protected override void Triangulate(DependencyPropertyChangedEventArgs args, Point3DCollection vertices, Vector3DCollection normals, Int32Collection indices, PointCollection textures) { vertices.Clear(); normals.Clear(); indices.Clear(); textures.Clear(); MeshGeometry3D mesh = MeshGenerator.Geometry; foreach (Point3D vertex in mesh.Positions) { vertices.Add(vertex); } foreach (Vector3D normal in mesh.Normals) { normals.Add(normal); } foreach (int index in mesh.TriangleIndices) { indices.Add(index); } foreach (Point texture in mesh.TextureCoordinates) { textures.Add(texture); } }
/// <summary> /// /// </summary> /// <param name="args"></param> /// <param name="vertices"></param> /// <param name="normals"></param> /// <param name="indices"></param> /// <param name="textures"></param> protected override void Triangulate(DependencyPropertyChangedEventArgs args, Point3DCollection vertices, Vector3DCollection normals, Int32Collection indices, PointCollection textures) { // Clear all four collections. vertices.Clear(); normals.Clear(); indices.Clear(); textures.Clear(); // Fill the vertices, normals, and textures collections. for (int stack = 0; stack <= Stacks; stack++) { double phi = Math.PI / 2 - stack * Math.PI / Stacks; double y = Radius * Math.Sin(phi); double scale = -Radius *Math.Cos(phi); for (int slice = 0; slice <= Slices; slice++) { double theta = slice * 2 * Math.PI / Slices; double x = scale * Math.Sin(theta); double z = scale * Math.Cos(theta); Vector3D normal = new Vector3D(x, y, z); normals.Add(normal); vertices.Add(normal.ToPoint3D()); textures.Add(new Point((double)slice / Slices, (double)stack / Stacks)); } } // Fill the indices collection. for (int stack = 0; stack < Stacks; stack++) { for (int slice = 0; slice < Slices; slice++) { if (stack != 0) { indices.Add((stack + 0) * (Slices + 1) + slice); indices.Add((stack + 1) * (Slices + 1) + slice); indices.Add((stack + 0) * (Slices + 1) + slice + 1); } if (stack != Stacks - 1) { indices.Add((stack + 0) * (Slices + 1) + slice + 1); indices.Add((stack + 1) * (Slices + 1) + slice); indices.Add((stack + 1) * (Slices + 1) + slice + 1); } } } }
/* * // Static method called for any property change. * static void PropertyChanged(DependencyObject obj, * DependencyPropertyChangedEventArgs args) * { * (obj as TorusMesh).PropertyChanged(args); * } */ /// <summary> /// /// </summary> /// <param name="args"></param> /// <param name="vertices"></param> /// <param name="normals"></param> /// <param name="indices"></param> /// <param name="textures"></param> protected override void Triangulate(DependencyPropertyChangedEventArgs args, Point3DCollection vertices, Vector3DCollection normals, Int32Collection indices, PointCollection textures) { // Clear all four collections. vertices.Clear(); normals.Clear(); indices.Clear(); textures.Clear(); // Fill the vertices, normals, and textures collections. for (int stack = 0; stack <= Stacks; stack++) { double phi = stack * 2 * Math.PI / Stacks; double xCenter = Radius * Math.Sin(phi); double yCenter = Radius * Math.Cos(phi); Point3D pointCenter = new Point3D(xCenter, yCenter, 0); for (int slice = 0; slice <= Slices; slice++) { double theta = slice * 2 * Math.PI / Slices + Math.PI; double x = (Radius + TubeRadius * Math.Cos(theta)) * Math.Sin(phi); double y = (Radius + TubeRadius * Math.Cos(theta)) * Math.Cos(phi); double z = -TubeRadius *Math.Sin(theta); Point3D point = new Point3D(x, y, z); vertices.Add(point); normals.Add(point - pointCenter); textures.Add(new Point((double)slice / Slices, (double)stack / Stacks)); } } // Fill the indices collection. for (int stack = 0; stack < Stacks; stack++) { for (int slice = 0; slice < Slices; slice++) { indices.Add((stack + 0) * (Slices + 1) + slice); indices.Add((stack + 1) * (Slices + 1) + slice); indices.Add((stack + 0) * (Slices + 1) + slice + 1); indices.Add((stack + 0) * (Slices + 1) + slice + 1); indices.Add((stack + 1) * (Slices + 1) + slice); indices.Add((stack + 1) * (Slices + 1) + slice + 1); } } }
protected override void Triangulate(DependencyPropertyChangedEventArgs args, Point3DCollection vertices, Vector3DCollection normals, Int32Collection indices, PointCollection textures) { vertices.Clear(); normals.Clear(); indices.Clear(); textures.Clear(); // Variables for vertices collection. Vector3D UL = (Vector3D)UpperLeft; Vector3D UR = (Vector3D)UpperRight; Vector3D LL = (Vector3D)LowerLeft; Vector3D LR = (Vector3D)LowerRight; int product = Slices * Stacks; // Variables for textures collection Point ptOrigin = new Point(0, 0); Vector vectSlice = (new Point(1, 0) - ptOrigin) / Slices; Vector vectStack = (new Point(0, 1) - ptOrigin) / Stacks; for (int stack = 0; stack <= Stacks; stack++) { for (int slice = 0; slice <= Slices; slice++) { vertices.Add((Point3D)(((Stacks - stack) * (Slices - slice) * UL + stack * (Slices - slice) * LL + (Stacks - stack) * slice * UR + stack * slice * LR) / product)); textures.Add(ptOrigin + stack * vectStack + slice * vectSlice); if (slice < Slices && stack < Stacks) { indices.Add((Slices + 1) * stack + slice); indices.Add((Slices + 1) * (stack + 1) + slice); indices.Add((Slices + 1) * stack + slice + 1); indices.Add((Slices + 1) * stack + slice + 1); indices.Add((Slices + 1) * (stack + 1) + slice); indices.Add((Slices + 1) * (stack + 1) + slice + 1); } } } }
