Inheritance: ICoord
示例#1
0
		/// <summary>
		/// 创建从src到dest的边, 如果它已经存在, 直接返回它.
		/// </summary>
		public HalfEdge CreateEdge(Vertex src, Vertex dest)
		{
			HalfEdge self = GetRays(src).Find(item => { return item.Dest == dest; });

			// 如果该边不存在, 进行创建.
			if (self == null)
			{
				self = new HalfEdge();
				self.Dest = dest;

				HalfEdge other = new HalfEdge();
				other.Dest = src;

				self.Pair = other;
				other.Pair = self;

				/*src.Edge = self;
				dest.Edge = other;
				*/

				AddUnserializedEdge(self);
				AddUnserializedEdge(other);
			}

			return self;
		}
		private Halfedge Init (Edge edge, Nullable<Side> lr)
		{
			this.edge = edge;
			leftRight = lr;
			nextInPriorityQueue = null;
			vertex = null;
			return this;
		}
示例#3
0
		/// <summary>
		/// 创建一个位置在position的顶点.
		/// </summary>
		public Vertex CreateVertex(BinaryReader reader)
		{
			Vertex ans = new Vertex(Vector3.zero);
			ans.ReadBinary(reader);

			AddVertex(ans);

			return ans;
		}
示例#4
0
		public Vertex CreateVertex(Vector3 position)
		{
			Utility.Verify(FindVertex(position) == null, "Duplicate vertex at position " + position);
			Vertex ans = new Vertex(position);

			AddVertex(ans);

			return ans;
		}
示例#5
0
 public void ReallyDispose()
 {
     edgeListLeftNeighbor = null;
     edgeListRightNeighbor = null;
     nextInPriorityQueue = null;
     edge = null;
     leftRight = null;
     vertex = null;
     _pool.Add(this);
 }
		public void Dispose ()
		{
			if (edgeListLeftNeighbor != null || edgeListRightNeighbor != null) {
				// still in EdgeList
				return;
			}
			if (nextInPriorityQueue != null) {
				// still in PriorityQueue
				return;
			}
			edge = null;
			leftRight = null;
			vertex = null;
			_pool.Push (this);
		}
示例#7
0
        private void addCEIDToolStripMenuItem_Click(object sender, EventArgs e)
        {
            /////////////////////////////////////////////////////////////  Start Video

            mp.Initialize(Engine.g_device);

            mp.SetFile("sample.avi");
            difTex = mp.CreateTexture();

            Engine.AppHandleKeys = (SharpDX.DirectInput.Key key) =>
            {
                /// handle the keys that we want
                switch (key)
                {
                    case SharpDX.DirectInput.Key.Up:
                        mp.OnRender(difTex.texture2D, true);
                        break;
                    case SharpDX.DirectInput.Key.Down:
                        mp.OnRender(difTex.texture2D, false);
                        break;
                    case SharpDX.DirectInput.Key.Space:
                        if (selected_sphere != null)
                        {
                            Engine.g_MoveCamera.SetViewParams(selected_sphere.center,
                                          new Vector3(2000, 0, 2000));

                            selected_sphere.sh.SetVariables(new Vector3(1, 1, 1), ShaderViariables.Ambient);

                            selected_sphere = null;
                            weAreIn = true;
                        }
                        break;
                    case SharpDX.DirectInput.Key.LeftShift:
                        Engine.g_MoveCamera.SetViewParams(new Vector3(6500, 4500, 2000),
                              new Vector3(200, 0, 200));
                        weAreIn = false;
                        break;
                }

                return false;
            };

            /////////////////////////////////////////////////////////////  Add the Spheres

            //  AddSphete(1000, new Vector3(0, 0, 0), new Vector3(2, 2, 2),"sample.avi");
            AddSphere(100, new Vector3(1500, 110, 900), new Vector3(2.5f, 2.5f, 2.5f), "Resources/lady2.jpg");
            AddSphere(100, new Vector3(2300, 80, 3000), new Vector3(2.5f, 2.5f, 2.5f), "Resources/lady.jpg");
            AddSphere(100, new Vector3(2300, 110, 2300), new Vector3(2.5f, 2.5f, 2.5f), "Resources/lady3.jpg");
            AddSphete(100, new Vector3(2300, 110, 1700), new Vector3(2.5f, 2.5f, 2.5f));
            // AddSphete(100, new Vector3(1100, 80, 2000), new Vector3(3, 3, 3));

            // create the shader
            ShaderSimple sh1 = new ShaderSimple();

            /// add the shader to the list
            ShaderManager.AddShader("Shader11", sh1);

            // add the textures for the shader
            sh1.SetTexture("Resources/tmima2.png", TextureType.Diffuse);
            sh1.SetTexture("Resources/tmima2.png", TextureType.Lightmap);
            sh1.SetTexture("Resources/height.jpg", TextureType.Heightmap);

            List<Polygon> polygonList1 = new List<Polygon>();

