_to_p - rad; // Calculate center of new sphere cen = (rad * cen + old_to_new * p) / old_to_p; // Suppress if desired #if false System.Diagnostics.Debug.WriteLine( " New sphere: cen,rad = " + cen.ToString() + " " + rad ); #endif } } // THIRD PASS: Adjust the sphere along major axis for potential improvements Sphere s = new Sphere(cen, rad); AdjustBoundingSphere(ref s, -Vector3.UnitX); AdjustBoundingSphere(ref s, Vector3.UnitX); AdjustBoundingSphere(ref s, -Vector3.UnitY); AdjustBoundingSphere(ref s, Vector3.UnitY); AdjustBoundingSphere(ref s, -Vector3.UnitZ); AdjustBoundingSphere(ref s, Vector3.UnitZ); return(s); }
public Tube( IParametricCurve curve, float radius, int sliceCount, int stackCount ) { float tStep = 1.0f / 512.0f; // Compute initial N Vector3 pos = curve.PositionAt(0.0f); Vector3 posNext = curve.PositionAt(0.0f + tStep); Vector3 posNext2 = curve.PositionAt(0.0f + tStep + tStep); Vector3 d1 = posNext - pos; Vector3 d2 = (posNext2 - posNext) - d1; Vector3 T = Vector3.Normalize(d1); Vector3 N = Vector3.Normalize(d2); Vector3 B = Vector3.Normalize(Vector3.Cross(T, N)); N = Vector3.Normalize(Vector3.Cross(B, T)); var pointLocations = PointAttributes.FindOrCreate <Vector3>("point_locations"); var pointNormals = PointAttributes.FindOrCreate <Vector3>("point_normals"); var pointTexCoords = PointAttributes.FindOrCreate <Vector2>("point_texcoords"); var cornerNormals = CornerAttributes.FindOrCreate <Vector3>("corner_normals"); //var cornerTexCoords = CornerAttributes.FindOrCreate<Vector2>("corner_texcoords"); /* Other vertices */ List <Point> points = new List <Point>(); for (int stack = 0; stack <= stackCount; ++stack) { float t = (float)stack / (float)stackCount; pos = curve.PositionAt(t); posNext = curve.PositionAt(t + tStep); d1 = posNext - pos; T = Vector3.Normalize(d1); B = Vector3.Normalize(Vector3.Cross(T, N)); N = Vector3.Normalize(Vector3.Cross(B, T)); for (int slice = 0; slice < sliceCount; ++slice) { float relPhi = (float)slice / (float)sliceCount; float phi = (float)System.Math.PI * 2.0f * relPhi; float sinPhi = (float)System.Math.Sin(phi); float cosPhi = (float)System.Math.Cos(phi); Vector3 v = pos; v += N * sinPhi * radius; v += B * cosPhi * radius; Point point = MakePoint(); pointLocations[point] = v; pointNormals [point] = N * sinPhi + B * cosPhi; pointTexCoords[point] = new Vector2(relPhi, t); points.Add(point); } } /* Bottom parts */ { Vector3 bottomPosition = curve.PositionAt(0.0f); Vector3 bottomPositionNext = curve.PositionAt(tStep); Vector3 bottomTangent = Vector3.Normalize(bottomPosition - bottomPositionNext); Polygon polygon = MakePolygon(); for (int slice = 0; slice < sliceCount; ++slice) { int stack = 0; int reverseSlice = sliceCount - 1 - slice; Corner corner = polygon.MakeCorner( points[(stack * (sliceCount)) + reverseSlice] ); cornerNormals[corner] = bottomTangent; } } /* Middle quads, t = 0 ... t = 1 */ for (int stack = 0; stack < stackCount; ++stack) { int nextStack = stack + 1; for (int slice = 0; slice < sliceCount; ++slice) { int nextSlice = (slice + 1) % sliceCount; MakePolygon( points[(nextStack * (sliceCount)) + nextSlice], points[(nextStack * (sliceCount)) + slice], points[(stack * (sliceCount)) + slice], points[(stack * (sliceCount)) + nextSlice] ); } } /* Top parts */ { Vector3 topPosition = curve.PositionAt(1.0f); Vector3 topPositionPrev = curve.PositionAt(1.0f - tStep); Vector3 topTangent = Vector3.Normalize(topPosition - topPositionPrev); Polygon polygon = MakePolygon(); for (int slice = 0; slice < sliceCount; ++slice) { int stack = stackCount; Corner corner = polygon.MakeCorner( points[(stack * (sliceCount)) + slice] ); cornerNormals[corner] = topTangent; } } }
