private static void Subdivide(IList<Vector3D> positions, IndicesUnsignedInt indices, TriangleIndicesUnsignedInt triangle, int level)
        {
            if (level > 0)
            {
                positions.Add(((positions[triangle.I0] + positions[triangle.I1]) * 0.5).Normalize());
                positions.Add(((positions[triangle.I1] + positions[triangle.I2]) * 0.5).Normalize());
                positions.Add(((positions[triangle.I2] + positions[triangle.I0]) * 0.5).Normalize());

                int i01 = positions.Count - 3;
                int i12 = positions.Count - 2;
                int i20 = positions.Count - 1;

                //
                // Subdivide input triangle into four triangles
                //
                --level;
                Subdivide(positions, indices, new TriangleIndicesUnsignedInt(triangle.I0, i01, i20), level);
                Subdivide(positions, indices, new TriangleIndicesUnsignedInt(i01, triangle.I1, i12), level);
                Subdivide(positions, indices, new TriangleIndicesUnsignedInt(i01, i12, i20), level);
                Subdivide(positions, indices, new TriangleIndicesUnsignedInt(i20, i12, triangle.I2), level);
            }
            else
            {
                indices.AddTriangle(triangle);
            }
        }
示例#2
0
        public void TriangleIndicesTest()
        {
            TriangleIndicesUnsignedInt triangle = new TriangleIndicesUnsignedInt(0, 1, 2);
            Assert.AreEqual(0, triangle.UI0);
            Assert.AreEqual(1, triangle.UI1);
            Assert.AreEqual(2, triangle.UI2);

            TriangleIndicesUnsignedInt triangle2 = triangle;
            Assert.AreEqual(triangle, triangle2);

            TriangleIndicesUnsignedInt triangle3 = new TriangleIndicesUnsignedInt(3, 4, 5);
            Assert.AreNotEqual(triangle, triangle3);
        }
 public void AddTriangle(TriangleIndicesUnsignedInt triangle)
 {
     _values.Add(triangle.UI0);
     _values.Add(triangle.UI1);
     _values.Add(triangle.UI2);
 }
        private static void Subdivide(SubdivisionMesh subdivisionMesh, TriangleIndicesUnsignedInt triangle, int level)
        {
            if (level > 0)
            {
                IList<Vector3D> positions = subdivisionMesh.Positions;
                Vector3D n01 = ((positions[triangle.I0] + positions[triangle.I1]) * 0.5).Normalize();
                Vector3D n12 = ((positions[triangle.I1] + positions[triangle.I2]) * 0.5).Normalize();
                Vector3D n20 = ((positions[triangle.I2] + positions[triangle.I0]) * 0.5).Normalize();

                Vector3D p01 = n01.MultiplyComponents(subdivisionMesh.Ellipsoid.Radii);
                Vector3D p12 = n12.MultiplyComponents(subdivisionMesh.Ellipsoid.Radii);
                Vector3D p20 = n20.MultiplyComponents(subdivisionMesh.Ellipsoid.Radii);

                positions.Add(p01);
                positions.Add(p12);
                positions.Add(p20);

                int i01 = positions.Count - 3;
                int i12 = positions.Count - 2;
                int i20 = positions.Count - 1;

                if ((subdivisionMesh.Normals != null) || (subdivisionMesh.TextureCoordinate != null))
                {
                    Vector3D d01 = subdivisionMesh.Ellipsoid.GeodeticSurfaceNormal(p01);
                    Vector3D d12 = subdivisionMesh.Ellipsoid.GeodeticSurfaceNormal(p12);
                    Vector3D d20 = subdivisionMesh.Ellipsoid.GeodeticSurfaceNormal(p20);

                    if (subdivisionMesh.Normals != null)
                    {
                        subdivisionMesh.Normals.Add(d01.ToVector3H());
                        subdivisionMesh.Normals.Add(d12.ToVector3H());
                        subdivisionMesh.Normals.Add(d20.ToVector3H());
                    }

                    if (subdivisionMesh.TextureCoordinate != null)
                    {
                        subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d01));
                        subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d12));
                        subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d20));
                    }
                }

                //
                // Subdivide input triangle into four triangles
                //
                --level;
                Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(triangle.I0, i01, i20), level);
                Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(i01, triangle.I1, i12), level);
                Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(i01, i12, i20), level);
                Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(i20, i12, triangle.I2), level);
            }
            else
            {
                subdivisionMesh.Indices.AddTriangle(triangle);
            }
        }
        private static void Subdivide(SubdivisionMesh subdivisionMesh, TriangleIndicesUnsignedInt triangle, int level)
        {
            if (level > 0)
            {
                IList<Vector3D> positions = subdivisionMesh.Positions;
                Vector3D p01 = ((positions[triangle.I0] + positions[triangle.I1]) * 0.5).Normalize();
                Vector3D p12 = ((positions[triangle.I1] + positions[triangle.I2]) * 0.5).Normalize();
                Vector3D p20 = ((positions[triangle.I2] + positions[triangle.I0]) * 0.5).Normalize();

                positions.Add(p01);
                positions.Add(p12);
                positions.Add(p20);

                int i01 = positions.Count - 3;
                int i12 = positions.Count - 2;
                int i20 = positions.Count - 1;

                if (subdivisionMesh.Normals != null)
                {
                    subdivisionMesh.Normals.Add(p01.ToVector3H());
                    subdivisionMesh.Normals.Add(p12.ToVector3H());
                    subdivisionMesh.Normals.Add(p20.ToVector3H());
                }

                if (subdivisionMesh.TextureCoordinate != null)
                {
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(p01));
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(p12));
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(p20));
                }

                //
                // Subdivide input triangle into four triangles
                //
                --level;
                Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(triangle.I0, i01, i20), level);
                Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(i01, triangle.I1, i12), level);
                Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(i01, i12, i20), level);
                Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(i20, i12, triangle.I2), level);
            }
            else
            {
                subdivisionMesh.Indices.AddTriangle(triangle);
            }
        }