private void ExtractSquare(int r, Int16Triple p, MeshBuilder_IntegerVertex mb)
        {
            int         p0x, p0y, p0z, p1x, p1y, p1z, p2x, p2y, p2z;//
            Int16Triple deltaA0 = VertexIndexToPositionDelta[AdjIndexToVertexIndices[r][0].X];
            Int16Triple deltaA1 = VertexIndexToPositionDelta[AdjIndexToVertexIndices[r][0].Y];
            Int16Triple deltaA2 = VertexIndexToPositionDelta[AdjIndexToVertexIndices[r][0].Z];

            p0x = p.X + deltaA0.X;
            p0y = p.Y + deltaA0.Y;
            p0z = p.Z + deltaA0.Z;
            p1x = p.X + deltaA1.X;
            p1y = p.Y + deltaA1.Y;
            p1z = p.Z + deltaA1.Z;
            p2x = p.X + deltaA2.X;
            p2y = p.Y + deltaA2.Y;
            p2z = p.Z + deltaA2.Z;
            mb.AddTriangle(new Int16Triple(p0x, p0y, p0z), new Int16Triple(p1x, p1y, p1z), new Int16Triple(p2x, p2y, p2z));


            Int16Triple deltaB0 = VertexIndexToPositionDelta[AdjIndexToVertexIndices[r][1].X];
            Int16Triple deltaB1 = VertexIndexToPositionDelta[AdjIndexToVertexIndices[r][1].Y];
            Int16Triple deltaB2 = VertexIndexToPositionDelta[AdjIndexToVertexIndices[r][1].Z];

            p0x = p.X + deltaB0.X;
            p0y = p.Y + deltaB0.Y;
            p0z = p.Z + deltaB0.Z;
            p1x = p.X + deltaB1.X;
            p1y = p.Y + deltaB1.Y;
            p1z = p.Z + deltaB1.Z;
            p2x = p.X + deltaB2.X;
            p2y = p.Y + deltaB2.Y;
            p2z = p.Z + deltaB2.Z;
            mb.AddTriangle(new Int16Triple(p0x, p0y, p0z), new Int16Triple(p1x, p1y, p1z), new Int16Triple(p2x, p2y, p2z));
        }
        }//judge if a voxel is inside the surface

        public static void InitAdj6(Int16Triple[] adjPoints6, Int16Triple p)
        {
            adjPoints6[0].X = p.X;
            adjPoints6[0].Y = p.Y + 1;
            adjPoints6[0].Z = p.Z;

            adjPoints6[1].X = p.X;
            adjPoints6[1].Y = p.Y - 1;
            adjPoints6[1].Z = p.Z;

            adjPoints6[2].X = p.X + 1;
            adjPoints6[2].Y = p.Y;
            adjPoints6[2].Z = p.Z;

            adjPoints6[3].X = p.X - 1;
            adjPoints6[3].Y = p.Y;
            adjPoints6[3].Z = p.Z;

            adjPoints6[4].X = p.X;
            adjPoints6[4].Y = p.Y;
            adjPoints6[4].Z = p.Z + 1;

            adjPoints6[5].X = p.X;
            adjPoints6[5].Y = p.Y;
            adjPoints6[5].Z = p.Z - 1;
        }//initialize poistions of the 6-adjacency points
示例#3
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        public void AddTriangle(Int16Triple p0, Int16Triple p1, Int16Triple p2)
        {
            int  p0i;
            int  p1i;
            int  p2i;
            int  index = 0;
            bool hasValue;

            hasValue = hashMap.GetHashValue(p0.X, p0.Y, p0.Z, ref index);
            if (!hasValue)
            {
                p0i = mesh.AddVertex(new Point3d(p0.X, p0.Y, p0.Z));
                hashMap.SetHashValue(p0.X, p0.Y, p0.Z, p0i);
            }
            else
            {
                p0i = index;
            }

            hasValue = hashMap.GetHashValue(p1.X, p1.Y, p1.Z, ref index);
            if (!hasValue)
            {
                p1i = mesh.AddVertex(new Point3d(p1.X, p1.Y, p1.Z));
                hashMap.SetHashValue(p1.X, p1.Y, p1.Z, p1i);
            }
            else
            {
                p1i = index;
            }

            hasValue = hashMap.GetHashValue(p2.X, p2.Y, p2.Z, ref index);
            if (!hasValue)
            {
                p2i = mesh.AddVertex(new Point3d(p2.X, p2.Y, p2.Z));
                hashMap.SetHashValue(p2.X, p2.Y, p2.Z, p2i);
            }
            else
            {
                p2i = index;
            }
            Triangle t = new Triangle(p0i, p1i, p2i);

            mesh.AddFace(t);
        }
        public Mesh GeneratorSurface()
        {
            int Width  = bmp.width;
            int Height = bmp.height;
            int Depth  = bmp.depth;

            Int16Triple[]             adjPoints6 = new Int16Triple[6];
            MeshBuilder_IntegerVertex mb         = new MeshBuilder_IntegerVertex(bmp.width, bmp.height, bmp.depth);

            for (int k = 0; k <= Depth - 1; k++)
            {
                for (int j = 0; j <= Height - 1; j++)
                {
                    for (int i = 0; i <= Width - 1; i++)
                    {
                        if (IsInside(i, j, k))
                        {
                            Int16Triple p = new Int16Triple(i, j, k);
                            InitAdj6(adjPoints6, p);
                            for (int r = 0; r < adjPoints6.Length; r++)
                            {
                                Int16Triple t = adjPoints6[r];
                                if (!IsInside(t.X, t.Y, t.Z))
                                {
                                    ExtractSquare(r, p, mb);
                                }
                            }
                        }
                    }
                }
            }
            Mesh m = mb.GetMesh();

            for (int i = 0; i < m.Vertices.Count; i++)
            {
                Point3d p = m.Vertices[i];
                p.X -= 0.5f;
                p.Y -= 0.5f;
                p.Z -= 0.5f;
            }//若需要真实位置,则都得平移回去
            return(m);
        }