示例#1
0
文件: WeldCopy.cs 项目: Blecki/CCDC
        //Merge identicle verticies in mesh
        public static Mesh WeldCopy(Mesh m)
        {
            var resultVerticies = new List<Vertex>();
            var indexMap = new Dictionary<short, short>();

            for (short i = 0; i < m.verticies.Length; i += 1)
            {
                var pos = m.verticies[i].Position;
                bool matchFound = false;
                for (int x = 0; x < resultVerticies.Count; ++x)
                {
                    if (Gem.Math.Utility.AlmostZero((resultVerticies[x].Position - pos).LengthSquared()))
                    {
                        indexMap.Add(i, (short)x);
                        matchFound = true;
                        break;
                    }
                }

                if (!matchFound)
                {
                    indexMap.Add(i, (short)resultVerticies.Count);
                    resultVerticies.Add(m.verticies[i]);
                }
            }

            var result = new Mesh();
            result.verticies = resultVerticies.ToArray();
            result.indicies = new short[m.indicies.Length];

            for (int i = 0; i < result.indicies.Length; ++i)
                result.indicies[i] = indexMap[m.indicies[i]];

            return result;
        }
示例#2
0
文件: EdgeMesh.cs 项目: Blecki/CCDC
        public EdgeMesh(Mesh m)
        {
            this.Verticies = new List<Vector3>();
            this.Faces = new List<EMFace>();
            this.Edges = new List<EMEdge>();

            foreach (var v in m.verticies) this.Verticies.Add(v.Position);

            for (int i = 0; i < m.indicies.Length; i += 3)
            {
                var face = new EMFace(m.indicies[i + 0], m.indicies[i + 1], m.indicies[i + 2]);

                foreach (var edge in face.edges)
                    face.Centroid += this.Verticies[edge.Verticies[0]];
                face.Centroid /= face.edges.Count;

                this.Faces.Add(face);
                for (int e = 0; e < face.edges.Count; ++e)
                {
                    var foundEdge = FindEdge(face.edges[e].Verticies[0], face.edges[e].Verticies[1]);
                    if (foundEdge != -1)
                    {
                        face.edges[e] = this.Edges[foundEdge];

                        face.edges[e].ParentFace.SetRecipricalNeighbor(face.edges[e], face);
                    }
                    else
                        this.Edges.Add(face.edges[e]);
                }
            }
        }
示例#3
0
 public MeshNode(Mesh Mesh, Texture2D Texture, Euler Orientation = null)
 {
     this.Mesh = Mesh;
     this.Texture = Texture;
     this.Orientation = Orientation;
     if (this.Orientation == null) this.Orientation = new Euler();
 }
示例#4
0
        public static Mesh CreateWedge(float Height)
        {
            var result = new Mesh();
            result.verticies = new Vertex[6];

            result.verticies[0].Position = new Vector3(-0.5f, -0.5f, -0.5f);
            result.verticies[1].Position = new Vector3(0.5f, -0.5f, -0.5f);
            result.verticies[2].Position = new Vector3(0.5f, 0.5f, -0.5f);
            result.verticies[3].Position = new Vector3(-0.5f, 0.5f, -0.5f);

            result.verticies[4].Position = new Vector3(0.5f, 0.5f, -0.5f + Height);
            result.verticies[5].Position = new Vector3(-0.5f, 0.5f, -0.5f + Height);

            result.indicies = new short[]
            {
                0, 1, 2, // bottom
                3, 0, 2,