void PropertyChanged(DependencyPropertyChangedEventArgs args) { // Get references to all four collections. Point3DCollection vertices = mesh.Positions; Vector3DCollection normals = mesh.Normals; Int32Collection indices = mesh.TriangleIndices; PointCollection textures = mesh.TextureCoordinates; // Set the MeshGeometry3D properties to null to inhibit notifications. mesh.Positions = null; mesh.Normals = null; mesh.TriangleIndices = null; mesh.TextureCoordinates = null; // Clear the four collections. vertices.Clear(); normals.Clear(); indices.Clear(); textures.Clear(); // Fill the vertices, normals, and textures collections. for (int stack = 0; stack <= Stacks; stack++) { double phi = Math.PI / 2 - stack * Math.PI / Stacks; double y = Radius * Math.Sin(phi); double scale = -Radius *Math.Cos(phi); for (int slice = 0; slice <= Slices; slice++) { double theta = slice * 2 * Math.PI / Slices; double x = scale * Math.Sin(theta); double z = scale * Math.Cos(theta); Vector3D normal = new Vector3D(x, y, z); normals.Add(normal); vertices.Add(normal + Center); textures.Add(new Point((double)slice / Slices, (double)stack / Stacks)); } } // Fill the indices collection. for (int stack = 0; stack < Stacks; stack++) { int top = (stack + 0) * (Slices + 1); int bot = (stack + 1) * (Slices + 1); for (int slice = 0; slice < Slices; slice++) { if (stack != 0) { indices.Add(top + slice); indices.Add(bot + slice); indices.Add(top + slice + 1); } if (stack != Stacks - 1) { indices.Add(top + slice + 1); indices.Add(bot + slice); indices.Add(bot + slice + 1); } } } // Set the collections back to the properties. mesh.TextureCoordinates = textures; mesh.TriangleIndices = indices; mesh.Normals = normals; mesh.Positions = vertices; }
/// <summary> /// /// </summary> /// <param name="args"></param> /// <param name="vertices"></param> /// <param name="normals"></param> /// <param name="indices"></param> /// <param name="textures"></param> protected override void Triangulate(DependencyPropertyChangedEventArgs args, Point3DCollection vertices, Vector3DCollection normals, Int32Collection indices, PointCollection textures) { // Clear all four collections. vertices.Clear(); normals.Clear(); indices.Clear(); textures.Clear(); double x, y, z; int indexBase = 0; // Front side. // ----------- z = Depth / 2; // Fill the vertices, normals, textures collections. for (int stack = 0; stack <= Stacks; stack++) { y = Height / 2 - stack * Height / Stacks; for (int slice = 0; slice <= Slices; slice++) { x = -Width / 2 + slice * Width / Slices; Point3D point = new Point3D(x, y, z); vertices.Add(point); normals.Add(point - new Point3D(x, y, 0)); textures.Add(new Point((double)slice / Slices, (double)stack / Stacks)); } } // Fill the indices collection. for (int stack = 0; stack < Stacks; stack++) { for (int slice = 0; slice < Slices; slice++) { indices.Add((stack + 0) * (Slices + 1) + slice); indices.Add((stack + 1) * (Slices + 1) + slice); indices.Add((stack + 0) * (Slices + 1) + slice + 1); indices.Add((stack + 0) * (Slices + 1) + slice + 1); indices.Add((stack + 1) * (Slices + 1) + slice); indices.Add((stack + 1) * (Slices + 1) + slice + 1); } } // Rear side. // ----------- indexBase = vertices.Count; z = -Depth / 2; // Fill the vertices, normals, textures collections. for (int stack = 0; stack <= Stacks; stack++) { y = Height / 2 - stack * Height / Stacks; for (int slice = 0; slice <= Slices; slice++) { x = Width / 2 - slice * Width / Slices; Point3D point = new Point3D(x, y, z); vertices.Add(point); normals.Add(point - new Point3D(x, y, 0)); textures.Add(new Point((double)slice / Slices, (double)stack / Stacks)); } } // Fill the indices collection. for (int stack = 0; stack < Stacks; stack++) { for (int slice = 0; slice < Slices; slice++) { indices.Add(indexBase + (stack + 0) * (Slices + 1) + slice); indices.Add(indexBase + (stack + 1) * (Slices + 1) + slice); indices.Add(indexBase + (stack + 0) * (Slices + 1) + slice + 1); indices.Add(indexBase + (stack + 0) * (Slices + 1) + slice + 1); indices.Add(indexBase + (stack + 1) * (Slices + 1) + slice); indices.Add(indexBase + (stack + 1) * (Slices + 1) + slice + 1); } } // Left side. // ----------- indexBase = vertices.Count; x = -Width / 2; // Fill the vertices, normals, textures