示例#1
0
        public AxisRenderer()
        {
            Mesh myMesh = new Mesh();

            float smallthingsize = 0.05f;

            // X Axis
            MeshUtils.CreateLine(ref myMesh, Vector3.Zero, Vector3.UnitX, Vector3.UnitX);
            MeshUtils.CreateLine(ref myMesh, Vector3.Zero, Vector3.UnitY, Vector3.UnitY);
            MeshUtils.CreateLine(ref myMesh, Vector3.Zero, Vector3.UnitZ, Vector3.UnitZ);

            MeshUtils.CreateArrowCap(ref myMesh, Vector3.UnitX, Vector3.UnitY, Vector3.UnitX, 0.025f, 0.1f, Vector3.UnitX);
            MeshUtils.CreateArrowCap(ref myMesh, Vector3.UnitZ, Vector3.UnitY, Vector3.UnitZ, 0.025f, 0.1f, Vector3.UnitZ);
            MeshUtils.CreateArrowCap(ref myMesh, Vector3.UnitY, Vector3.UnitX, Vector3.UnitY, 0.025f, 0.1f, Vector3.UnitY);

            MeshUtils.CreateLine(ref myMesh, Vector3.UnitX * smallthingsize, Vector3.UnitY * smallthingsize, Vector3.One);
            MeshUtils.CreateLine(ref myMesh, Vector3.UnitX * smallthingsize, Vector3.UnitZ * smallthingsize, Vector3.One);
            MeshUtils.CreateLine(ref myMesh, Vector3.UnitY * smallthingsize, Vector3.UnitZ * smallthingsize, Vector3.One);

            MeshUtils.CreateLine(ref myMesh, Vector3.Zero, Vector3.UnitX * smallthingsize, Vector3.One);
            MeshUtils.CreateLine(ref myMesh, Vector3.Zero, Vector3.UnitZ * smallthingsize, Vector3.One);
            MeshUtils.CreateLine(ref myMesh, Vector3.Zero, Vector3.UnitY * smallthingsize, Vector3.One);

            Mesh = myMesh;
            Mesh.GenerateVAO();
        }
示例#2
0
        public void GenerateQuad(float w, float h)
        {
            if (Mesh == null)
            {
                Mesh = new Mesh();
            }
            else
            {
                Mesh.Clear();
            }

            Vertex v1 = new Vertex(new Vector3(0, 0, 0), Vector3.One, Vector3.UnitZ, new Vector2(0, 0));
            Vertex v2 = new Vertex(new Vector3(w, 0, 0), Vector3.One, Vector3.UnitZ, new Vector2(1, 0));
            Vertex v3 = new Vertex(new Vector3(w, h, 0), Vector3.One, Vector3.UnitZ, new Vector2(1, 1));
            Vertex v4 = new Vertex(new Vector3(0, h, 0), Vector3.One, Vector3.UnitZ, new Vector2(0, 1));

            Mesh.Vertices.Add(v1);
            Mesh.Vertices.Add(v2);
            Mesh.Vertices.Add(v3);
            Mesh.Vertices.Add(v4);

            Mesh.Indices = new int[]
            {
                0,
                1,
                2,
                0,
                2,
                3
            };


            Mesh.GenerateVAO();
        }
        public void GenerateCircle(float radius, Vector3 color, Vector3 up, int segments = 100)
        {
            if (Mesh == null)
            {
                Mesh = new Mesh();
            }
            else
            {
                Mesh.Clear();
            }


            Vector3 fwd = Vector3.Cross(up, Vector3.UnitY);

            if (fwd == Vector3.Zero)
            {
                fwd = Vector3.Cross(up, Vector3.UnitX);
            }
            Vector3 right = Vector3.Cross(fwd, up);
            Matrix3 m     = new Matrix3(right.Normalized(), up.Normalized(), fwd.Normalized());

            float angleStep = (float)Math.PI * 2.0f / segments;

            for (int i = 0; i <= segments; ++i)
            {
                float x = (float)Math.Cos(angleStep * i) * radius;
                float y = (float)Math.Sin(angleStep * i) * radius;