                4, 5, 2, // back
                2, 5, 3,

                0, 4, 1, // top
                4, 0, 5,

                0, 3, 5, // side
                2, 1, 4, // side
            };

            return result;
        }
示例#5
0
 public static void ProjectTextureFit(Mesh m)
 {
     var box = CalculateBoundingBox(m);
     ProjectTexture(m, box.Min,
         new Vector3(box.Max.X - box.Min.X, 0, 0),
         new Vector3(0, box.Max.Y - box.Min.Y, 0));
 }
示例#6
0
 public Mesh CreatePatch(Vector3[] points, int tesselation)
 {
     var r = new Mesh();
     r.indicies = CreatePatchIndices(tesselation, false);
     r.verticies = CreatePatchVertices(points, tesselation, false);
     return r;
 }
示例#7
0
        public static RealtimeCSG.Plane[] PlanesFromMesh(Mesh mesh)
        {
            var result = new List<RealtimeCSG.Plane>();

            for (var i = 0; i < mesh.indicies.Length; i += 3)
            {
                var planeNormal = Gen.CalculateNormal(mesh, mesh.indicies[i], mesh.indicies[i + 1], mesh.indicies[i + 2]);
                var plane = new Plane(mesh.verticies[mesh.indicies[i]].Position,
                    mesh.verticies[mesh.indicies[i + 1]].Position,
                    mesh.verticies[mesh.indicies[i + 2]].Position);
                result.Add(new RealtimeCSG.Plane(new RealtimeCSG.Vector3(plane.Normal.X,
                    plane.Normal.Y, plane.Normal.Z), plane.D));
            }

            var final = new List<RealtimeCSG.Plane>();
            foreach (var plane in result)
            {
                bool reject = false;
                foreach (var existingPlane in final)
                    if (plane.EpsilonEquals(existingPlane)) reject = true;
                if (!reject) final.Add(plane);
            }

            return final.ToArray();
        }
示例#8
0
        public static CoincidentEdge? FindCoincidentEdge(Mesh A, Mesh B)
        {
            foreach (var aEdge in A.EnumerateEdgesAsPosition())
                foreach (var bEdge in B.EnumerateEdgesAsPosition())
                    if (CoincidentEdge.NearlyEqual(aEdge, bEdge))
                        return aEdge;

            return null;
        }
示例#9
0
        public static void ProjectTextureCube(Mesh m)
        {
            if (cubePlanes == null)
            {
                cubePlanes = new TexturePlane[6];

                cubePlanes[0] = new TexturePlane
                {
                    origin = Vector3.Zero,
                    normal = new Vector3(0, 0, -1),
                    uAxis = new Vector3(1, 0, 0),
                    vAxis = new Vector3(0, 1, 0)
                };

                cubePlanes[1] = new TexturePlane
                {
                    origin = Vector3.Zero,
                    normal = new Vector3(0, 0, 1),
                    uAxis = new Vector3(1, 0, 0),
                    vAxis = new Vector3(0, 1, 0)
                };

                cubePlanes[2] = new TexturePlane
                {
                    origin = Vector3.Zero,
                    normal = new Vector3(-1, 0, 0),
                    uAxis = new Vector3(0, 0, 1),
                    vAxis = new Vector3(0, 1, 0)
                };

                cubePlanes[3] = new TexturePlane
                {
                    origin = Vector3.Zero,
                    normal = new Vector3(1, 0, 0),
                    uAxis = new Vector3(0, 0, 1),
                    vAxis = new Vector3(0, 1, 0)
                };

                cubePlanes[4] = new TexturePlane
                {
                    origin = Vector3.Zero,
                    normal = new Vector3(0, -1, 0),
                    uAxis = new Vector3(0, 0, 1),
                    vAxis = new Vector3(1, 0, 0)
                };

                cubePlanes[5] = new TexturePlane
                {
                    origin = Vector3.Zero,
                    normal = new Vector3(0, 1, 0),
                    uAxis = new Vector3(0, 0, 1),
                    vAxis = new Vector3(1, 0, 0)
                };
            }