            FxVector2f p1 = new FxVector2f(0, 0);
            FxVector2f p2 = new FxVector2f(0, 100);
            FxVector2f p3 = new FxVector2f(100, 100);
            FxVector2f p4 = new FxVector2f(100, 0);

            float u1 = 0;
            float v1 = 0;
            Vertex ver1 = new Vertex(p1.X, -1, p1.Y, 0, 0, 0, u1, v1);
            u1 = 0; v1 = 1;
            Vertex ver2 = new Vertex(p2.X, -1, p2.Y, 0, 0, 0, u1, v1);
            u1 = 1; v1 = 1;
            Vertex ver3 = new Vertex(p3.X, -1, p3.Y, 0, 0, 0, u1, v1);
            u1 = 1; v1 = 0;
            Vertex ver4 = new Vertex(p4.X, -1, p4.Y, 0, 0, 0, u1, v1);

            polygonList1.Add(new Polygon(ver1, ver2, ver3));
            polygonList1.Add(new Polygon(ver1, ver3, ver4));

            /// make a new mesh
            Mesh mesh1 = new Mesh();
            /// set to the new mesh the shader
            mesh1.m_shader = ShaderManager.GetExistShader("Shader11");
            // set the position
            mesh1.SetPosition(new Vector3(0, 0, 0));

            // scale it
            mesh1.SetScale(new Vector3(60, 60, 60));

            // add the polygons on mesh
            foreach (Polygon poly in polygonList1)
            {
                // add the polygons to the mesh
                mesh1.AddPolygon(poly, false);
            }

            /// create the mesh and download it to the card
            mesh1.CreateMesh();

            /// add the mesh to the engine mesh list
            Engine.g_MeshManager.AddMesh(mesh1);

            sh1.SetVariables(new Vector3(1, 1, 1), ShaderViariables.Ambient);
        }
示例#8
0
        private void FortunesAlgorithm()
        {
            Site     newSite, bottomSite, topSite, tempSite;
            Vertex   v, vertex;
            Vector2  newintstar = Vector2.zero;            //Because the compiler doesn't know that it will have a value - Julian
            Side     leftRight;
            Halfedge lbnd, rbnd, llbnd, rrbnd, bisector;
            Edge     edge;

            Rect dataBounds = _sites.GetSitesBounds();

            int sqrt_nsites            = (int)(Mathf.Sqrt(_sites.Count + 4));
            HalfedgePriorityQueue heap = new HalfedgePriorityQueue(dataBounds.y, dataBounds.height, sqrt_nsites);
            EdgeList        edgeList   = new EdgeList(dataBounds.x, dataBounds.width, sqrt_nsites);
            List <Halfedge> halfEdges  = new List <Halfedge> ();
            List <Vertex>   vertices   = new List <Vertex> ();

            fortunesAlgorithm_bottomMostSite = _sites.Next();
            newSite = _sites.Next();

            for (;;)
            {
                if (heap.Empty() == false)
                {
                    newintstar = heap.Min();
                }

                if (newSite != null &&
                    (heap.Empty() || CompareByYThenX(newSite, newintstar) < 0))
                {
                    /* new site is smallest */
                    //trace("smallest: new site " + newSite);

                    // Step 8:
                    lbnd = edgeList.EdgeListLeftNeighbor(newSite.Coord);                // the Halfedge just to the left of newSite
                    //trace("lbnd: " + lbnd);
                    rbnd = lbnd.edgeListRightNeighbor;                                  // the Halfedge just to the right
                    //trace("rbnd: " + rbnd);
                    bottomSite = FortunesAlgorithm_rightRegion(lbnd);                   // this is the same as leftRegion(rbnd)
                    // this Site determines the region containing the new site
                    //trace("new Site is in region of existing site: " + bottomSite);

                    // Step 9:
                    edge = Edge.CreateBisectingEdge(bottomSite, newSite);
                    //trace("new edge: " + edge);
                    _edges.Add(edge);

                    bisector = Halfedge.Create(edge, Side.LEFT);
                    halfEdges.Add(bisector);
                    // inserting two Halfedges into edgeList constitutes Step 10:
                    // insert bisector to the right of lbnd:
                    edgeList.Insert(lbnd, bisector);

                    // first half of Step 11:
                    if ((vertex = Vertex.Intersect(lbnd, bisector)) != null)
                    {
                        vertices.Add(vertex);
                        heap.Remove(lbnd);
                        lbnd.vertex = vertex;
                        lbnd.ystar  = vertex.y + newSite.Dist(vertex);
                        heap.Insert(lbnd);
                    }

                    lbnd     = bisector;
                    bisector = Halfedge.Create(edge, Side.RIGHT);
                    halfEdges.Add(bisector);
                    // second Halfedge for Step 10:
                    // insert bisector to the right of lbnd:
                    edgeList.Insert(lbnd, bisector);