                Mesh.Vertices.Add(new Vertex(new Vector3(x, 0, y) * m, color));
            }

            Mesh.GenerateVAO();
        }
示例#4
0
        public void GenerateBox(Bounds box)
        {
            if (Mesh != null)
            {
                Mesh.Clear();
            }

            Mesh myMesh = new Mesh();

            /*
             * MeshUtils.CreateLine(ref myMesh, box.Min, box.Min + Vector3.UnitX, Vector3.UnitX);
             * MeshUtils.CreateLine(ref myMesh, box.Min, box.Min + Vector3.UnitY, Vector3.UnitX);
             * MeshUtils.CreateLine(ref myMesh, box.Min, box.Min + Vector3.UnitZ, Vector3.UnitX);
             *
             * MeshUtils.CreateLine(ref myMesh, box.Max, box.Max - Vector3.UnitX, Vector3.UnitY);
             * MeshUtils.CreateLine(ref myMesh, box.Max, box.Max - Vector3.UnitY, Vector3.UnitY);
             * MeshUtils.CreateLine(ref myMesh, box.Max, box.Max - Vector3.UnitZ, Vector3.UnitY);
             */

            Vector3 frontTL = new Vector3(box.Min.X, box.Min.Y, box.Max.Z);
            Vector3 frontBL = new Vector3(box.Min.X, box.Max.Y, box.Max.Z);
            Vector3 frontTR = new Vector3(box.Max.X, box.Min.Y, box.Max.Z);
            Vector3 frontBR = new Vector3(box.Max.X, box.Max.Y, box.Max.Z);

            Vector3 backTL = new Vector3(box.Min.X, box.Min.Y, box.Min.Z);
            Vector3 backBL = new Vector3(box.Min.X, box.Max.Y, box.Min.Z);
            Vector3 backTR = new Vector3(box.Max.X, box.Min.Y, box.Min.Z);
            Vector3 backBR = new Vector3(box.Max.X, box.Max.Y, box.Min.Z);

            // Front rect
            MeshUtils.CreateLine(ref myMesh, frontTL, frontTR, Vector3.One);
            MeshUtils.CreateLine(ref myMesh, frontTR, frontBR, Vector3.One);
            MeshUtils.CreateLine(ref myMesh, frontBR, frontBL, Vector3.One);
            MeshUtils.CreateLine(ref myMesh, frontBL, frontTL, Vector3.One);

            MeshUtils.CreateLine(ref myMesh, frontTL, backTL, Vector3.One);
            MeshUtils.CreateLine(ref myMesh, frontTR, backTR, Vector3.One);
            MeshUtils.CreateLine(ref myMesh, frontBR, backBR, Vector3.One);
            MeshUtils.CreateLine(ref myMesh, frontBL, backBL, Vector3.One);

            MeshUtils.CreateLine(ref myMesh, backTL, backTR, Vector3.One);
            MeshUtils.CreateLine(ref myMesh, backTR, backBR, Vector3.One);
            MeshUtils.CreateLine(ref myMesh, backBR, backBL, Vector3.One);
            MeshUtils.CreateLine(ref myMesh, backBL, backTL, Vector3.One);


            Mesh = myMesh;

            Mesh.GenerateVAO();
        }
示例#5
0
        public void GenerateLine(Vector3 from, Vector3 to, Vector3 col)
        {
            if (Mesh == null)
            {
                Mesh = new Mesh();
            }
            else
            {
                Mesh.Clear();
            }

            Mesh.Vertices.Add(new Vertex(from, col));
            Mesh.Vertices.Add(new Vertex(to, col));

            Mesh.GenerateVAO();
        }
示例#6
0
        public void GenerateBox(Vector3 position, Vector3 size, Vector3 color)
        {
            if (Mesh != null)
            {
                Mesh.Clear();
            }

            Mesh myMesh = new Mesh();