            ProjectTexturePlanes(m, cubePlanes);
        }
示例#10
0
 public static Mesh MorphToSplineCopy(
     Mesh mesh,
     Vector3 axis,
     Gem.Math.Spline spline)
 {
     var result = Copy(mesh);
     MorphToSpline(result, axis, spline);
     return result;
 }
示例#11
0
        public static Mesh Copy(Mesh mesh)
        {
            var result = new Mesh();

            result.verticies = new VertexPositionNormalTexture[mesh.verticies.Length];
            for (int i = 0; i < mesh.verticies.Length; ++i) result.verticies[i] = mesh.verticies[i];
            result.indicies = new short[mesh.indicies.Length];
            CopyIndicies(result.indicies, 0, mesh.indicies);
            return result;
        }
示例#12
0
 public static Mesh AlignToSplineCopy(
     Mesh mesh,
     Vector3 axis,
     Vector3 splineRotationAxis,
     Gem.Math.Spline spline,
     float distance)
 {
     var result = Copy(mesh);
     AlignToSpline(result, axis, splineRotationAxis, spline, distance);
     return result;
 }
示例#13
0
文件: FitToBox.cs 项目: Blecki/CCDC
 /// <summary>
 /// Scale mesh part so that it fits - and fills - the supplied bounding box.
 /// </summary>
 /// <param name="box"></param>
 /// <returns></returns>
 public static void FitToBox(Mesh mesh, BoundingBox box)
 {
     var partBox = Gen.CalculateBoundingBox(mesh);
     var partDims = partBox.Max - partBox.Min;
     var boxDims = box.Max - box.Min;
     Morph(mesh, (v) =>
         {
             var rel = v - partBox.Min;
             return box.Min + ((rel / partDims) * boxDims);
         });
 }
        public static Mesh TextureAndFacetAsCube(Mesh In)
        {
            var result = FacetCopy(In);
            ProjectTextureCube(result);

            for (int i = 0; i < result.VertexCount; ++i)
                result.verticies[i].TextureCoordinate += new Vector2(0.5f, 0.5f);

            Gen.CalculateTangentsAndBiNormals(result);

            return result;
        }
示例#15
0
文件: Facet.cs 项目: Blecki/coerceo
 public static void CalculateTangentsAndBiNormals(Mesh m)
 {
     for (short i = 0; i < m.verticies.Length; i += 3)
     {
         var normals = Gen.CalculateTangentAndBinormal(m, i, i + 1, i + 2);
         for (int j = 0; j < 3; ++j)
         {
             m.verticies[i + j].Tangent = normals.Item1;
             m.verticies[i + j].BiNormal = normals.Item2;
         }
     }
 }
示例#16
0
        public override void Project(Mesh onto, Matrix objectWorldTransformation)
        {
            var tPlane = Csg.TransformCopy(plane, objectWorldTransformation);
            var tHint = Vector3.Transform(upHint, objectWorldTransformation);
            var perpendicularAxis = new Vector3(tPlane.A, tPlane.B, tPlane.C);
            perpendicularAxis.Normalize();
            var cross = Vector3.Cross(perpendicularAxis, tHint);

            Gen.ProjectTexture(onto, perpendicularAxis * plane.D,
                cross * Scale,
                Vector3.Cross(perpendicularAxis, cross) * Scale);
        }
示例#17
0
        public static CompiledModel CompileModel(Mesh model, GraphicsDevice device)
        {
            CompiledModel result = new CompiledModel();
            result.indicies = new IndexBuffer(device, typeof(Int16), model.indicies.Length, BufferUsage.WriteOnly);
            result.indicies.SetData(model.indicies);
            result.verticies = new VertexBuffer(device, typeof(Vertex), model.verticies.Length, BufferUsage.WriteOnly);
            result.verticies.SetData(model.verticies);

            result.primitiveCount = model.indicies.Length / 3;

            return result;
        }
示例#18
0
        public GuiSceneNode(Geo.Mesh Mesh, GraphicsDevice device, int width, int height, Euler Euler = null)
        {
            this.Device = device;
            this.Mesh = Mesh;

            this.Orientation = Euler;
            if (this.Orientation == null) this.Orientation = new Euler();

            uiCamera = new Render.OrthographicCamera(new Viewport(0, 0, width, height));
            uiRoot = new UIItem("ROOT", new QuadShape(0, 0, width, height), null);