                    // second half of Step 11:
                    if ((vertex = Vertex.Intersect(bisector, rbnd)) != null)
                    {
                        vertices.Add(vertex);
                        bisector.vertex = vertex;
                        bisector.ystar  = vertex.y + newSite.Dist(vertex);
                        heap.Insert(bisector);
                    }

                    newSite = _sites.Next();
                }
                else if (heap.Empty() == false)
                {
                    /* intersection is smallest */
                    lbnd       = heap.ExtractMin();
                    llbnd      = lbnd.edgeListLeftNeighbor;
                    rbnd       = lbnd.edgeListRightNeighbor;
                    rrbnd      = rbnd.edgeListRightNeighbor;
                    bottomSite = FortunesAlgorithm_leftRegion(lbnd);
                    topSite    = FortunesAlgorithm_rightRegion(rbnd);
                    // these three sites define a Delaunay triangle
                    // (not actually using these for anything...)
                    //_triangles.push(new Triangle(bottomSite, topSite, rightRegion(lbnd)));

                    v = lbnd.vertex;
                    v.SetIndex();
                    lbnd.edge.SetVertex((Side)lbnd.leftRight, v);
                    rbnd.edge.SetVertex((Side)rbnd.leftRight, v);
                    edgeList.Remove(lbnd);
                    heap.Remove(rbnd);
                    edgeList.Remove(rbnd);
                    leftRight = Side.LEFT;
                    if (bottomSite.y > topSite.y)
                    {
                        tempSite   = bottomSite;
                        bottomSite = topSite;
                        topSite    = tempSite;
                        leftRight  = Side.RIGHT;
                    }
                    edge = Edge.CreateBisectingEdge(bottomSite, topSite);
                    _edges.Add(edge);
                    bisector = Halfedge.Create(edge, leftRight);
                    halfEdges.Add(bisector);
                    edgeList.Insert(llbnd, bisector);
                    edge.SetVertex(SideHelper.Other(leftRight), v);
                    if ((vertex = Vertex.Intersect(llbnd, bisector)) != null)
                    {
                        vertices.Add(vertex);
                        heap.Remove(llbnd);
                        llbnd.vertex = vertex;
                        llbnd.ystar  = vertex.y + bottomSite.Dist(vertex);
                        heap.Insert(llbnd);
                    }
                    if ((vertex = Vertex.Intersect(bisector, rrbnd)) != null)
                    {
                        vertices.Add(vertex);
                        bisector.vertex = vertex;
                        bisector.ystar  = vertex.y + bottomSite.Dist(vertex);
                        heap.Insert(bisector);
                    }
                }
                else
                {
                    break;
                }
            }

            // heap should be empty now
            heap.Dispose();
            edgeList.Dispose();

            for (int hIndex = 0; hIndex < halfEdges.Count; hIndex++)
            {
                Halfedge halfEdge = halfEdges [hIndex];
                halfEdge.ReallyDispose();
            }
            halfEdges.Clear();

            // we need the vertices to clip the edges
            for (int eIndex = 0; eIndex < _edges.Count; eIndex++)
            {
                edge = _edges [eIndex];
                edge.ClipVertices(_plotBounds);
            }
            // but we don't actually ever use them again!
            for (int vIndex = 0; vIndex < vertices.Count; vIndex++)
            {
                vertex = vertices [vIndex];
                vertex.Dispose();
            }
            vertices.Clear();
        }
示例#9
0
		/// <summary>
		/// 将点插入到old的边上.
		/// </summary>
		void InsertOnEdge(Vertex v, Triangle old, HalfEdge hitEdge)
		{
			// 连接v和v所在的边正对的顶点, 将old一分为二.
			Triangle split1 = geomManager.CreateTriangle();
			Triangle split2 = geomManager.CreateTriangle();

			Vertex opositeVertex = hitEdge.Next.Dest;

			HalfEdge ov = geomManager.CreateEdge(opositeVertex, v);
			HalfEdge v1 = geomManager.CreateEdge(v, hitEdge.Dest);
			HalfEdge v2 = geomManager.CreateEdge(v, hitEdge.Pair.Dest);

			HalfEdge sp1Edge0 = hitEdge.Next;

			HalfEdge sp2Edge0 = hitEdge.Next.Next;
			HalfEdge sp2Edge1 = v2.Pair;
			HalfEdge sp2Edge2 = ov.Pair;

			// 更新Face.
			sp1Edge0.Face = ov.Face = v1.Face = split1;
			sp2Edge0.Face = sp2Edge1.Face = sp2Edge2.Face = split2;

			// 释放旧三角形.
			geomManager.ReleaseTriangle(old);

			// 连接边.
			split1.Edge = sp1Edge0.CycleLink(ov, v1);
			split2.Edge = sp2Edge0.CycleLink(sp2Edge1, sp2Edge2);

			// 将新三角形映射到格子地图上.
			geomManager.RasterizeTriangle(split1);
			geomManager.RasterizeTriangle(split2);

			Utility.Verify(ov.Face == split1);
			Utility.Verify(ov.Pair.Face == split2);

			Triangle other = hitEdge.Pair.Face;

			Triangle oposite1 = null;
			Triangle oposite2 = null;

			// 分割另一侧的三角形.
			if (other != null)
			{
				Vertex p = hitEdge.Pair.Next.Dest;

				HalfEdge vp = geomManager.CreateEdge(v, p);

				oposite1 = geomManager.CreateTriangle();
				oposite2 = geomManager.CreateTriangle();