collections. for (int stack = 0; stack <= Stacks; stack++) { y = Height / 2 - stack * Height / Stacks; for (int layer = 0; layer <= Layers; layer++) { z = -Depth / 2 + layer * Depth / Layers; Point3D point = new Point3D(x, y, z); vertices.Add(point); normals.Add(point - new Point3D(0, y, z)); textures.Add(new Point((double)layer / Layers, (double)stack / Stacks)); } } // Fill the indices collection. for (int stack = 0; stack < Stacks; stack++) { for (int layer = 0; layer < Layers; layer++) { indices.Add(indexBase + (stack + 0) * (Layers + 1) + layer); indices.Add(indexBase + (stack + 1) * (Layers + 1) + layer); indices.Add(indexBase + (stack + 0) * (Layers + 1) + layer + 1); indices.Add(indexBase + (stack + 0) * (Layers + 1) + layer + 1); indices.Add(indexBase + (stack + 1) * (Layers + 1) + layer); indices.Add(indexBase + (stack + 1) * (Layers + 1) + layer + 1); } } // Right side. // ----------- indexBase = vertices.Count; x = Width / 2; // Fill the vertices, normals, textures collections. for (int stack = 0; stack <= Stacks; stack++) { y = Height / 2 - stack * Height / Stacks; for (int layer = 0; layer <= Layers; layer++) { z = Depth / 2 - layer * Depth / Layers; Point3D point = new Point3D(x, y, z); vertices.Add(point); normals.Add(point - new Point3D(0, y, z)); textures.Add(new Point((double)layer / Layers, (double)stack / Stacks)); } } // Fill the indices collection. for (int stack = 0; stack < Stacks; stack++) { for (int layer = 0; layer < Layers; layer++) { indices.Add(indexBase + (stack + 0) * (Layers + 1) + layer); indices.Add(indexBase + (stack + 1) * (Layers + 1) + layer); indices.Add(indexBase + (stack + 0) * (Layers + 1) + layer + 1); indices.Add(indexBase + (stack + 0) * (Layers + 1) + layer + 1); indices.Add(indexBase + (stack + 1) * (Layers + 1) + layer); indices.Add(indexBase + (stack + 1) * (Layers + 1) + layer + 1); } } // Top side. // ----------- indexBase = vertices.Count; y = Height / 2; // Fill the vertices, normals, textures collections. for (int layer = 0; layer <= Layers; layer++) { z = -Depth / 2 + layer * Depth / Layers; for (int slice = 0; slice <= Slices; slice++) { x = -Width / 2 + slice * Width / Slices; Point3D point = new Point3D(x, y, z); vertices.Add(point); normals.Add(point - new Point3D(x, 0, z)); textures.Add(new Point((double)slice / Slices, (double)layer / Layers)); } } // Fill the indices collection. for (int layer = 0; layer < Layers; layer++) { for (int slice = 0; slice < Slices; slice++) { indices.Add(indexBase + (layer + 0) * (Slices + 1) + slice); indices.Add(indexBase + (layer + 1) * (Slices + 1) + slice); indices.Add(indexBase + (layer + 0) * (Slices + 1) + slice + 1); indices.Add(indexBase + (layer + 0) * (Slices + 1) + slice + 1); indices.Add(indexBase + (layer + 1) * (Slices + 1) + slice); indices.Add(indexBase + (layer + 1) * (Slices + 1) + slice + 1); } } // Bottom side. // ----------- indexBase = vertices.Count; y = -Height / 2; // Fill the vertices, normals, textures collections. for (int layer = 0; layer <= Layers; layer++) { z = Depth / 2 - layer * Depth / Layers; for (int slice = 0; slice <= Slices; slice++) { x = -Width / 2 + slice * Width / Slices; Point3D point = new Point3D(x, y, z); vertices.Add(point); normals.Add(point - new Point3D(x, 0, z)); textures.Add(new Point((double)slice / Slices, (double)layer / Layers)); } } // Fill the indices collection. for (int layer = 0; layer < Layers; layer++) { for (int slice = 0; slice < Slices; slice++) { indices.Add(indexBase + (layer + 0) * (Slices + 1) + slice); indices.Add(indexBase + (layer + 1) * (Slices + 1) + slice); indices.Add(indexBase + (layer + 0) * (Slices + 1) + slice + 1); indices.Add(indexBase + (layer + 0) * (Slices + 1) + slice + 1); indices.Add(indexBase + (layer + 1) * (Slices + 1) + slice); indices.Add(indexBase + (layer + 1) * (Slices + 1) + slice + 1); } } }
/// <summary> /// /// </summary> /// <param name="args"></param> /// <param name="vertices"></param> /// <param name="normals"></param> /// <param name="indices"></param> /// <param name="textures"></param> protected override void Triangulate(DependencyPropertyChangedEventArgs args, Point3DCollection vertices, Vector3DCollection normals, Int32Collection indices, PointCollection textures) { // Clear all four collections. vertices.Clear(); normals.Clear(); indices.Clear(); textures.Clear(); double x, y; int indexBase = 0; // Front side. // ----------- // Fill the vertices, normals, textures collections. for (int stack = 0; stack <= Stacks; stack++) { y = Height / 2 - stack * Height / Stacks; for (int slice = 0; slice <= Slices; slice++) { x = -Width / 2 + slice * Width / Slices; Point3D point = new Point3D(x, y, 0); vertices.Add(point); normals.Add(point - new Point3D(x, y, 0)); textures.Add(new Point((double)slice / Slices, (double)stack / Stacks)); } } // Fill the indices collection. for (int stack = 0; stack < Stacks; stack++) { for (int slice = 0; slice < Slices; slice++) { indices.Add((stack + 0) * (Slices + 1) + slice); indices.Add((stack + 1) * (Slices + 1) + slice); indices.Add((stack + 0) * (Slices + 1) + slice + 1); indices.Add((stack + 0) * (Slices + 1) + slice + 1); indices.Add((stack + 1) * (Slices + 1) + slice); indices.Add((stack + 1) * (Slices + 1) + slice + 1); } } // Rear side. // ----------- indexBase = vertices.Count; // Fill the vertices, normals, textures collections. for (int stack = 0; stack <= Stacks; stack++) { y = Height / 2 - stack * Height / Stacks; for (int slice = 0; slice <= Slices; slice++) { x = Width / 2 - slice * Width / Slices; Point3D point = new Point3D(x, y, 0); vertices.Add(point); normals.Add(point - new Point3D(x, y, 0)); textures.Add(new Point((double)slice / Slices, (double)stack / Stacks)); } } // Fill the indices collection. for (int stack = 0; stack < Stacks; stack++) { for (int slice = 0; slice < Slices; slice++) { indices.Add(indexBase + (stack + 0) * (Slices + 1) + slice); indices.Add(indexBase + (stack + 1) * (Slices + 1) + slice); indices.Add(indexBase + (stack + 0) * (Slices + 1) + slice + 1); indices.Add(indexBase + (stack + 0) * (Slices + 1) + slice + 1); indices.Add(indexBase + (stack + 1) * (Slices + 1) + slice); indices.Add(indexBase + (stack + 1) * (Slices + 1) + slice + 1); } } }
protected virtual void PropertyChanged(DependencyPropertyChangedEventArgs args) { Point3DCollection vertices; Vector3DCollection normals; Int32Collection indices; PointCollection textures; if (!IsWireFrame || args.Property == IsWireFrameProperty && !(bool)args.OldValue) { // Obtain the MeshGeometry3D. MeshGeometry3D mesh = Geometry; // Get all four collectiona. vertices = mesh.Positions; normals = mesh.Normals; indices = mesh.TriangleIndices; textures = mesh.TextureCoordinates; // Set the MeshGeometry3D collections to null while updating. mesh.Positions = null; mesh.Normals = null; mesh.TriangleIndices = null; mesh.TextureCoordinates = null; } else { // Get properties from WireFrame object vertices = wireframe.Positions; normals = wireframe.Normals; indices = wireframe.TriangleIndices; textures = wireframe.TextureCoordinates; wireframe.Positions = null; wireframe.Normals = null; wireframe.TriangleIndices = null; wireframe.TextureCoordinates = null; } // If args.Property not IsWireFrame OR Algorithmic transforms if (args.Property != AlgorithmicTransformsProperty && args.Property != IsWireFrameProperty) { // Call the abstract method to fill the collections. Triangulate(args, vertices, normals, indices, textures); // Transfer vertices and normals to internal collections. verticesPreTransform.Clear(); normalsPreTransform.Clear(); foreach (Point3D vertex in vertices) { verticesPreTransform.Add(vertex); } foreach (Vector3D normal in normals) { normalsPreTransform.Add(normal); } } if (args.Property == AlgorithmicTransformsProperty) { vertices.Clear(); normals.Clear(); normalsAsPoints.Clear(); // Transfer saved vertices and normals. foreach (Point3D vertex in verticesPreTransform) { vertices.Add(vertex); } foreach (Vector3D normal in normalsPreTransform) { normalsAsPoints.Add((Point3D)normal); } } if (args.Property != IsWireFrameProperty) { foreach (AlgorithmicTransform xform in AlgorithmicTransforms) { xform.Transform(vertices); xform.Transform(normalsAsPoints); } foreach (Point3D point in normalsAsPoints) { normals.Add((Vector3D)point); } } if (IsWireFrame) { // Set stuff to WireFrame object, and create it if necessary if (wireframe == null) { wireframe = new WireFrame(); Children.Add(wireframe); // do we want to remove it when it's no longer used? } wireframe.TextureCoordinates = textures; wireframe.TriangleIndices = indices; wireframe.Normals = normals; wireframe.Positions = vertices; } else { // Obtain the MeshGeometry3D. MeshGeometry3D mesh = Geometry; // Set the updated collections to the MeshGeometry3D. mesh.TextureCoordinates = textures; mesh.TriangleIndices = indices; mesh.Normals = normals; mesh.Positions = vertices; } }