            Vector3 frontTL = new Vector3(position.X - size.X / 2.0f, position.Y - size.Y / 2.0f, position.Z - size.Z / 2.0f);
            Vector3 frontBL = new Vector3(position.X - size.X / 2.0f, position.Y + size.Y / 2.0f, position.Z - size.Z / 2.0f);
            Vector3 frontTR = new Vector3(position.X + size.X / 2.0f, position.Y - size.Y / 2.0f, position.Z - size.Z / 2.0f);
            Vector3 frontBR = new Vector3(position.X + size.X / 2.0f, position.Y + size.Y / 2.0f, position.Z - size.Z / 2.0f);

            Vector3 backTL = new Vector3(position.X - size.X / 2.0f, position.Y - size.Y / 2.0f, -position.Z + size.Z / 2.0f);
            Vector3 backBL = new Vector3(position.X - size.X / 2.0f, position.Y + size.Y / 2.0f, -position.Z + size.Z / 2.0f);
            Vector3 backTR = new Vector3(position.X + size.X / 2.0f, position.Y - size.Y / 2.0f, -position.Z + size.Z / 2.0f);
            Vector3 backBR = new Vector3(position.X + size.X / 2.0f, position.Y + size.Y / 2.0f, -position.Z + size.Z / 2.0f);

            // Front rect
            Vector3 normal = new Vector3(0, 0, 1);

            MeshUtils.CreateLine(ref myMesh, frontTL, frontTR, color);
            MeshUtils.CreateLine(ref myMesh, frontTR, frontBR, color);
            MeshUtils.CreateLine(ref myMesh, frontBR, frontBL, color);
            MeshUtils.CreateLine(ref myMesh, frontBL, frontTL, color);

            MeshUtils.CreateLine(ref myMesh, frontTL, backTL, color);
            MeshUtils.CreateLine(ref myMesh, frontTR, backTR, color);
            MeshUtils.CreateLine(ref myMesh, frontBR, backBR, color);
            MeshUtils.CreateLine(ref myMesh, frontBL, backBL, color);

            MeshUtils.CreateLine(ref myMesh, backTL, backTR, color);
            MeshUtils.CreateLine(ref myMesh, backTR, backBR, color);
            MeshUtils.CreateLine(ref myMesh, backBR, backBL, color);
            MeshUtils.CreateLine(ref myMesh, backBL, backTL, color);


            Mesh = myMesh;

            Mesh.GenerateVAO();
        }
示例#7
0
        public void GenerateGridMesh(int cellsX, int cellsY, float cellW, float cellH)
        {
            Mesh = new Mesh();

            Vector3 offset = new Vector3(-cellsX * cellW / 2.0f, 0, -cellsY * cellH / 2.0f);

            for (int i = 0; i <= cellsX; i++)
            {
                Mesh.Vertices.Add(new Vertex(new Vector3(i * cellW, 0, 0) + offset));
                Mesh.Vertices.Add(new Vertex(new Vector3(i * cellW, 0, cellsY * cellH) + offset));
            }

            for (int i = 0; i <= cellsY; i++)
            {
                Mesh.Vertices.Add(new Vertex(new Vector3(0, 0, i * cellH) + offset));
                Mesh.Vertices.Add(new Vertex(new Vector3(cellsX * cellW, 0, i * cellH) + offset));
            }

            Mesh.GenerateVAO();
        }
示例#8
0
        public static Mesh Load(string path)
        {
            if (!File.Exists(path))
            {
                throw new FileNotFoundException("Unable to open \"" + path + "\", does not exist.");
            }

            List <Vector4>     vertices        = new List <Vector4>();
            List <Vector3>     textureVertices = new List <Vector3>();
            List <Vector3>     normals         = new List <Vector3>();
            List <FaceIndices> indices         = new List <FaceIndices>();


            using (StreamReader streamReader = new StreamReader(path))
            {
                while (!streamReader.EndOfStream)
                {
                    List <string> words = new List <string>(streamReader.ReadLine().ToLower().Split(' '));
                    words.RemoveAll(s => s == string.Empty);

                    if (words.Count == 0)
                    {
                        continue;
                    }

                    string type = words[0];
                    words.RemoveAt(0);

                    switch (type)
                    {
                    // vertex
                    case "v":
                        vertices.Add(new Vector4(float.Parse(words[0]), float.Parse(words[1]),
                                                 float.Parse(words[2]), words.Count < 4 ? 1 : float.Parse(words[3])));
                        break;

                    case "vt":
                        textureVertices.Add(new Vector3(float.Parse(words[0]), float.Parse(words[1]),
                                                        words.Count < 3 ? 0 : float.Parse(words[2])));
                        break;

                    case "vn":
                        normals.Add(new Vector3(float.Parse(words[0]), float.Parse(words[1]), float.Parse(words[2])));
                        break;