				HalfEdge hpn = hitEdge.Pair.Next;
				HalfEdge op1Edge0 = hpn.Next;
				HalfEdge op1Edge1 = v1.Pair;
				HalfEdge op1Edge2 = vp;

				hpn.Face = vp.Pair.Face = v2.Face = oposite2;
				op1Edge0.Face = op1Edge1.Face = op1Edge2.Face = oposite1;
				geomManager.ReleaseTriangle(other);

				oposite2.Edge = hpn.CycleLink(vp.Pair, v2);
				oposite1.Edge = op1Edge0.CycleLink(op1Edge1, op1Edge2);

				geomManager.RasterizeTriangle(oposite1);
				geomManager.RasterizeTriangle(oposite2);

				Utility.Verify(vp.Face == oposite1);
				Utility.Verify(vp.Pair.Face == oposite2);
			}

			Utility.Verify(v1.Face == split1);
			Utility.Verify(v1.Pair.Face == oposite1);

			Utility.Verify(v2.Face == oposite2);
			Utility.Verify(v2.Pair.Face == split2);

			// 维护delaunay特性.
			FlipTriangles(split1.Edge);
			FlipTriangles(split2.Edge);

			if (other != null)
			{
				FlipTriangles(oposite1.Edge);
				FlipTriangles(oposite2.Edge);
			}
		}
示例#10
0
		/// <summary>
		/// 将点插入到三角形中.
		/// </summary>
		void InsertToTriangle(Vertex v, Triangle old)
		{
			Triangle ab = geomManager.CreateTriangle();
			Triangle bc = geomManager.CreateTriangle();
			Triangle ca = geomManager.CreateTriangle();

			// 分别构造连接v和old的三个顶点的边, 将old一分为三.
			HalfEdge av = geomManager.CreateEdge(old.A, v);
			HalfEdge bv = geomManager.CreateEdge(old.B, v);
			HalfEdge cv = geomManager.CreateEdge(old.C, v);

			HalfEdge AB = old.AB, BC = old.BC, CA = old.CA;

			// 更新Face.
			AB.Face = bv.Face = av.Pair.Face = ab;
			BC.Face = cv.Face = bv.Pair.Face = bc;
			CA.Face = av.Face = cv.Pair.Face = ca;

			// 释放旧三角形.
			geomManager.ReleaseTriangle(old);

			// 连接边.
			ab.Edge = AB.CycleLink(bv, av.Pair);
			bc.Edge = BC.CycleLink(cv, bv.Pair);
			ca.Edge = CA.CycleLink(av, cv.Pair);

			// 映射到格子地图上.
			geomManager.RasterizeTriangle(ab);
			geomManager.RasterizeTriangle(bc);
			geomManager.RasterizeTriangle(ca);

			Utility.Verify(av.Face == ca);
			Utility.Verify(av.Pair.Face == ab);

			Utility.Verify(bv.Face == ab);
			Utility.Verify(bv.Pair.Face == bc);

			Utility.Verify(cv.Face == bc);
			Utility.Verify(cv.Pair.Face == ca);

			// 维护delaunay特性.
			FlipTriangles(ab.Edge);
			FlipTriangles(bc.Edge);
			FlipTriangles(ca.Edge);
		}
示例#11
0
		/// <summary>
		/// 收集与src到dest相交的约束边.
		/// </summary>
		Vertex CollectCrossedUnconstrainedEdges(List<HalfEdge> answer, List<Vertex> lowerVertices, List<Vertex> upperVertices, Vertex src, Vertex dest, HalfEdge start)
		{
			// src->dest向量.
			Vector3 srcDest = dest.Position - src.Position;

			Vertex current = src;

			// 遍历到dest所在的三角形为止.
			for (; !start.Face.Contains(dest.Position); )
			{
				Utility.Verify(!start.Constrained, "Crossed constrained edge");
				// 收集相交的边.
				answer.Add(start);

				HalfEdge opposedTriangle = start.Face.GetOpposite(current);

				Utility.Verify(opposedTriangle != null);

				Vertex opposedVertex = opposedTriangle.Next.Dest;
				if ((opposedVertex.Position - src.Position).cross2(srcDest) < 0)
				{
					current = opposedTriangle.Src;
				}
				else
				{
					current = opposedTriangle.Dest;
				}

				float cr = (opposedTriangle.Dest.Position - src.Position).cross2(srcDest);
				Utility.Verify(!MathUtility.Approximately(0, cr), "Not implement");

				List<Vertex> activeContainer = ((cr < 0) ? upperVertices : lowerVertices);

				if (!activeContainer.Contains(opposedTriangle.Dest)) { activeContainer.Add(opposedTriangle.Dest); }

				cr = (opposedTriangle.Src.Position - src.Position).cross2(srcDest);
				activeContainer = ((cr < 0) ? upperVertices : lowerVertices);

				if (!activeContainer.Contains(opposedTriangle.Src)) { activeContainer.Add(opposedTriangle.Src); }

				if (MathUtility.PointOnSegment(opposedVertex.Position, src.Position, dest.Position))
				{
					answer.Add(opposedTriangle);
					src = opposedVertex;
					break;
				}

				start = opposedTriangle;
			}

			return src;
		}
示例#12
0
		/// <summary>
		/// 构造src到dest的约束边. crossedEdge为第一条相交边.
		/// </summary>
		HalfEdge OnConstrainedEdgeCrossEdges(ref Vertex src, Vertex dest, HalfEdge crossedEdge)
		{
			List<Vertex> upper = new List<Vertex>();
			List<Vertex> lower = new List<Vertex>();
			List<HalfEdge> edges = new List<HalfEdge>();