// Calculates the Positions and Normals collections // ------------------------------------------------ void GeneratePositions() { // Unhook Positions property and prepare for new points MeshGeometry3D mesh = (MeshGeometry3D)Geometry; Point3DCollection points = mesh.Positions; mesh.Positions = null; points.Clear(); // Unhook Normals property and prepare for new vectors Vector3DCollection norms = mesh.Normals; mesh.Normals = null; norms.Clear(); // Copy properties to local variables to improve speed Point3D point1 = Point1; Point3D point2 = Point2; double radius1 = Radius1; double radius2 = Radius2; int slices = Slices; int stacks = Stacks; // vectRearRadius always points towards -Z (when possible) Vector3D vectCylinder = point2 - point1; Vector3D vectRearRadius; if (vectCylinder.X == 0 && vectCylinder.Y == 0) { // Special case: set rear-radius vector vectRearRadius = new Vector3D(0, -1, 0); } else { // Find vector axis 90 degrees from cylinder where Z == 0 rotate.Axis = Vector3D.CrossProduct(vectCylinder, new Vector3D(0, 0, 1)); rotate.Angle = -90; // Rotate cylinder 90 degrees to find radius vector vectRearRadius = vectCylinder * xform.Value; vectRearRadius.Normalize(); } // Will rotate radius around cylinder axis rotate.Axis = vectCylinder; for (int i = 0; i <= slices; i++) { // Rotate rear-radius vector rotate.Angle = i * 360 / slices; Vector3D vectRadius = vectRearRadius * xform.Value; for (int j = 0; j <= stacks; j++) { // Find points from top to bottom Point3D pointCenter = point1 + j * (point2 - point1) / stacks; double radius = radius1 + j * (radius2 - radius1) / stacks; points.Add(pointCenter + radius * vectRadius); norms.Add(vectRadius); } // Points on top and bottom points.Add(point1 + radius1 * vectRadius); points.Add(point2 + radius2 * vectRadius); // But normals point towards ends norms.Add(point1 - point2); norms.Add(point2 - point1); } // Add multiple center points on top and bottom ends for (int i = 0; i < slices; i++) { points.Add(point1); // top end points.Add(point2); // bottom end norms.Add(point1 - point2); norms.Add(point2 - point1); } // Set Normals and Positions properties from re-calced vectors mesh.Normals = norms; mesh.Positions = points; }
protected override void Triangulate(DependencyPropertyChangedEventArgs args, Point3DCollection vertices, Vector3DCollection normals, Int32Collection indices, PointCollection textures) { vertices.Clear(); normals.Clear(); indices.Clear(); textures.Clear(); // Copy properties to local variables to improve speed int slices = Slices; int stacks = Stacks; double radius = Radius; Point3D ctr = Center; double lat1 = Math.Max(LatitudeFrom, LatitudeTo); // default is 90 double lat2 = Math.Min(LatitudeFrom, LatitudeTo); // default is -90 double lng1 = LongitudeFrom; // default is -180 double lng2 = LongitudeTo; // default is 180 for (int lat = 0; lat <= stacks; lat++) { double degrees = lat1 - lat * (lat1 - lat2) / stacks; double angle = Math.PI * degrees / 180; double y = radius * Math.Sin(angle); double scale = Math.Cos(angle); for (int lng = 0; lng <= slices; lng++) { double diff = lng2 - lng1; if (diff < 0) { diff += 360; } degrees = lng1 + lng * diff / slices; angle = Math.PI * degrees / 180; double x = radius * scale * Math.Sin(angle); double z = radius * scale * Math.Cos(angle); Vector3D vect = new Vector3D(x, y, z); vertices.Add(ctr + vect); normals.Add(vect); textures.Add(new Point((double)lng / slices, (double)lat / stacks)); } } for (int lat = 0; lat < stacks; lat++) { int start = lat * (slices + 1); int next = start + slices + 1; for (int lng = 0; lng < slices; lng++) { indices.Add(start + lng); indices.Add(next + lng); indices.Add(next + lng + 1); indices.Add(start + lng); indices.Add(next + lng + 1); indices.Add(start + lng + 1); } } }
/// <summary> /// /// </summary> /// <param name="args"></param> /// <param name="vertices"></param> /// <param name="normals"></param> /// <param name="indices"></param> /// <param name="textures"></param> protected override void Triangulate(DependencyPropertyChangedEventArgs args, Point3DCollection vertices, Vector3DCollection normals, Int32Collection indices, PointCollection textures) { // Clear all four collections. vertices.Clear(); normals.Clear(); indices.Clear(); textures.Clear(); // Begin at the top end. Fill the collections. for (int stack = 0; stack <= EndStacks; stack++) { double y = Length / 2; double radius = stack * Radius / EndStacks; int top = (stack + 0) * (Slices + 1); int bot = (stack + 1) * (Slices + 1); for (int slice = 0; slice <= Slices; slice++) { double theta = slice * 2 * Math.PI / Slices; double x = -radius *Math.Sin(theta); double z = -radius *Math.Cos(theta); vertices.Add(new Point3D(x, y, z)); normals.Add(new Vector3D(0, 1, 0)); textures.Add(new Point((double)slice / Slices, Fold * stack / EndStacks)); if (stack < EndStacks && slice < Slices) { if (stack != 0) { indices.Add(top + slice); indices.Add(bot + slice); indices.Add(top + slice + 1); } indices.Add(top + slice + 1); indices.Add(bot + slice); indices.Add(bot + slice + 1); } } } int offset = vertices.Count; // Length of the cylinder: Fill in the collections. for (int stack = 0; stack <= Stacks; stack++) { double y = Length - stack * Length / Stacks - Length / 2; int top = offset + (stack + 0) * (Slices + 1); int bot = offset + (stack + 1) * (Slices + 1); for (int slice = 0; slice <= Slices; slice++) { double theta = slice * 2 * Math.PI / Slices; double x = -Radius *Math.Sin(theta); double z = -Radius *Math.Cos(theta); vertices.Add(new Point3D(x, y, z)); normals.Add(new Vector3D(x, 0, z)); textures.Add(new Point((double)slice / Slices, Fold + (1 - 2 * Fold) * stack / Stacks)); if (stack < Stacks && slice < Slices) { indices.Add(top + slice); indices.Add(bot + slice); indices.Add(top + slice + 1); indices.Add(top + slice + 1); indices.Add(bot + slice); indices.Add(bot + slice + 1); } } } offset = vertices.Count; // Finish with the bottom end. Fill the collections. for (int stack = 0; stack <= EndStacks; stack++) { double y = -Length / 2; double radius = (EndStacks - stack) * Radius / EndStacks; int top = offset + (stack + 0) * (Slices + 1); int bot = offset + (stack + 1) * (Slices + 1); for (int slice = 0; slice <= Slices; slice++) { double theta = slice * 2 * Math.PI / Slices; double x = -radius *Math.Sin(theta); double z = -radius *Math.Cos(theta); vertices.Add(new Point3D(x, y, z)); normals.Add(new Vector3D(0, -1, 0)); textures.Add(new Point((double)slice / Slices, (1 - Fold) + Fold * stack / EndStacks)); if (stack < EndStacks && slice < Slices) { indices.Add(top + slice); indices.Add(bot + slice); indices.Add(top + slice + 1); if (stack != EndStacks - 1) { indices.Add(top + slice + 1); indices.Add(bot + slice); indices.Add(bot + slice + 1); } } } } }
protected override void Triangulate(DependencyPropertyChangedEventArgs args, Point3DCollection vertices, Vector3DCollection normals, Int32Collection indices, PointCollection textures) { vertices.Clear(); normals.Clear(); indices.Clear(); textures.Clear(); Point3D[,] faces = Faces; PointCollection texturesBase = TextureCoordinates; int indexTextures = 0; for (int face = 0; face < faces.GetLength(0); face++) { Vector3D normal = Vector3D.CrossProduct(faces[face, 1] - faces[face, 0], faces[face, 2] - faces[face, 0]); // For faces that are triangles. if (faces.GetLength(1) == 3) { int indexBase = vertices.Count; for (int i = 0; i < 3; i++) { vertices.Add(faces[face, i]); normals.Add(normal); indices.Add(indexBase + i); if (texturesBase != null && texturesBase.Count > 0) { textures.Add(texturesBase[indexTextures]); indexTextures = (indexTextures + 1) % texturesBase.Count; } } if (Slices > 1) { TriangleSubdivide(vertices, normals, indices, textures); } } // For faces that are not triangles. else { for (int i = 0; i < faces.GetLength(1) - 1; i++) { int indexBase = vertices.Count; int num = faces.GetLength(1) - 1; vertices.Add(faces[face, 0]); vertices.Add(faces[face, i + 1]); vertices.Add(faces[face, (i + 1) % num + 1]); if (texturesBase != null && texturesBase.Count >= faces.GetLength(1)) { textures.Add(texturesBase[indexTextures + 0]); textures.Add(texturesBase[indexTextures + i + 1]); textures.Add(texturesBase[indexTextures + (i + 1) % num + 1]); } normals.Add(normal); normals.Add(normal); normals.Add(normal); indices.Add(indexBase + 0); indices.Add(indexBase + 1); indices.Add(indexBase + 2); if (Slices > 1) { TriangleSubdivide(vertices, normals, indices, textures); } } if (texturesBase != null && texturesBase.Count > 0) { indexTextures = (indexTextures + faces.GetLength(1)) % texturesBase.Count; } } } }
protected override void Triangulate(DependencyPropertyChangedEventArgs args, Point3DCollection vertices, Vector3DCollection normals, Int32Collection indices, PointCollection textures) { vertices.Clear(); normals.Clear(); indices.Clear(); textures.Clear(); // vectRearRadius points towards -Z (when possible). Vector3D vectCylinder = Point2 - Point1; Vector3D vectRearRadius; if (vectCylinder.X == 0 && vectCylinder.Y == 0) { // Special case: set rear-radius vector vectRearRadius = new Vector3D(0, -1, 0); } else { // Find vector axis 90 degrees from cylinder where Z == 0 rotate.Axis = Vector3D.CrossProduct(vectCylinder, new Vector3D(0, 0, 1)); rotate.Angle = -90; // Rotate cylinder 90 degrees to find radius vector vectRearRadius = vectCylinder * xform.Value; vectRearRadius.Normalize(); } // Will rotate radius around cylinder axis rotate.Axis = -vectCylinder; // Begin at the top end. Fill the collections. for (int stack = 0; stack <= EndStacks; stack++) { double radius = stack * Radius1 / EndStacks; Vector3D vectRadius = radius * vectRearRadius; int top = (stack + 0) * (Slices + 1); int bot = (stack + 1) * (Slices + 1); for (int slice = 0; slice <= Slices; slice++) { rotate.Angle = slice * 360.0 / Slices; vertices.Add(Point1 + vectRadius * xform.Value); normals.Add(-vectCylinder); textures.Add(new Point((double)slice / Slices, Fold1 * stack / EndStacks)); if (stack < EndStacks && slice < Slices) { if (stack != 0) { indices.Add(top + slice); indices.Add(bot + slice); indices.Add(top + slice + 1); } indices.Add(top + slice + 1); indices.Add(bot + slice); indices.Add(bot + slice + 1); } } } int offset = vertices.Count; // Go down length of cylinder and