                    // face
                    case "f":
                        foreach (string w in words)
                        {
                            if (w.Length == 0)
                            {
                                continue;
                            }

                            string[] comps = w.Split('/');

                            FaceIndices fi = new FaceIndices();

                            fi.VertexId = w;

                            // subtract 1: indices start from 1, not 0
                            fi.VertexIndex = int.Parse(comps[0]) - 1;

                            if (comps.Length > 1 && comps[1].Length != 0)
                            {
                                fi.TextureCoordIndex = int.Parse(comps[1]) - 1;
                            }

                            if (comps.Length > 2)
                            {
                                fi.NormalIndex = int.Parse(comps[2]) - 1;
                            }

                            indices.Add(fi);
                        }
                        break;

                    default:
                        break;
                    }
                }
            }

            List <uint> meshIndices           = new List <uint>();
            Mesh        m                     = new Mesh();
            Dictionary <String, uint> vertmap = new Dictionary <string, uint>();
            uint index = 0;

            foreach (FaceIndices fi in indices)
            {
                Vertex v;

                if (vertmap.ContainsKey(fi.VertexId))
                {
                    meshIndices.Add(vertmap[fi.VertexId]);
                }
                else
                {
                    v = new Vertex(vertices[fi.VertexIndex].Xyz);
                    if (fi.NormalIndex >= 0)
                    {
                        v.Normal = normals[fi.NormalIndex];
                    }
                    if (fi.TextureCoordIndex >= 0)
                    {
                        v.TexCoord = textureVertices[fi.TextureCoordIndex].Xy;
                    }
                    m.Vertices.Add(v);
                    vertmap.Add(fi.VertexId, index);
                    meshIndices.Add(index);
                    index++;
                }
            }

            m.Indices = meshIndices.ToArray();
            m.GenerateVAO();

            return(m);
        }
示例#9
0
        public static Mesh Load(string path)
        {
            if (!File.Exists(path))
            {
                throw new FileNotFoundException("Unable to open \"" + path + "\", does not exist.");
            }

            List <Vector4> vertices        = new List <Vector4>();
            List <Vector3> textureVertices = new List <Vector3>();
            List <Vector3> normals         = new List <Vector3>();
            //List<FaceIndices> indices = new List<FaceIndices>();
            List <Face> faces = new List <Face>();

            using (StreamReader streamReader = new StreamReader(path))
            {
                while (!streamReader.EndOfStream)
                {
                    List <string> words = new List <string>(streamReader.ReadLine().ToLower().Split(' '));
                    words.RemoveAll(s => s == string.Empty);

                    if (words.Count == 0)
                    {
                        continue;
                    }

                    string type = words[0];
                    words.RemoveAt(0);

                    switch (type)
                    {
                    // vertex
                    case "v":
                        vertices.Add(new Vector4(float.Parse(words[0]), float.Parse(words[1]),
                                                 float.Parse(words[2]), words.Count < 4 ? 1 : float.Parse(words[3])));
                        break;

                    case "vt":
                        textureVertices.Add(new Vector3(float.Parse(words[0]), float.Parse(words[1]),
                                                        words.Count < 3 ? 0 : float.Parse(words[2])));
                        break;

                    case "vn":
                        normals.Add(new Vector3(float.Parse(words[0]), float.Parse(words[1]), float.Parse(words[2])));
                        break;

                    // face
                    case "f":

                        Face face = new Face();
                        int  i    = 0;
                        foreach (string w in words)
                        {
                            if (w.Length == 0)
                            {
                                continue;
                            }