			// 收集相交的非约束边.
			Vertex newSrc = CollectCrossedUnconstrainedEdges(edges, lower, upper, src, dest, crossedEdge);

			// 清理非约束边两侧的三角形.
			for (int i = 0; i < edges.Count; ++i)
			{
				HalfEdge edge = edges[i];
				if (edge.Face != null)
				{
					geomManager.ReleaseTriangle(edge.Face);
				}

				if (edge.Pair.Face != null)
				{
					geomManager.ReleaseTriangle(edge.Pair.Face);
				}
			}

			// 对清理过后的区域三角形化(该区域不一定是多边形).
			CreateTriangles(PolygonTriangulation.Triangulate(lower, dest, src));
			CreateTriangles(PolygonTriangulation.Triangulate(upper, src, dest));

			// 标记约束边.
			HalfEdge constrainedEdge = geomManager.GetRays(src).Find(edge => { return edge.Dest == dest; });
			Utility.Verify(constrainedEdge != null);
			constrainedEdge.Constrained = true;

			src = newSrc;
			return constrainedEdge;
		}
示例#13
0
		/// <summary>
		/// 创建边ab, bc, ca, 及三角形, 如果该三角形已经存在, 直接返回它.
		/// </summary>
		public Triangle CreateTriangle(Vertex a, Vertex b, Vertex c)
		{
			HalfEdge ab = CreateEdge(a, b);
			HalfEdge bc = CreateEdge(b, c);
			HalfEdge ca = CreateEdge(c, a);

			if (ab.Face != null)
			{
				Utility.Verify(ab.Face == bc.Face && bc.Face == ca.Face);
				return ab.Face;
			}

			ab.Next = bc;
			bc.Next = ca;
			ca.Next = ab;

			Triangle answer = CreateTriangle();

			ab.Face = bc.Face = ca.Face = answer;
			answer.Edge = ab;
			RasterizeTriangle(answer);

			return answer;
		}
示例#14
0
        public void Dispose()
        {
            if (_delaunayLineBmp != null)
            {
                _delaunayLineBmp.dispose();
                _delaunayLineBmp = null;
            }
            _leftVertex = null;
            _rightVertex = null;
            if (_clippedVertices != null)
            {
                _clippedVertices[LR.LEFT] = Vector2.zero;
                _clippedVertices[LR.RIGHT] = Vector2.zero;
                _clippedVertices = null;
            }
            _sites[LR.LEFT] = null;
            _sites[LR.RIGHT] = null;
            _sites = null;

            _pool.Add(this);
        }
示例#15
0
		/// <summary>
		/// 获取顶点from"正对"的边.
		/// </summary>
		public HalfEdge GetOpposite(Vertex from)
		{
			foreach (HalfEdge edge in BoundingEdges)
			{
				if (!from.Position.equals2(edge.Src.Position)
					&& !from.Position.equals2(edge.Dest.Position))
				{
					return edge.Pair;
				}
			}

			return null;
		}
		public void Dispose ()
		{
//			if (_delaunayLineBmp) {
//				_delaunayLineBmp.Dispose ();
//				_delaunayLineBmp = null;
//			}
			_leftVertex = null;
			_rightVertex = null;
			if (_clippedVertices != null) {
				_clippedVertices [Side.LEFT] = null;
				_clippedVertices [Side.RIGHT] = null;
				_clippedVertices = null;
			}
			_sites [Side.LEFT] = null;
			_sites [Side.RIGHT] = null;
			_sites = null;
				
			_pool.Push (this);
		}
示例#17
0
        private void addSamplePlaneToolStripMenuItem_Click(object sender, EventArgs e)
        {
            /////////////////////////////////////////////////////////////  Init the Shader

            // create the shader
            ShaderSimple sh = new ShaderSimple();

            /// add the shader to the list
            ShaderManager.AddShader("Shader10", sh);

            // add the textures for the shader
            sh.SetTexture("Resources/diffuse.jpg", TextureType.Diffuse);
            sh.SetTexture("Resources/lightmap.jpg", TextureType.Lightmap);
            sh.SetTexture("Resources/height.jpg", TextureType.Heightmap);
            sh.SetVariables(new Vector3(1, 1, 1), ShaderViariables.Ambient);

            /////////////////////////////////////////////////////////////  Init the polygons of mesh

            List<Polygon> polygonList = new List<Polygon>();

            FxVector2f p1 = new FxVector2f(0, 0);
            FxVector2f p2 = new FxVector2f(0, 100);
            FxVector2f p3 = new FxVector2f(100, 100);
            FxVector2f p4 = new FxVector2f(100, 0);

            float u = 0;
            float v = 0;
            Vertex ver1 = new Vertex(p1.X, 1, p1.Y, 0, 0, 0, u, v);
            u = 0; v = 1;
            Vertex ver2 = new Vertex(p2.X, 1, p2.Y, 0, 0, 0, u, v);
            u = 1; v = 1;
            Vertex ver3 = new Vertex(p3.X, 1, p3.Y, 0, 0, 0, u, v);
            u = 1; v = 0;
            Vertex ver4 = new Vertex(p4.X, 1, p4.Y, 0, 0, 0, u, v);

            polygonList.Add(new Polygon(ver1, ver2, ver3));
            polygonList.Add(new Polygon(ver1, ver3, ver4));