            uiCamera.focus = new Vector2(width / 2, height / 2);

            renderTarget = new RenderTarget2D(device, uiCamera.Viewport.Width, uiCamera.Viewport.Height);
        }
示例#19
0
 /// <summary>
 /// Align the object with the spline. Transforms object so that its origin is on the spline.
 /// </summary>
 /// <returns></returns>
 public static void AlignToSpline(
     Mesh mesh,
     Vector3 axis, 
     Vector3 splineRotationAxis,
     Gem.Math.Spline spline,
     float distance)
 {
     Morph(mesh, (v) =>
         {
             var splinePoint = spline.Point(distance);
             var splineTangent = spline.Tangent(distance);
             var m = Matrix.CreateFromAxisAngle(Vector3.Normalize(splineRotationAxis),
                 Gem.Math.Vector.AngleBetweenVectors(axis, splineTangent));
             return splinePoint + Vector3.Transform(v, m);
         });
 }
示例#20
0
        public static BoundingBox CalculateBoundingBox(Mesh mesh)
        {
            Vector3 minimum = mesh.verticies[0].Position;
            Vector3 maximum = mesh.verticies[0].Position;
            foreach (var vert in mesh.verticies)
            {
                if (vert.Position.X < minimum.X) minimum.X = vert.Position.X;
                if (vert.Position.Y < minimum.Y) minimum.Y = vert.Position.Y;
                if (vert.Position.Z < minimum.Z) minimum.Z = vert.Position.Z;
                if (vert.Position.X > maximum.X) maximum.X = vert.Position.X;
                if (vert.Position.Y > maximum.Y) maximum.Y = vert.Position.Y;
                if (vert.Position.Z > maximum.Z) maximum.Z = vert.Position.Z;
            }

            return new BoundingBox(minimum, maximum);
        }
示例#21
0
文件: CreateLine.cs 项目: Blecki/CCDC
        public static Mesh CreateLine(Vector3 v0, Vector3 v1, Vector3 normal, float width)
        {
            var lineV = v1 - v0;
            lineV.Normalize();
            var lineP = Vector3.Cross(lineV, normal);

            var result = new Mesh();
            result.verticies = new Vertex[4];
            result.verticies[0].Position = v0 + (lineP * (width / 2.0f));
            result.verticies[1].Position = v0 - (lineP * (width / 2.0f));
            result.verticies[2].Position = v1 - (lineP * (width / 2.0f));
            result.verticies[3].Position = v1 + (lineP * (width / 2.0f));

            result.indicies = new short[] { 0, 1, 2, 3, 0, 2 };
            return result;
        }
示例#22
0
        /// <summary>
        /// Morph the object onto a spline. Expects the object's origin to already be aligned with the spline.
        /// </summary>
        /// <returns></returns>
        public static void MorphToSpline(
            Mesh mesh,
            Vector3 axis, 
            Gem.Math.Spline spline)
        {
            Morph(mesh, (v) =>
                {
                    var distance = Gem.Math.Vector.ProjectAOntoB(v, axis).Length() / axis.Length();
                    var splinePoint = spline.Point(distance);
                    var splineTangent = spline.Tangent(distance);
                    var rel = (axis * distance) - v;
                    var m = Matrix.CreateFromAxisAngle(Vector3.Normalize(spline.RotationAxis),//splineRotationAxis),
                        Gem.Math.Vector.AngleBetweenVectors(axis, splineTangent));

                    return splinePoint + Vector3.Transform(rel, m);
                });
        }
示例#23
0
        public static Mesh InstanceMerge(
            IEnumerable<Mesh> Meshes,
            IEnumerable<Matrix> Transformation)
        {
            var r = new Mesh();

            var totalVerticies = Meshes.Sum(m => m.VertexCount);
            var totalIndicies = Meshes.Sum(m => m.indicies.Length);

            r.verticies = new Vertex[totalVerticies];
            r.indicies = new short[totalIndicies];

            int vertexInsertLocation = 0;
            int indexInsertLocation = 0;

            foreach (var instance in Meshes.Zip(Transformation, (m, t) => Tuple.Create(m,t)))
            {
                var mesh = instance.Item1;
                var transform = instance.Item2;

                for (int i = 0; i < mesh.VertexCount; ++i)
                {
                    r.verticies[i + vertexInsertLocation].Position = Vector3.Transform(mesh.verticies[i].Position, transform);
                    r.verticies[i + vertexInsertLocation].TextureCoordinate = mesh.verticies[i].TextureCoordinate;
                }