fill in the collections. for (int stack = 0; stack <= Stacks; stack++) { double radius = ((Stacks - stack) * Radius1 + stack * Radius2) / Stacks; Vector3D vectRadius = radius * vectRearRadius; Point3D center = (Point3D)(Point1 + stack * vectCylinder / Stacks); int top = offset + (stack + 0) * (Slices + 1); int bot = offset + (stack + 1) * (Slices + 1); for (int slice = 0; slice <= Slices; slice++) { rotate.Angle = slice * 360.0 / Slices; Vector3D normal = vectRadius * xform.Value; normals.Add(normal); vertices.Add(center + normal); textures.Add(new Point((double)slice / Slices, Fold1 + (Fold2 - Fold1) * stack / Stacks)); if (stack < Stacks && slice < Slices) { indices.Add(top + slice); indices.Add(bot + slice); indices.Add(top + slice + 1); indices.Add(top + slice + 1); indices.Add(bot + slice); indices.Add(bot + slice + 1); } } } offset = vertices.Count; // Finish with bottom. for (int stack = 0; stack <= EndStacks; stack++) { double radius = Radius2 * (1 - (double)stack / EndStacks); Vector3D vectRadius = radius * vectRearRadius; int top = offset + (stack + 0) * (Slices + 1); int bot = offset + (stack + 1) * (Slices + 1); for (int slice = 0; slice <= Slices; slice++) { rotate.Angle = slice * 360.0 / Slices; vertices.Add(Point2 + vectRadius * xform.Value); normals.Add(vectCylinder); textures.Add(new Point((double)slice / Slices, Fold2 + (1 - Fold2) * stack / EndStacks)); if (stack < EndStacks && slice < Slices) { indices.Add(top + slice); indices.Add(bot + slice); indices.Add(top + slice + 1); if (stack != EndStacks - 1) { indices.Add(top + slice + 1); indices.Add(bot + slice); indices.Add(bot + slice + 1); } } } } }
protected override void Triangulate(DependencyPropertyChangedEventArgs args, Point3DCollection vertices, Vector3DCollection normals, Int32Collection indices, PointCollection textures) { vertices.Clear(); normals.Clear(); indices.Clear(); textures.Clear(); // Front. for (int iy = 0; iy <= Stacks; iy++) { double y = Origin.Y + Height - iy * Height / Stacks; for (int ix = 0; ix <= Slices; ix++) { double x = Origin.X + ix * Width / Slices; vertices.Add(new Point3D(x, y, Origin.Z + Depth)); } } // Back for (int iy = 0; iy <= Stacks; iy++) { double y = Origin.Y + Height - iy * Height / Stacks; for (int ix = 0; ix <= Slices; ix++) { double x = Origin.X + Width - ix * Width / Slices; vertices.Add(new Point3D(x, y, Origin.Z)); } } // Left for (int iy = 0; iy <= Stacks; iy++) { double y = Origin.Y + Height - iy * Height / Stacks; for (int iz = 0; iz <= Slivers; iz++) { double z = Origin.Z + iz * Depth / Slivers; vertices.Add(new Point3D(Origin.X, y, z)); } } // Right for (int iy = 0; iy <= Stacks; iy++) { double y = Origin.Y + Height - iy * Height / Stacks; for (int iz = 0; iz <= Slivers; iz++) { double z = Origin.Z + Depth - iz * Depth / Slivers; vertices.Add(new Point3D(Origin.X + Width, y, z)); } } // Top for (int iz = 0; iz <= Slivers; iz++) { double z = Origin.Z + iz * Depth / Slivers; for (int ix = 0; ix <= Slices; ix++) { double x = Origin.X + ix * Width / Slices; vertices.Add(new Point3D(x, Origin.Y + Height, z)); } } // Top for (int iz = 0; iz <= Slivers; iz++) { double z = Origin.Z + Depth - iz * Depth / Slivers; for (int ix = 0; ix <= Slices; ix++) { double x = Origin.X + ix * Width / Slices; vertices.Add(new Point3D(x, Origin.Y, z)); } } for (int side = 0; side < 6; side++) { for (int iy = 0; iy <= Stacks; iy++) { double y = (double)iy / Stacks; for (int ix = 0; ix <= Slices; ix++) { double x = (double)ix / Slices; textures.Add(new Point(x, y)); } } } // Front, back, left, right for (int side = 0; side < 6; side++) { for (int iy = 0; iy < Stacks; iy++) { for (int ix = 0; ix < Slices; ix++) { indices.Add(side * (Slices + 1) * (Stacks + 1) + iy * (Slices + 1) + ix); indices.Add(side * (Slices + 1) * (Stacks + 1) + (iy + 1) * (Slices + 1) + ix); indices.Add(side * (Slices + 1) * (Stacks + 1) + iy * (Slices + 1) + ix + 1); indices.Add(side * (Slices + 1) * (Stacks + 1) + iy * (Slices + 1) + ix + 1); indices.Add(side * (Slices + 1) * (Stacks + 1) + (iy + 1) * (Slices + 1) + ix); indices.Add(side * (Slices + 1) * (Stacks + 1) + (iy + 1) * (Slices + 1) + ix + 1); } } } }