            /////////////////////////////////////////////////////////////  Init the Mesh

            /// make a new mesh
            Mesh mesh = new Mesh();

            /// set to the new mesh the shader
            mesh.m_shader = ShaderManager.GetExistShader("Shader10");

            // set the position
            mesh.SetPosition(new Vector3());

            // scale it
            mesh.SetScale(new Vector3(10, 10, 5));

            // add the polygons on mesh
            foreach (Polygon poly in polygonList)
            {
                // add the polygons to the mesh
                mesh.AddPolygon(poly, false);
            }

            /// create the mesh and download it to the card
            mesh.CreateMesh();

            /// add the mesh to the engine mesh list
            Engine.g_MeshManager.AddMesh(mesh);

            /////////////////////////////////////////////////////////////  Change Camera position

            Engine.g_MoveCamera.SetViewParams(new Vector3(2000, 2000, 200),
                                              new Vector3(0, 0, 0));
        }
示例#18
0
		void AddVertex(Vertex vertex)
		{
			Utility.Verify(!halfEdgeContainer.ContainsKey(vertex));
			halfEdgeContainer.Add(vertex, new List<HalfEdge>());
		}
示例#19
0
        private void AddSphete(float r, Vector3 center, Vector3 scale)
        {
            ShaderSimple sh = new ShaderSimple();

            // add to list the sphere
            sphere_info spi = new sphere_info();
            spi.sh = sh;
            spi.r = r * scale.X * 1.5f;
            spi.center = center;
            listSphere.Add(spi);

            // add the textures for the shader
            sh.SetTexture(difTex, TextureType.Diffuse);
            sh.SetTexture("Resources/white.jpg", TextureType.Lightmap);
            sh.SetTexture("Resources/height.jpg", TextureType.Heightmap);

            ShaderManager.AddShader("Shader" + r.ToString(), sh);

            List<Polygon> polygonList = new List<Polygon>();

            float numSteps = 100;
            float thita_step = (float)(Math.PI / numSteps);
            float phi_step = (float)(2 * Math.PI / numSteps);
            for (float thita = 0; thita < Math.PI; thita += thita_step)
            {
                for (float phi = 0; phi < 2 * Math.PI; phi += phi_step)
                {
                    float x = (float)(r * Math.Sin(thita) * Math.Cos(phi));
                    float y = (float)(r * Math.Sin(thita) * Math.Sin(phi));
                    float z = (float)(r * Math.Cos(thita));
                    float u = (float)(thita / (Math.PI));
                    float v = (float)(phi / (2 * Math.PI));
                    Vertex ver1A = new Vertex(x, z, y, 0, 0, 0, v, u);

                    x = (float)(r * Math.Sin(thita) * Math.Cos(phi + phi_step));
                    y = (float)(r * Math.Sin(thita) * Math.Sin(phi + phi_step));
                    z = (float)(r * Math.Cos(thita));
                    u = (float)(thita / (Math.PI));
                    v = (float)((phi + phi_step) / (2 * Math.PI));
                    Vertex ver2A = new Vertex(x, z, y, 0, 0, 0, v, u);

                    x = (float)(r * Math.Sin(thita + thita_step) * Math.Cos(phi + phi_step));
                    y = (float)(r * Math.Sin(thita + thita_step) * Math.Sin(phi + phi_step));
                    z = (float)(r * Math.Cos(thita + thita_step));
                    u = (float)((thita + thita_step) / (Math.PI));
                    v = (float)((phi + phi_step) / (2 * Math.PI));
                    Vertex ver3A = new Vertex(x, z, y, 0, 0, 0, v, u);

                    x = (float)(r * Math.Sin(thita + thita_step) * Math.Cos(phi));
                    y = (float)(r * Math.Sin(thita + thita_step) * Math.Sin(phi));
                    z = (float)(r * Math.Cos(thita + thita_step));
                    u = (float)((thita + thita_step) / (Math.PI));
                    v = (float)((phi) / (2 * Math.PI));
                    Vertex ver4A = new Vertex(x, z, y, 0, 0, 0, v, u);

                    polygonList.Add(new Polygon(ver1A, ver2A, ver3A));
                    polygonList.Add(new Polygon(ver1A, ver3A, ver4A));
                }
            }

            Mesh mesh = new Mesh();
            /// set to the new mesh the shader
            mesh.m_shader = sh;
            // set the position
            mesh.SetPosition(center);
            // scale it
            mesh.SetScale(scale);

            // add the polygons on mesh
            foreach (Polygon poly in polygonList)
            {
                // add the polygons to the mesh
                mesh.AddPolygon(poly, false);
            }

            /// create the mesh and download it to the card
            mesh.CreateMesh();