                Vector3 scale;
                Vector3 trans;
                Quaternion rot;
                transform.Decompose(out scale, out rot, out trans);
                for (int i = 0; i < mesh.VertexCount; ++i)
                {
                    r.verticies[i + vertexInsertLocation].Normal = Vector3.Transform(mesh.verticies[i].Normal, rot);
                    r.verticies[i + vertexInsertLocation].Tangent = Vector3.Transform(mesh.verticies[i].Tangent, rot);
                    r.verticies[i + vertexInsertLocation].BiNormal = Vector3.Transform(mesh.verticies[i].BiNormal, rot);
                }

                for (int i = 0; i < mesh.indicies.Length; ++i)
                    r.indicies[i + indexInsertLocation] = (short)(vertexInsertLocation + mesh.indicies[i]);

                vertexInsertLocation += mesh.VertexCount;
                indexInsertLocation += mesh.indicies.Length;
            }

            return r;
        }
示例#24
0
        public static Mesh ConvertToMesh(RealtimeCSG.CSGMesh csg)
        {
            var result = new Mesh();
            result.verticies = new VertexPositionNormalTexture[csg.Vertices.Count];
            for (int i = 0; i < csg.Vertices.Count; ++i)
                result.verticies[i].Position = new Vector3(csg.Vertices[i].X, csg.Vertices[i].Y, csg.Vertices[i].Z);

            var indicies = new List<short>();
            foreach (var polygon in csg.Polygons)
            {
                if (polygon.Visible && polygon.FirstIndex >= 0)
                {
                    var indexList = new List<short>();
                    var start = csg.Edges[polygon.FirstIndex];
                    indexList.Add(start.VertexIndex);
                    var current = csg.Edges[start.NextIndex];
                    while (current != start)
                    {
                        indexList.Add(current.VertexIndex);
                        current = csg.Edges[current.NextIndex];
                    }

                    for (var index = 0; index < indexList.Count - 2; ++index)
                    {

                        indicies.Add(indexList[0]);

                        if (polygon.Category == RealtimeCSG.PolygonCategory.Aligned)
                        {
                            indicies.Add(indexList[index + 2]);
                            indicies.Add(indexList[index + 1]);
                        }
                        else
                        {
                            indicies.Add(indexList[index + 1]);
                            indicies.Add(indexList[index + 2]);
                        }
                    }
                }
            }

            result.indicies = indicies.ToArray();

            return result;
        }
示例#25
0
文件: CreateCube.cs 项目: Blecki/CCDC
        public static Mesh CreateSlantedCube(float Slant)
        {
            var result = new Mesh();
            result.verticies = new Vertex[8];
            result.verticies[0].Position = new Vector3(-0.5f, -0.5f, -0.5f);
            result.verticies[1].Position = new Vector3(0.5f, -0.5f, -0.5f);
            result.verticies[2].Position = new Vector3(0.5f, 0.5f, -0.5f);
            result.verticies[3].Position = new Vector3(-0.5f, 0.5f, -0.5f);

            result.verticies[4].Position = new Vector3(-0.5f, -0.5f, 0.5f);
            result.verticies[5].Position = new Vector3(0.5f, -0.5f, 0.5f);
            result.verticies[6].Position = new Vector3(0.5f, 0.5f, 0.5f + Slant);
            result.verticies[7].Position = new Vector3(-0.5f, 0.5f, 0.5f + Slant);

            result.indicies = CubeIndicies;