public Disc( double outerRadius, double innerRadius, int sliceCount, int stackCount ) { MakeInfo info = new MakeInfo(outerRadius, innerRadius, sliceCount, stackCount); info.pointLocations = PointAttributes.FindOrCreate <Vector3>("point_locations"); info.pointNormals = PointAttributes.FindOrCreate <Vector3>("point_normals"); info.pointTexcoords = PointAttributes.FindOrCreate <Vector2>("point_texcoords"); info.polygonCentroids = PolygonAttributes.FindOrCreate <Vector3>("polygon_centroids"); info.polygonNormals = PolygonAttributes.FindOrCreate <Vector3>("polygon_normals"); info.cornerNormals = CornerAttributes.FindOrCreate <Vector3>("corner_normals"); info.cornerTexcoords = CornerAttributes.FindOrCreate <Vector2>("corner_texcoords"); /* Make points */ for (int stack = 0; stack < stackCount; ++stack) { double relStack = (stackCount == 1) ? 1.0 : (double)stack / (double)(stackCount - 1); for (int slice = 0; slice <= sliceCount; ++slice) { double relSlice = (double)slice / (double)sliceCount; info.points[new KeyValuePair <int, int>(slice, stack)] = MakePoint(info, relSlice, relStack); } } /* Special case without center point */ if (stackCount == 1) { Polygon polygon = MakePolygon(); info.polygonCentroids[polygon] = Vector3.Zero; info.polygonNormals [polygon] = Vector3.UnitZ; for (int slice = sliceCount - 1; slice >= 0; --slice) { MakeCorner(info, polygon, slice, 0); } return; } /* Make center point if needed */ if (innerRadius == 0.0f) { info.center = MakePoint(0.0, 0.0, 0.0); } /* Quads/triangles */ for (int stack = 0; stack < stackCount - 1; ++stack) { double relStackCentroid = (stackCount == 1) ? 0.5 : (double)stack / (double)(stackCount - 1); for (int slice = 0; slice < sliceCount; ++slice) { double relSliceCentroid = ((double)(slice) + 0.5) / (double)(sliceCount); Point centroid = MakePoint(info, relSliceCentroid, relStackCentroid); Polygon polygon = MakePolygon(); info.polygonCentroids[polygon] = info.pointLocations[centroid]; info.polygonNormals [polygon] = Vector3.UnitZ; if ((stack == 0) && (innerRadius == 0.0)) { Corner tip = MakeCorner(info, polygon, slice, stack); MakeCorner(info, polygon, slice + 1, stack + 1); MakeCorner(info, polygon, slice, stack + 1); Vector2 t1 = info.pointTexcoords[GetPoint(info, slice, stack)]; Vector2 t2 = info.pointTexcoords[GetPoint(info, slice + 1, stack)]; Vector2 averageTexcoord = (t1 + t2) / 2.0f; info.cornerTexcoords[tip] = averageTexcoord; } else { MakeCorner(info, polygon, slice + 1, stack + 1); MakeCorner(info, polygon, slice, stack + 1); MakeCorner(info, polygon, slice, stack); MakeCorner(info, polygon, slice + 1, stack); } } } BuildEdges(); }