                            string[] comps = w.Split('/');

                            FaceIndices fi = new FaceIndices();

                            fi.VertexId = w;

                            // subtract 1: indices start from 1, not 0
                            fi.VertexIndex = int.Parse(comps[0]) - 1;

                            if (comps.Length > 1 && comps[1].Length != 0)
                            {
                                fi.TextureCoordIndex = int.Parse(comps[1]) - 1;
                            }

                            if (comps.Length > 2)
                            {
                                fi.NormalIndex = int.Parse(comps[2]) - 1;
                            }

                            face.Indices[i] = fi;
                            i++;
                        }

                        // Calculate face Tangent/Bitangent
                        Vector4 pos1 = vertices[face.Indices[0].VertexIndex];
                        Vector4 pos2 = vertices[face.Indices[1].VertexIndex];
                        Vector4 pos3 = vertices[face.Indices[2].VertexIndex];

                        Vector3 uv1 = textureVertices[face.Indices[0].TextureCoordIndex];
                        Vector3 uv2 = textureVertices[face.Indices[1].TextureCoordIndex];
                        Vector3 uv3 = textureVertices[face.Indices[2].TextureCoordIndex];

                        Vector4 edge1    = pos2 - pos1;
                        Vector4 edge2    = pos3 - pos1;
                        Vector3 deltaUV1 = uv2 - uv1;
                        Vector3 deltaUV2 = uv3 - uv1;

                        float f = 1.0f / (deltaUV1.X * deltaUV2.Y - deltaUV2.X * deltaUV1.Y);

                        Vector3 tangent = new Vector3();
                        tangent.X = f * (deltaUV2.Y * edge1.X - deltaUV1.Y * edge2.X);
                        tangent.Y = f * (deltaUV2.Y * edge1.Y - deltaUV1.Y * edge2.Y);
                        tangent.Z = f * (deltaUV2.Y * edge1.Z - deltaUV1.Y * edge2.Z);
                        tangent.Normalize();

                        Vector3 bitangent = new Vector3();
                        bitangent.X = f * (-deltaUV2.X * edge1.X + deltaUV1.X * edge2.X);
                        bitangent.Y = f * (-deltaUV2.X * edge1.Y + deltaUV1.X * edge2.Y);
                        bitangent.Z = f * (-deltaUV2.X * edge1.Z + deltaUV1.X * edge2.Z);
                        bitangent.Normalize();

                        face.Tangent   = tangent;
                        face.Bitangent = bitangent;

                        faces.Add(face);

                        break;

                    default:
                        break;
                    }
                }
            }

            List <int> meshIndices           = new List <int>();
            Mesh       m                     = new Mesh();
            Dictionary <String, int> vertmap = new Dictionary <string, int>();
            int index = 0;

            foreach (Face face in faces)
            {
                foreach (FaceIndices fi in face.Indices)
                {
                    Vertex v;

                    if (vertmap.ContainsKey(fi.VertexId))
                    {
                        int vindex = vertmap[fi.VertexId];
                        v                  = m.Vertices[vindex];
                        v.Tangent         += face.Tangent;
                        v.Bitangent       += face.Bitangent;
                        v.Tangent          = v.Tangent.Normalized();
                        v.Bitangent        = v.Bitangent.Normalized();
                        m.Vertices[vindex] = v;

                        meshIndices.Add(vindex);
                    }
                    else
                    {
                        v           = new Vertex(vertices[fi.VertexIndex].Xyz);
                        v.Tangent   = face.Tangent;
                        v.Bitangent = face.Bitangent;
                        if (fi.NormalIndex >= 0)
                        {
                            v.Normal = normals[fi.NormalIndex];
                        }
                        if (fi.TextureCoordIndex >= 0)
                        {
                            v.TexCoord = textureVertices[fi.TextureCoordIndex].Xy;
                        }
                        m.Vertices.Add(v);
                        vertmap.Add(fi.VertexId, index);
                        meshIndices.Add(index);
                        index++;
                    }
                }
            }

            m.Indices = meshIndices.ToArray();
            m.GenerateVAO();

            return(m);
        }