            /// add the mesh to the engine mesh list
            Engine.g_MeshManager.AddMesh(mesh);

            sh.SetVariables(new Vector3(1, 1, 1), ShaderViariables.Ambient);
        }
示例#20
0
		/// <summary>
		/// 查找从vertex出发的边.
		/// </summary>
		public List<HalfEdge> GetRays(Vertex vertex)
		{
			List<HalfEdge> answer = null;
			halfEdgeContainer.TryGetValue(vertex, out answer);
			return answer ?? new List<HalfEdge>();
		}
		/// <summary>
		/// 将由polygon内的顶点组成的多边形三角形化, 且保证src存在一条到dest的边.
		/// <para>ans[3*i], ans[3*i+1], ans[3*i+2]为生成的第i个三角形.</para>
		/// </summary>
		static List<Vertex> TriangulatePolygonDelaunay(List<Vertex> polygon, Vertex src, Vertex dest)
		{
			List<Vertex> answer = new List<Vertex>();

			if (polygon.Count == 0) { return answer; }

			Vertex c = polygon[0];
			if (polygon.Count > 1)
			{
				// 寻找一个顶点c, 使得src, dest, c组成的三角形的外接圆中, 不包含其它的顶点.
				foreach (Vertex v in polygon)
				{
					if (MathUtility.PointInCircumCircle(src.Position, dest.Position, c.Position, v.Position))
					{
						c = v;
					}
				}

				List<Vertex> left = new List<Vertex>();
				List<Vertex> right = new List<Vertex>();
				List<Vertex> current = left;

				// 以点c为界, 将polygon的顶点分为左右两部分.
				foreach (Vertex v in polygon)
				{
					if (v == c)
					{
						current = right;
						continue;
					}

					current.Add(v);
				}

				// 对左右两部分递归调用该方法.
				answer.AddRange(TriangulatePolygonDelaunay(left, src, c));
				answer.AddRange(TriangulatePolygonDelaunay(right, c, dest));
			}

			// 添加生成的三角形.
			if (polygon.Count > 0)
			{
				answer.Add(src);
				answer.Add(dest);
				answer.Add(c);
			}

			return answer;
		}
		public void SetVertex (Side leftRight, Vertex v)
		{
			if (leftRight == Side.LEFT) {
				_leftVertex = v;
			} else {
				_rightVertex = v;
			}
		}
示例#23
0
        private void addVideoSphereToolStripMenuItem_Click(object sender, EventArgs e)
        {
            /////////////////////////////////////////////////////////////  Start Video

            mp.Initialize(Engine.g_device);

            mp.SetFile("sample.avi");
            difTex = mp.CreateTexture();

            Engine.AppHandleKeys = (SharpDX.DirectInput.Key key) =>
            {
                /// handle the keys that we want
                switch (key)
                {
                    case SharpDX.DirectInput.Key.Up:
                        mp.OnRender(difTex.texture2D, true);
                        break;
                    case SharpDX.DirectInput.Key.Down:
                        mp.OnRender(difTex.texture2D, false);
                        break;
                }

                return false;
            };

            /////////////////////////////////////////////////////////////  Add the Spheres

            AddSphete(1000, new Vector3(0, 0, 0), new Vector3(20, 20, 20));
            //AddSphete(100, new Vector3(1100, 80, 2000), new Vector3(3, 3, 3));

            /////////////////////////////////////////////////////////////  Init the Shader
            #if false

            // create the shader
            ShaderSimple sh = new ShaderSimple();

            /// add the shader to the list
            ShaderManager.AddShader("Shader12", sh);

            // add the textures for the shader
            sh.SetTexture("Resources/diffuse.jpg", TextureType.Diffuse);
            sh.SetTexture("Resources/lightmap.jpg", TextureType.Lightmap);
            sh.SetTexture("Resources/height.jpg", TextureType.Heightmap);
            sh.SetVariables(new Vector3(1, 1, 1), ShaderViariables.Ambient);

            List<Polygon> polygonList = new List<Polygon>();

            FxVector2f p1 = new FxVector2f(0, 0);
            FxVector2f p2 = new FxVector2f(0, 100);
            FxVector2f p3 = new FxVector2f(100, 100);
            FxVector2f p4 = new FxVector2f(100, 0);

            float u1 = 0;
            float v1 = 0;
            Vertex ver1 = new Vertex(p1.X, -1, p1.Y, 0, 0, 0, u1, v1);
            u1 = 0; v1 = 1;
            Vertex ver2 = new Vertex(p2.X, -1, p2.Y, 0, 0, 0, u1, v1);
            u1 = 1; v1 = 1;
            Vertex ver3 = new Vertex(p3.X, -1, p3.Y, 0, 0, 0, u1, v1);
            u1 = 1; v1 = 0;
            Vertex ver4 = new Vertex(p4.X, -1, p4.Y, 0, 0, 0, u1, v1);

            polygonList.Add(new Polygon(ver1, ver2, ver3));
            polygonList.Add(new Polygon(ver1, ver3, ver4));

            /////////////////////////////////////////////////////////////  Init the Mesh

            /// make a new mesh
            Mesh mesh = new Mesh();
            /// set to the new mesh the shader
            mesh.m_shader = ShaderManager.GetExistShader("Shader12");
            // set the position
            mesh.SetPosition(new Vector3(0, 0, 0));

            // scale it
            mesh.SetScale(new Vector3(40, 40, 40));

            // add the polygons on mesh
            foreach (Polygon poly in polygonList)
            {
                // add the polygons to the mesh
                mesh.AddPolygon(poly, false);
            }