public Cone( double minX, double maxX, double bottomRadius, double topRadius, bool useBottom, bool useTop, int sliceCount, int stackDivision ) { MakeInfo info = new MakeInfo(minX, maxX, bottomRadius, topRadius, useBottom, useTop, sliceCount, stackDivision); info.pointLocations = PointAttributes.FindOrCreate <Vector3>("point_locations"); info.pointNormals = PointAttributes.FindOrCreate <Vector3>("point_normals"); info.pointTexcoords = PointAttributes.FindOrCreate <Vector2>("point_texcoords"); info.polygonCentroids = PolygonAttributes.FindOrCreate <Vector3>("polygon_centroids"); info.polygonNormals = PolygonAttributes.FindOrCreate <Vector3>("polygon_normals"); info.cornerNormals = CornerAttributes.FindOrCreate <Vector3>("corner_normals"); info.cornerTexcoords = CornerAttributes.FindOrCreate <Vector2>("corner_texcoords"); /* Other vertices */ for (int slice = 0; slice <= sliceCount; ++slice) { double relSlice = (double)slice / (double)sliceCount; for (int stack = -stackDivision - info.bottomNotSingular; stack <= stackDivision + info.topNotSingular; ++stack) { double relStack = (double)stack / (double)(stackDivision + 1); info.points[new KeyValuePair <int, int>(slice, stack)] = ConePoint(info, relSlice, relStack); } } /* Bottom parts */ if (bottomRadius == 0.0) { info.bottom = MakePoint(minX, 0.0, 0.0); /* apex */ for (int slice = 0; slice < sliceCount; ++slice) { int stack = -stackDivision; // second last stack, bottom is -stackDivision - 1 double relSliceCentroid = ((double)slice + 0.5) / (double)sliceCount; double relStackCentroid = -1.0 + (0.5 / (double)(stackDivision + 1)); Point centroid = ConePoint(info, relSliceCentroid, relStackCentroid); Polygon polygon = MakePolygon(); MakeCorner(info, polygon, slice + 1, stack); MakeCorner(info, polygon, slice, stack); Corner tip = MakeCorner(info, polygon, slice, -stackDivision - 1); Vector3 n1 = info.pointNormals[GetPoint(info, slice, stack)]; Vector3 n2 = info.pointNormals[GetPoint(info, slice + 1, stack)]; Vector3 averageNormal = Vector3.Normalize(n1 + n2); info.cornerNormals[tip] = averageNormal; Vector2 t1 = info.pointTexcoords[GetPoint(info, slice, stack)]; Vector2 t2 = info.pointTexcoords[GetPoint(info, slice + 1, stack)]; Vector2 averageTexCoord = (t1 + t2) / 2.0f; info.cornerTexcoords[tip] = averageTexCoord; info.polygonCentroids[polygon] = info.pointLocations[centroid]; info.polygonNormals [polygon] = info.pointNormals [centroid]; } } else { if (useBottom == true) { Polygon polygon = MakePolygon(); info.polygonCentroids[polygon] = new Vector3((float)minX, 0.0f, 0.0f); info.polygonNormals [polygon] = new Vector3(-1.0f, 0.0f, 0.0f); for (int slice = 0; slice < sliceCount; ++slice) { int reverseSlice = sliceCount - 1 - slice; MakeCorner(info, polygon, reverseSlice, -stackDivision - 1, true); } } } /* Middle quads, bottom up */ for ( int stack = -stackDivision - info.bottomNotSingular; stack < stackDivision + info.topNotSingular; ++stack ) { double relStackCentroid = ((double)stack + 0.5) / (double)(stackDivision + 1); for (int slice = 0; slice < sliceCount; ++slice) { double relSliceCentroid = ((double)(slice) + 0.5) / (double)(sliceCount); Point centroid = ConePoint(info, relSliceCentroid, relStackCentroid); Polygon polygon = MakePolygon(); MakeCorner(info, polygon, slice + 1, stack + 1); MakeCorner(info, polygon, slice, stack + 1); MakeCorner(info, polygon, slice, stack); MakeCorner(info, polygon, slice + 1, stack); info.polygonCentroids[polygon] = info.pointLocations[centroid]; info.polygonNormals [polygon] = info.pointNormals [centroid]; } } /* Top parts */ if (topRadius == 0.0) { info.top = MakePoint(maxX, 0.0, 0.0); /* apex */ for (int slice = 0; slice < sliceCount; ++slice) { int stack = stackDivision; double relSliceCentroid = ((double)(slice) + 0.5) / (double)(sliceCount); double relStackCentroid = 1.0 - (0.5 / (double)(stackDivision + 1)); Point centroid = ConePoint(info, relSliceCentroid, relStackCentroid); Polygon polygon = MakePolygon(); Corner tip = MakeCorner(info, polygon, slice, stackDivision + 1); MakeCorner(info, polygon, slice, stack); MakeCorner(info, polygon, slice + 1, stack); Vector3 n1 = info.pointNormals[GetPoint(info, slice, stack)]; Vector3 n2 = info.pointNormals[GetPoint(info, slice + 1, stack)]; Vector3 averageNormal = Vector3.Normalize(n1 + n2); info.cornerNormals[tip] = averageNormal; Vector2 t1 = info.pointTexcoords[GetPoint(info, slice, stack)]; Vector2 t2 = info.pointTexcoords[GetPoint(info, slice + 1, stack)]; Vector2 averageTexcoord = (t1 + t2) / 2.0f; info.cornerTexcoords[tip] = averageTexcoord; info.polygonCentroids[polygon] = info.pointLocations[centroid]; info.polygonNormals [polygon] = info.pointNormals [centroid]; } } else { if (useTop == true) { Polygon polygon = MakePolygon(); info.polygonCentroids[polygon] = new Vector3((float)maxX, 0.0f, 0.0f); info.polygonNormals [polygon] = new Vector3(1.0f, 0.0f, 0.0f); for (int slice = 0; slice < sliceCount; ++slice) { MakeCorner(info, polygon, slice, stackDivision + 1, true); } } } //MergePoints(); }
public Cube(Vector3 size, IVector3 div, float p) { int x; int y; int z; MakeInfo info = new MakeInfo(0.5f * size, div, p); info.pointLocations = PointAttributes.FindOrCreate <Vector3>("point_locations"); info.pointNormals = PointAttributes.FindOrCreate <Vector3>("point_normals"); info.pointTexcoords = PointAttributes.FindOrCreate <Vector2>("point_texcoords"); info.cornerNormals = CornerAttributes.FindOrCreate <Vector3>("corner_normals"); info.cornerTexcoords = CornerAttributes.FindOrCreate <Vector2>("corner_texcoords"); info.polygonCentroids = PolygonAttributes.FindOrCreate <Vector3>("polygon_centroids"); info.polygonNormals = PolygonAttributes.FindOrCreate <Vector3>("polygon_normals"); // Generate vertices // Top and bottom for (x = -info.Div.X; x <= info.Div.X; x++) { float relX = 0.5f + (float)x / info.Size.X; for (z = -info.Div.Z; z <= info.Div.Z; z++) { float relZ = 0.5f + (float)z / info.Size.Z; MakePoint(info, x, info.Div.Y, z, Vector3.UnitY, relX, relZ); MakePoint(info, x, -info.Div.Y, z, -Vector3.UnitY, relX, relZ); } for (y = -info.Div.Y; y <= info.Div.Y; y++) { float relY = 0.5f + (float)y / info.Size.Y; MakePoint(info, x, y, info.Div.Z, Vector3.UnitZ, relX, relY); MakePoint(info, x, y, -info.Div.Z, -Vector3.UnitZ, relX, relY); } } // Left and right for (z = -info.Div.Z; z <= info.Div.Z; z++) { float relZ = 0.5f + (float)z / info.Size.Z; for (y = -info.Div.Y; y <= info.Div.Y; y++) { float relY = 0.5f + (float)y / info.Size.Y; MakePoint(info, info.Div.X, y, z, Vector3.UnitX, relY, relZ); MakePoint(info, -info.Div.X, y, z, -Vector3.UnitX, relY, relZ); } } // Generate quads // Top and bottom for (x = -info.Div.X; x < info.Div.X; x++) { float relX1 = 0.5f + (float)x / info.Size.X; float relX2 = 0.5f + (float)(x + 1) / info.Size.X; for (z = -info.Div.Z; z < info.Div.Z; z++) { float relZ1 = 0.5f + (float)z / info.Size.Z; float relZ2 = 0.5f + (float)(z + 1) / info.Size.Z; var top = MakePolygon(); MakeCorner(info, top, x + 1, info.Div.Y, z, Vector3.UnitY, relX2, relZ1); MakeCorner(info, top, x + 1, info.Div.Y, z + 1, Vector3.UnitY, relX2, relZ2); MakeCorner(info, top, x, info.Div.Y, z + 1, Vector3.UnitY, relX1, relZ2); MakeCorner(info, top, x, info.Div.Y, z, Vector3.UnitY, relX1, relZ1); var bottom = MakePolygon(); MakeCorner(info, bottom, x, -info.Div.Y, z, -Vector3.UnitY, relX1, relZ1); MakeCorner(info, bottom, x, -info.Div.Y, z + 1, -Vector3.UnitY, relX1, relZ2); MakeCorner(info, bottom, x + 1, -info.Div.Y, z + 1, -Vector3.UnitY, relX2, relZ2); MakeCorner(info, bottom, x + 1, -info.Div.Y, z, -Vector3.UnitY, relX2, relZ1); info.polygonNormals[top] = Vector3.UnitY; info.polygonNormals[bottom] = -Vector3.UnitY; } for (y = -info.Div.Y; y < info.Div.Y; y++) { float relY1 = 0.5f + (float)y / info.Size.Y; float relY2 = 0.5f + (float)(y + 1) / info.Size.Y; var back = MakePolygon(); MakeCorner(info, back, x, y, info.Div.Z, Vector3.UnitZ, relX1, relY1); MakeCorner(info, back, x, y + 1, info.Div.Z, Vector3.UnitZ, relX1, relY2); MakeCorner(info, back, x + 1, y + 1, info.Div.Z, Vector3.UnitZ, relX2, relY2); MakeCorner(info, back, x + 1, y, info.Div.Z, Vector3.UnitZ, relX2, relY1); var front = MakePolygon(); MakeCorner(info, front, x + 1, y, -info.Div.Z, -Vector3.UnitZ, relX2, relY1); MakeCorner(info, front, x + 1, y + 1, -info.Div.Z, -Vector3.UnitZ, relX2, relY2); MakeCorner(info, front, x, y + 1, -info.Div.Z, -Vector3.UnitZ, relX1, relY2); MakeCorner(info, front, x, y, -info.Div.Z, -Vector3.UnitZ, relX1, relY1); info.polygonNormals[back] = Vector3.UnitZ; info.polygonNormals[front] = -Vector3.UnitZ; } } // Left and right for (z = -info.Div.Z; z < info.Div.Z; z++) { float relZ1 = 0.5f + (float)z / info.Size.Z; float relZ2 = 0.5f + (float)(z + 1) / info.Size.Z; for (y = -info.Div.Y; y < info.Div.Y; y++) { float relY1 = 0.5f + (float)y / info.Size.Y; float relY2 = 0.5f + (float)(y + 1) / info.Size.Y; var right = MakePolygon(); MakeCorner(info, right, info.Div.X, y, z, Vector3.UnitX, relY1, relZ1); MakeCorner(info, right, info.Div.X, y, z + 1, Vector3.UnitX, relY1, relZ2); MakeCorner(info, right, info.Div.X, y + 1, z + 1, Vector3.UnitX, relY2, relZ2); MakeCorner(info, right, info.Div.X, y + 1, z, Vector3.UnitX, relY2, relZ1); var left = MakePolygon(); MakeCorner(info, left, -info.Div.X, y + 1, z, -Vector3.UnitX, relY2, relZ1); MakeCorner(info, left, -info.Div.X, y + 1, z + 1, -Vector3.UnitX, relY2, relZ2); MakeCorner(info, left, -info.Div.X, y, z + 1, -Vector3.UnitX, relY1, relZ2); MakeCorner(info, left, -info.Div.X, y, z, -Vector3.UnitX, relY1, relZ1); info.polygonNormals[right] = Vector3.UnitX; info.polygonNormals[left] = -Vector3.UnitX; } } ComputePolygonCentroids(); }