            return result;
        }
示例#26
0
        public static Mesh Merge(params Mesh[] parts)
        {
            var result = new Mesh();

            result.verticies = new VertexPositionNormalTexture[parts.Sum((p) => p.verticies.Length)];
            result.indicies = new short[parts.Sum((p) => p.indicies.Length)];

            int vCount = 0;
            int iCount = 0;
            foreach (var part in parts)
            {
                for (int i = 0; i < part.verticies.Length; ++i) result.verticies[i + vCount] = part.verticies[i];
                for (int i = 0; i < part.indicies.Length; ++i) result.indicies[i + iCount] = (short)(part.indicies[i] + vCount);
                vCount += part.verticies.Length;
                iCount += part.indicies.Length;
            }

            return result;
        }
示例#27
0
文件: Facet.cs 项目: Blecki/coerceo
        //Explode mesh into unique triangles for facetted look.
        public static Mesh FacetCopy(Mesh m)
        {
            var result = new Mesh();
            result.verticies = new Vertex[m.indicies.Length];
            result.indicies = new short[m.indicies.Length];

            for (short i = 0; i < m.indicies.Length; ++i)
            {
                result.verticies[i] = m.verticies[m.indicies[i]];
                result.indicies[i] = i;
            }

            for (short i = 0; i < result.verticies.Length; i += 3)
            {
                var normal = Gen.CalculateNormal(result, i, i + 1, i + 2);
                for (int j = 0; j < 3; ++j)
                    result.verticies[i + j].Normal = normal;
            }
            return result;
        }
示例#28
0
        public static Mesh CreateQuad()
        {
            var result = new Mesh();
            result.verticies = new VertexPositionNormalTexture[4];

            result.verticies[0].Position = new Vector3(-0.5f, -0.5f, 0);
            result.verticies[1].Position = new Vector3(0.5f, -0.5f, 0);
            result.verticies[2].Position = new Vector3(0.5f, 0.5f, 0);
            result.verticies[3].Position = new Vector3(-0.5f, 0.5f, 0);

            for (int i = 0; i < 4; ++i)
            {
                result.verticies[i].TextureCoordinate =
                    new Vector2(result.verticies[i].Position.X + 0.5f, result.verticies[i].Position.Y + 0.5f);
                result.verticies[i].Normal = Vector3.UnitZ;
            }

            result.indicies = new short[] { 0, 1, 2, 3, 0, 2 };
            return result;
        }
示例#29
0
        public static Mesh CreateSlantedQuad(float Slant)
        {
            var result = new Mesh();
            result.verticies = new Vertex[4];

            result.verticies[0].Position = new Vector3(-0.5f, -0.5f, 0);
            result.verticies[1].Position = new Vector3(0.5f, -0.5f, 0);
            result.verticies[2].Position = new Vector3(0.5f, 0.5f, Slant);
            result.verticies[3].Position = new Vector3(-0.5f, 0.5f, Slant);

            for (int i = 0; i < 4; ++i)
            {
                result.verticies[i].TextureCoordinate =
                    new Vector2(result.verticies[i].Position.X + 0.5f, result.verticies[i].Position.Y + 0.5f);
                result.verticies[i].Normal = -Vector3.UnitZ;
            }

            result.indicies = new short[] { 0, 2, 1, 3, 2, 0 };
            return result;
        }
示例#30
0
        public static Mesh Invert(Mesh m)
        {
            var result = new Mesh();
            result.verticies = new Vertex[m.verticies.Length];
            result.indicies = new short[m.indicies.Length];

            for (short i = 0; i < m.verticies.Length; ++i)
            {
                result.verticies[i] = m.verticies[i];
                result.verticies[i].Normal *= -1.0f;
            }

            for (short i = 0; i < m.indicies.Length; i += 3)
            {
                result.indicies[i] = m.indicies[i];
                result.indicies[i + 1] = m.indicies[i + 2];
                result.indicies[i + 2] = m.indicies[i + 1];
            }

            return result;
        }