            /// create the mesh and download it to the card
            mesh.CreateMesh();

            /// add the mesh to the engine mesh list
            Engine.g_MeshManager.AddMesh(mesh);

            sh.SetVariables(new Vector3(1, 1, 1), ShaderViariables.Ambient);

            #endif

            /////////////////////////////////////////////////////////////  Change Camera position
            // Engine.g_MoveCamera.
            Engine.g_MoveCamera.SetViewParams(new Vector3(2000, 2000, 200),
                                              new Vector3(0, 0, 0));

            ////////////////////////////////////////////////////
        }
示例#24
0
		/// <summary>
		/// 加入一条从src到dest的约束边.
		/// <para>返回构造的约束边.</para>
		/// </summary>
		List<HalfEdge> AddConstrainedEdge(Vertex src, Vertex dest)
		{
			// 加入顶点.
			Append(src);
			Append(dest);

			List<HalfEdge> answer = new List<HalfEdge>();

			// 加入并收集约束边.
			// 在加入约束边src->dest的过程中, 可能遇到一个点v, v在src->dest上.
			// 因此, 约束边变为src->v, v->dest.
			// 此时, src替换为v, 继续迭代, 直到到达dest.
			for (; src != dest; )
			{
				answer.Add(AddConstrainedEdgeAt(ref src, dest));
			}

			return answer;
		}
示例#25
0
		/// <summary>
		/// 添加src到dest的约束边.
		/// <para>如果之间遇到顶点v在该边上, 构造边src->v, 并更新src为v.</para>
		/// <para>如果之间没有其他顶点, 那么构造边src->dest, 更新src为dest.</para>
		/// <para>返回构造的约束边.</para>
		/// </summary>
		HalfEdge AddConstrainedEdgeAt(ref Vertex src, Vertex dest)
		{
			// 寻找以src为起点的, 且与src->dest相交的边.
			Tuple2<HalfEdge, CrossState> crossResult = new Tuple2<HalfEdge, CrossState>(null, CrossState.Parallel);
			foreach (HalfEdge ray in geomManager.GetRays(src))
			{
				if (FindCrossedEdge(out crossResult, ray, src.Position, dest.Position))
				{
					break;
				}
			}

			Utility.Verify(crossResult.Second != CrossState.Parallel);

			// 找到的边与src->dest完全重合.
			if (crossResult.Second == CrossState.FullyOverlaps)
			{
				crossResult.First.Constrained = true;
				src = crossResult.First.Dest;
				return crossResult.First;
			}

			Utility.Verify(crossResult.Second == CrossState.CrossOnSegment);

			// 处理相交边.
			return OnConstrainedEdgeCrossEdges(ref src, dest, crossResult.First);
		}
示例#26
0
		float SearchWidth(Vertex c, Triangle t, HalfEdge e, float d)
		{
			Vertex u = e.Src, v = e.Dest;
			if (c.Position.dot2(v.Position, u.Position) <= 0
				|| c.Position.dot2(u.Position, v.Position) <= 0)
			{
				return d;
			}

			float d2 = MathUtility.MinDistance2Segment(c.Position, e.Src.Position, e.Dest.Position);
			if (d2 > d)
			{
				return d;
			}

			if (e.Constrained)
			{
				return d2;
			}

			Triangle t2 = e.Pair.Face;

			if (t2 == null)
			{
				Debug.LogError("Invalid t2");
				return d;
			}

			HalfEdge e2 = t2.GetOpposite(e.Src);
			HalfEdge e3 = t2.GetOpposite(e.Dest);

			d = SearchWidth(c, t2, e2, d);
			return SearchWidth(c, t2, e3, d);
		}
示例#27
0
		/// <summary>
		/// 向网格内加入点.
		/// </summary>
		bool Append(Vertex v)
		{
			// 查找包含点v的位置的三角形.
			Tuple2<int, Triangle> answer = geomManager.FindVertexContainedTriangle(v.Position);

			// 与顶点重合, 表示该点已经存在.
			if (answer.First < 0) { return false; }

			// 点在三角形内.
			if (answer.First == 0)
			{
				InsertToTriangle(v, answer.Second);
			}
			// 点在边上.
			else
			{
				HalfEdge hitEdge = answer.Second.GetEdgeByIndex(answer.First);
				InsertOnEdge(v, answer.Second, hitEdge);
			}

			return true;
		}
示例#28
0
 internal void SetVertex(LR leftRight, Vertex v)
 {
     if (leftRight == LR.LEFT)
     {
         _leftVertex = v;
     }
     else
     {
         _rightVertex = v;
     }
 }
		/// <summary>
		/// 将由polygon内的顶点组成的多边形三角形化, 且保证constrainedEdgeSrc存在一条到constrainedEdgeDest的边.
		/// <para>ans[3*i], ans[3*i+1], ans[3*i+2]为生成的第i个三角形.</para>
		/// </summary>
		public static List<Vertex> Triangulate(List<Vertex> polygon, Vertex constrainedEdgeSrc, Vertex constrainedEdgeDest)
		{
			return TriangulatePolygonDelaunay(polygon, constrainedEdgeSrc, constrainedEdgeDest);
		}