/// <summary> /// /// </summary> /// <param name="args"> /// The DependencyPropertyChangedEventArgs object originally /// passed to the PropertyChanged handler that initiated this /// recalculation. /// </param> /// <param name="vertices"> /// The Point3DCollection corresponding to the Positions property /// of the MeshGeometry3D. /// </param> /// <param name="normals"> /// The Vector3DCollection corresponding to the Normals property /// of the MeshGeometry3D. /// </param> /// <param name="indices"> /// The Int32Collection corresponding to the TriangleIndices /// property of the MeshGeometry3D. /// </param> /// <param name="textures"> /// The PointCollection corresponding to the TextureCoordinates /// property of the MeshGeometry3D. /// </param> protected override void Triangulate(DependencyPropertyChangedEventArgs args, Point3DCollection vertices, Vector3DCollection normals, Int32Collection indices, PointCollection textures) { // Clear all four collections. vertices.Clear(); normals.Clear(); indices.Clear(); textures.Clear(); // Loop for outside (side = 1) and inside (side = -1). for (int side = 1; side >= -1; side -= 2) { int offset = vertices.Count; // Begin at the top end. Fill the collections. for (int stack = 0; stack <= EndStacks; stack++) { double y = Length; double radius = Radius + side * stack * Thickness / 2 / EndStacks; int top = offset + (stack + 0) * (Slices + 1); int bot = offset + (stack + 1) * (Slices + 1); for (int slice = 0; slice <= Slices; slice++) { double theta = slice * 2 * Math.PI / Slices; double x = -radius *Math.Sin(theta); double z = -radius *Math.Cos(theta); vertices.Add(new Point3D(x, y, z)); normals.Add(new Vector3D(0, side, 0)); textures.Add(new Point((double)slice / Slices, Fold * stack / EndStacks)); if (stack < EndStacks && slice < Slices) { indices.Add(top + slice); indices.Add(bot + slice); indices.Add(top + slice + 1); indices.Add(top + slice + 1); indices.Add(bot + slice); indices.Add(bot + slice + 1); } } } offset = vertices.Count; // Length of the tube: Fill in the collections. for (int stack = 0; stack <= Stacks; stack++) { double y = Length - stack * Length / Stacks; int top = offset + (stack + 0) * (Slices + 1); int bot = offset + (stack + 1) * (Slices + 1); for (int slice = 0; slice <= Slices; slice++) { double theta = slice * 2 * Math.PI / Slices; double x = -(Radius + side * Thickness / 2) * Math.Sin(theta); double z = -(Radius + side * Thickness / 2) * Math.Cos(theta); vertices.Add(new Point3D(x, y, z)); normals.Add(new Vector3D(side * x, 0, side * z)); textures.Add(new Point((double)slice / Slices, Fold + (1 - 2 * Fold) * stack / Stacks)); if (stack < Stacks && slice < Slices) { indices.Add(top + slice); indices.Add(bot + slice); indices.Add(top + slice + 1); indices.Add(top + slice + 1); indices.Add(bot + slice); indices.Add(bot + slice + 1); } } } offset = vertices.Count; // Finish with the bottom end. Fill the collections. for (int stack = 0; stack <= EndStacks; stack++) { double y = 0; double radius = Radius + side * Thickness / 2 * (1 - (double)stack / EndStacks); int top = offset + (stack + 0) * (Slices + 1); int bot = offset + (stack + 1) * (Slices + 1); for (int slice = 0; slice <= Slices; slice++) { double theta = slice * 2 * Math.PI / Slices; double x = -radius *Math.Sin(theta); double z = -radius *Math.Cos(theta); vertices.Add(new Point3D(x, y, z)); normals.Add(new Vector3D(0, -side, 0)); textures.Add(new Point((double)slice / Slices, (1 - Fold) + Fold * stack / EndStacks)); if (stack < EndStacks && slice < Slices) { indices.Add(top + slice); indices.Add(bot + slice); indices.Add(top + slice + 1); indices.Add(top + slice + 1); indices.Add(bot + slice); indices.Add(bot + slice + 1); } } } } }
/// <summary> /// /// </summary> /// <param name="args"></param> /// <param name="vertices"></param> /// <param name="normals"></param> /// <param name="indices"></param> /// <param name="textures"></param> protected override void Triangulate(DependencyPropertyChangedEventArgs args, Point3DCollection vertices, Vector3DCollection normals, Int32Collection indices, PointCollection textures) { vertices.Clear(); normals.Clear(); indices.Clear(); textures.Clear(); Vector3D normal = new Vector3D(0, 0, 1); double angleInner = 2 * Math.PI / Sides; double radius = Length / 2 / Math.Sin(angleInner / 2); double angle = 3 * Math.PI / 2 + angleInner / 2; double xMin = 0, xMax = 0, yMin = 0, yMax = 0; for (int side = 0; side < Sides; side++) { double x = Math.Cos(angle); double y = Math.Sin(angle); xMin = Math.Min(xMin, x); xMax = Math.Max(xMax, x); yMin = Math.Min(yMin, y); yMax = Math.Max(yMax, y); angle += angleInner; } angle = 3 * Math.PI / 2 + angleInner / 2; for (int side = 0; side < Sides; side++) { vertices.Add(new Point3D(0, 0, 0)); textures.Add(new Point(-xMin / (xMax - xMin), yMax / (yMax - yMin))); normals.Add(normal); double x = Math.Cos(angle); double y = Math.Sin(angle); vertices.Add(new Point3D(x, y, 0)); textures.Add(new Point((x - xMin) / (xMax - xMin), (yMax - y) / (yMax - yMin))); normals.Add(normal); angle += angleInner; x = Math.Cos(angle); y = Math.Sin(angle); vertices.Add(new Point3D(x, y, 0)); textures.Add(new Point((x - xMin) / (xMax - xMin), (yMax - y) / (yMax - yMin))); normals.Add(normal); int index = vertices.Count - 3; indices.Add(index); indices.Add(index + 1); indices.Add(index + 2); if (Slices > 1) { TriangleSubdivide(vertices, normals, indices, textures); } } }