/// <summary> /// Returns field from array (of normal step size) of the given class on the given index /// </summary> public CField GetField(EClass pClass, int pX, int pY) { switch (pClass) { case EClass.Unassigned: return(unassignedArray.GetField(pX, pY)); case EClass.Ground: return(groundArray.GetField(pX, pY)); case EClass.Vege: return(vegeArray.GetField(pX, pY)); case EClass.Building: return(buildingArray.GetField(pX, pY)); } CDebug.Error($"array from class {pClass} not defined"); return(null); }
public static Obj ExportToObj(string pArrayName, EExportStrategy pStrategy, bool pUseSmoothHeight, Tuple <int, int> pStartIndex, Tuple <int, int> pEndIndex) { CGroundArray pArray = CProjectData.Points.groundArray; Obj obj = new Obj(pArrayName); float minHeight = CProjectData.GetMinHeight(); int missingCoordCount = 0; int xStart = pStartIndex.Item1; int yStart = pStartIndex.Item2; int xEnd = pEndIndex.Item1 + 1; int yEnd = pEndIndex.Item2 + 1; xEnd = Math.Min(xEnd, pArray.arrayXRange); yEnd = Math.Min(yEnd, pArray.arrayYRange); //prepare vertices for (int x = xStart; x < xEnd; x++) { for (int y = yStart; y < yEnd; y++) { Vertex v = new Vertex(); CGroundField el = pArray.GetField(x, y); float? height = el.GetHeight(pUseSmoothHeight ? CField.EHeight.Smooth : CField.EHeight.MaxZ); height = GetHeight(pStrategy, y, el, height); //create vertex only if height is defined if (height != null) { //TODO: ATTENTION! in OBJ the height value = Y, while in LAS format it is Z and X,Y are space coordinates //move heights so the lowest point touches the 0 //if (pHeight != EHeight.Tree) { height -= minHeight; } v.LoadFromStringArray(new[] { "v", pArray.GetFieldXCoord(x).ToString(), height.ToString(), pArray.GetFieldYCoord(y).ToString() }); obj.AddVertex(v); //record the index of vertex associated with this field position el.VertexIndex = obj.VertexList.Count; //first index = 1 (not 0)! } else { missingCoordCount++; } } } int faceCount = 0; //generate faces for (int x = xStart; x < xEnd - 1; x++) { for (int y = yStart; y < yEnd - 1; y++) { //create face only if all necessary vertices has been defined. -1 = not defined //| /| 3:[0,1] 2:[1,1] //|/ | 1:[0,0] 4:[1,0] //we create 2 faces: (1,2,3) and (1,2,4) int ind1 = pArray.GetField(x, y).VertexIndex; if (ind1 != -1) { int ind2 = pArray.GetField(x + 1, y + 1).VertexIndex; if (ind2 != -1) { int ind3 = pArray.GetField(x, y + 1).VertexIndex; if (ind3 != -1) { Face f = new Face(); f.LoadFromStringArray(new[] { "f", ind1.ToString(), ind2.ToString(), ind3.ToString() //ind1+"//"+ind3, ind3+"//"+ind2, ind2+"//"+ind1 }); obj.FaceList.Add(f); faceCount++; } int ind4 = pArray.GetField(x + 1, y).VertexIndex; if (ind4 != -1) { Face f = new Face(); f.LoadFromStringArray(new[] { "f", ind1.ToString(), ind4.ToString(), ind2.ToString() }); obj.FaceList.Add(f); } } } } } return(obj); }