示例#1
0
        /// <inheritdoc />
        public override List <int> GenerateIndexList(int resolutionU, int resolutionV, int indexOffset = 0)
        {
            // The index list of a model tells the GPU between which vertices to draw triangles. Each three consecutive
            // indices constitute a single triangle. Since the Capsule vertex array consists of several lists stitched
            // together, the indices of the shaft and endCap will have shifted by some amount. Therefore, calculate
            // this index offset for all submodels:
            int indexOffset2 = indexOffset + Hemisphere.CalculateVertexCount(resolutionU, resolutionU / 4) - resolutionU;
            int indexOffset3 = indexOffset2 + Cylinder.CalculateVertexCount(resolutionU, resolutionV) - resolutionU;
            int indexOffset4 = indexOffset3 + Hemisphere.CalculateVertexCount(resolutionU, resolutionU / 4) - resolutionU;

            // Generate the startCap indices as normal:
            List <int> startCapList = startCap.GenerateIndexList(resolutionU, resolutionU / 4, indexOffset);

            // Generate a shaft, using the last ring of the startCap to begin with. This is done by subtracting
            // `resolutionU` from indexOffset2. This automatically stitches the gap between the start cap and the shaft:
            List <int> shaftList = shaft.GenerateIndexList(resolutionU, resolutionV - 1, indexOffset2);

            // Generate the endCap indices as normal:
            List <int> endCapList = endCap.GenerateIndexList(resolutionU, resolutionU / 4, indexOffset3);

            // The final ring between the endCap and the shaft must be generated manually:
            List <int> stitchList = new List <int>(resolutionU);

            // Add a ring of triangles:
            for (int i = 1; i < resolutionU - 1; i++)
            {
                int invertedI = resolutionU - i;
                stitchList.Add(indexOffset + invertedI + indexOffset4);
                stitchList.Add(indexOffset + (i + 1) + indexOffset3 - resolutionU);
                stitchList.Add(indexOffset + i + indexOffset3 - resolutionU);

                stitchList.Add(indexOffset + (invertedI - 1) + indexOffset4);
                stitchList.Add(indexOffset + (i + 1) + indexOffset3 - resolutionU);
                stitchList.Add(indexOffset + invertedI + indexOffset4);
            }

            // Stitch the end of the ring of triangles:
            stitchList.Add(indexOffset + 1 + indexOffset4);
            stitchList.Add(indexOffset + indexOffset3 - resolutionU);
            stitchList.Add(indexOffset + resolutionU - 1 + indexOffset3 - resolutionU);

            stitchList.Add(indexOffset + indexOffset4);
            stitchList.Add(indexOffset + indexOffset3 - resolutionU);
            stitchList.Add(indexOffset + 1 + indexOffset4);

            stitchList.Add(indexOffset + resolutionU - 1 + indexOffset4);
            stitchList.Add(indexOffset + 1 + indexOffset3 - resolutionU);
            stitchList.Add(indexOffset + indexOffset3 - resolutionU);

            stitchList.Add(indexOffset + indexOffset4);
            stitchList.Add(indexOffset + resolutionU - 1 + indexOffset4);
            stitchList.Add(indexOffset + indexOffset3 - resolutionU);

            return(startCapList.Concat(shaftList).Concat(endCapList).Concat(stitchList).ToList());
        }
        public override List <int> GenerateIndexList(int resolutionU, int resolutionV, int indexOffset = 0)
        {
            int indexOffset2 = indexOffset + Hemisphere.CalculateVertexCount(resolutionU, resolutionU / 4);
            int indexOffset3 = indexOffset + indexOffset2 + Cylinder.CalculateVertexCount(resolutionU, resolutionV);

            List <int> startCapList = startCap.GenerateIndexList(resolutionU, resolutionU / 4, indexOffset);
            List <int> shaftList    = shaft.GenerateIndexList(resolutionU, resolutionV, indexOffset2);
            List <int> endCapList   = endCap.GenerateIndexList(resolutionU, resolutionU / 4, indexOffset3);

            return(startCapList.Concat(shaftList).Concat(endCapList).ToList());
        }
示例#3
0
        /// <inheritdoc />
        public override List <Vertex> GenerateVertexList(int resolutionU, int resolutionV)
        {
            // Generate the vertices of two end caps, and a shaft in between:
            List <Vertex> startCapList = startCap.GenerateVertexList(resolutionU, resolutionU / 4);
            List <Vertex> endCapList   = endCap.GenerateVertexList(resolutionU, resolutionU / 4);

            // Using a slice, remove the first and last ring of vertices of the shaft, which overlap with the last
            // rings of the startCap and endCap respectively. Later we will stitch the shaft and end caps together with
            // triangles between them, during the GenerateIndexList() step.
            Slice <Vertex> shaftSlice = new Slice <Vertex>(
                shaft.GenerateVertexList(resolutionU, resolutionV),
                resolutionU,
                Cylinder.CalculateVertexCount(resolutionU, resolutionV) - 2 * resolutionU);

            // Recalculate the surface normal between the cylinder and the start cap:
            for (int i = 0; i < (resolutionU - 1); i++)
            {
                dvec3 surfacePosition = startCapList[(resolutionU / 4 - 1) * resolutionU + i + 1].Position;
                dvec3 du = surfacePosition - startCapList[(resolutionU / 4 - 1) * resolutionU + i + 1 + 1].Position;
                dvec3 dv = surfacePosition - shaftSlice[i].Position;

                // Calculate the position of the rings of vertices:
                dvec3 surfaceNormal = dvec3.Cross(du.Normalized, dv.Normalized);

                startCapList[(resolutionU / 4 - 1) * resolutionU + i + 1] = new Vertex((vec3)surfacePosition, (vec3)surfaceNormal);
            }

            // Stitch the end of the triangles:
            dvec3 surfacePosition2 = startCapList[(resolutionU / 4 - 1) * resolutionU + resolutionU].Position;
            dvec3 du2 = surfacePosition2 - startCapList[(resolutionU / 4 - 1) * resolutionU + 1].Position;
            dvec3 dv2 = surfacePosition2 - shaftSlice[resolutionU].Position;

            // Calculate the position of the rings of vertices:
            dvec3 surfaceNormal2 = dvec3.Cross(du2.Normalized, dv2.Normalized);

            startCapList[(resolutionU / 4 - 1) * resolutionU + resolutionU] = new Vertex((vec3)surfacePosition2, (vec3)surfaceNormal2);

            return(startCapList.Concat(shaftSlice).Concat(endCapList).ToList());
        }