示例#1
0
        public static Mesh Stitch(Polygons bottomLoop, double bottomHeight, Polygons topLoop, double topHeight, double scaling = 1000)
        {
            // only a bottom
            if (bottomLoop?.Count > 0 &&
                (topLoop == null || topLoop.Count == 0))
            {
                // if there is no top than we need to create a top
                return(CreateTop(bottomLoop, bottomHeight, scaling));
            }

            // only a top
            if ((bottomLoop == null || bottomLoop.Count == 0) &&
                topLoop.Count > 0)
            {
                // if there is no bottom than we need to create  bottom
                return(CreateBottom(topLoop, topHeight, scaling));
            }

            // simple bottom and top
            if (bottomLoop.Count == 1 &&
                topLoop.Count == 1 &&
                bottomLoop[0].Count == topLoop[0].Count)
            {
                var mesh = CreateSimpleWall(bottomLoop[0], bottomHeight * 1000, topLoop[0], topHeight * 1000);
                mesh.Transform(Matrix4X4.CreateScale(1 / scaling));
                return(mesh);
            }

            var all = new Polygons();

            all.AddRange(bottomLoop);
            all.AddRange(topLoop);
            all = all.GetCorrectedWinding();

            var bevelLoop = all.CreateVertexStorage().TriangulateFaces();

            for (var i = 0; i < bevelLoop.Vertices.Count; i++)
            {
                bevelLoop.Vertices[i] = bevelLoop.Vertices[i] + new Vector3Float(0, 0, 16);
            }

            return(bevelLoop);
        }
示例#2
0
        public static Mesh Extrude(this IVertexSource vertexSource, double zHeight)
        {
            Polygons polygons = vertexSource.CreatePolygons();

            // ensure good winding and consistent shapes
            polygons = polygons.GetCorrectedWinding();

            // convert the data back to PathStorage
            vertexSource = polygons.CreateVertexStorage();

            CachedTesselator teselatedSource = new CachedTesselator();
            Mesh             mesh            = vertexSource.TriangulateFaces(teselatedSource);
            int numIndicies = teselatedSource.IndicesCache.Count;

            mesh.Translate(new Vector3(0, 0, zHeight));

            // then the outside edge
            for (int i = 0; i < numIndicies; i += 3)
            {
                Vector2 v0 = teselatedSource.VerticesCache[teselatedSource.IndicesCache[i + 0].Index].Position;
                Vector2 v1 = teselatedSource.VerticesCache[teselatedSource.IndicesCache[i + 1].Index].Position;
                Vector2 v2 = teselatedSource.VerticesCache[teselatedSource.IndicesCache[i + 2].Index].Position;
                if (v0 == v1 || v1 == v2 || v2 == v0)
                {
                    continue;
                }

                var bottomVertex0 = new Vector3(v0, 0);
                var bottomVertex1 = new Vector3(v1, 0);
                var bottomVertex2 = new Vector3(v2, 0);

                var topVertex0 = new Vector3(v0, zHeight);
                var topVertex1 = new Vector3(v1, zHeight);
                var topVertex2 = new Vector3(v2, zHeight);

                if (teselatedSource.IndicesCache[i + 0].IsEdge)
                {
                    mesh.CreateFace(new Vector3[] { bottomVertex0, bottomVertex1, topVertex1, topVertex0 });
                }

                if (teselatedSource.IndicesCache[i + 1].IsEdge)
                {
                    mesh.CreateFace(new Vector3[] { bottomVertex1, bottomVertex2, topVertex2, topVertex1 });
                }

                if (teselatedSource.IndicesCache[i + 2].IsEdge)
                {
                    mesh.CreateFace(new Vector3[] { bottomVertex2, bottomVertex0, topVertex0, topVertex2 });
                }
            }

            // then the bottom
            for (int i = 0; i < numIndicies; i += 3)
            {
                Vector2 v0 = teselatedSource.VerticesCache[teselatedSource.IndicesCache[i + 0].Index].Position;
                Vector2 v1 = teselatedSource.VerticesCache[teselatedSource.IndicesCache[i + 1].Index].Position;
                Vector2 v2 = teselatedSource.VerticesCache[teselatedSource.IndicesCache[i + 2].Index].Position;
                if (v0 == v1 || v1 == v2 || v2 == v0)
                {
                    continue;
                }

                mesh.CreateFace(new Vector3[] { new Vector3(v2, 0), new Vector3(v1, 0), new Vector3(v0, 0) });
            }

            mesh.CleanAndMerge();

            return(mesh);
        }