/// <summary>
        /// Builds all vertex structures for the given detail level.
        /// </summary>
        /// <param name="buildOptions">Some generic options for structure building</param>
        public override VertexStructure BuildStructure(StructureBuildOptions buildOptions)
        {
            VertexStructure structureFromChild = m_objTypeToStack.BuildStructure(buildOptions);

            structureFromChild.EnsureNotNull(nameof(structureFromChild));

            BoundingBox childStructBox   = structureFromChild.GenerateBoundingBox();
            Vector3     correctionVector = -childStructBox.GetBottomCenter();

            // Copy metadata infomration of the VertexStructures
            VertexStructure result = structureFromChild.Clone(
                copyGeometryData: false,
                capacityMultiplier: m_stackSize);

            // Build geometry
            for (int loop = 0; loop < m_stackSize; loop++)
            {
                float   actYCorrection  = childStructBox.Height * loop;
                Vector3 localCorrection = new Vector3(correctionVector.X, correctionVector.Y + actYCorrection, correctionVector.Z);

                int baseVertex = loop * structureFromChild.CountVertices;
                foreach (Vertex actVertex in structureFromChild.Vertices)
                {
                    // Change vertex properties based on stack position
                    Vertex changedVertex = actVertex;
                    changedVertex.Position = changedVertex.Position + localCorrection;
                    if (loop % 2 == 1)
                    {
                        changedVertex.Color = changedVertex.Color.ChangeColorByLight(0.05f);
                    }

                    // Add the vertex
                    result.AddVertex(changedVertex);
                }

                // Clone all surfaces
                foreach (VertexStructureSurface actSurfaceFromChild in structureFromChild.Surfaces)
                {
                    VertexStructureSurface newSurface = result.CreateSurface(actSurfaceFromChild.CountTriangles);
                    foreach (Triangle actTriangle in actSurfaceFromChild.Triangles)
                    {
                        newSurface.AddTriangle(
                            baseVertex + actTriangle.Index1,
                            baseVertex + actTriangle.Index2,
                            baseVertex + actTriangle.Index3);
                    }
                }
            }

            return(result);
        }
示例#2
0
        /// <summary>
        /// Fills the given vertex structure using information from the given AC-File-Objects.
        /// </summary>
        /// <param name="objInfo">The object information from the AC file.</param>
        /// <param name="acMaterials">A list containing all materials from the AC file.</param>
        /// <param name="structure">The VertexStructure to be filled.</param>
        /// <param name="transformStack">Current matrix stack (for stacked objects).</param>
        private static void FillVertexStructure(VertexStructure structure, List <ACMaterialInfo> acMaterials, ACObjectInfo objInfo, Matrix4Stack transformStack)
        {
            List <Tuple <int, int> > standardShadedVertices = new List <Tuple <int, int> >();

            transformStack.Push();
            try
            {
                // Perform local transformation for the current AC object
                transformStack.TransformLocal(objInfo.Rotation);
                transformStack.TranslateLocal(objInfo.Translation);

                // Build structures material by material
                for (int actMaterialIndex = 0; actMaterialIndex < acMaterials.Count; actMaterialIndex++)
                {
                    ACMaterialInfo actMaterial = acMaterials[actMaterialIndex];

                    VertexStructureSurface actStructSurface = structure.CreateOrGetExistingSurface(actMaterial.CreateMaterialProperties());
                    bool isNewSurface = actStructSurface.CountTriangles == 0;

                    // Create and configure vertex structure
                    actStructSurface.Material   = NamedOrGenericKey.Empty;
                    actStructSurface.TextureKey = !string.IsNullOrEmpty(objInfo.Texture) ? new NamedOrGenericKey(objInfo.Texture) : NamedOrGenericKey.Empty;
                    actStructSurface.MaterialProperties.DiffuseColor  = actMaterial.Diffuse;
                    actStructSurface.MaterialProperties.AmbientColor  = actMaterial.Ambient;
                    actStructSurface.MaterialProperties.EmissiveColor = actMaterial.Emissive;
                    actStructSurface.MaterialProperties.Shininess     = actMaterial.Shininess;
                    actStructSurface.MaterialProperties.SpecularColor = actMaterial.Specular;

                    // Initialize local index table (needed for vertex reuse)
                    int   oneSideVertexCount = objInfo.Vertices.Count;
                    int[] localIndices       = new int[oneSideVertexCount * 2];
                    for (int loop = 0; loop < localIndices.Length; loop++)
                    {
                        localIndices[loop] = int.MaxValue;
                    }

                    // Process all surfaces
                    foreach (ACSurface actSurface in objInfo.Surfaces)
                    {
                        // Get the vertex index on which to start
                        int startVertexIndex   = structure.CountVertices;
                        int startTriangleIndex = actStructSurface.CountTriangles;

                        // Only handle surfaces of the current material
                        if (actSurface.Material != actMaterialIndex)
                        {
                            continue;
                        }

                        // Sort out unsupported surfaces
                        if (actSurface.VertexReferences.Count < 3)
                        {
                            continue;
                        }
                        if (actSurface.IsLine)
                        {
                            continue;
                        }
                        if (actSurface.IsClosedLine)
                        {
                            continue;
                        }

                        // Preprocess referenced vertices
                        int        oneSideSurfaceVertexCount     = actSurface.VertexReferences.Count;
                        int        countSurfaceSides             = actSurface.IsTwoSided ? 2 : 1;
                        int[]      onStructureReferencedVertices = new int[oneSideSurfaceVertexCount * countSurfaceSides];
                        List <int> surfaceVertexReferences       = actSurface.VertexReferences;
                        for (int loop = 0; loop < surfaceVertexReferences.Count; loop++)
                        {
                            Vector2 actTexCoord = actSurface.TextureCoordinates[loop];

                            if (!actSurface.IsFlatShaded)
                            {
                                // Try to reuse vertices on standard shading
                                if (localIndices[surfaceVertexReferences[loop]] == int.MaxValue)
                                {
                                    Vector3 position = Vector3.Transform(
                                        objInfo.Vertices[surfaceVertexReferences[loop]].Position,
                                        transformStack.Top);
                                    localIndices[surfaceVertexReferences[loop]] = structure.AddVertex(new Vertex(
                                                                                                          position, Color4.White, actTexCoord, Vector3.Zero));
                                    if (actSurface.IsTwoSided)
                                    {
                                        localIndices[surfaceVertexReferences[loop] + oneSideVertexCount] = structure.AddVertex(new Vertex(
                                                                                                                                   position, Color4.White, actTexCoord, Vector3.Zero));
                                    }
                                }

                                // Store vertex reference for this surface's index
                                onStructureReferencedVertices[loop] = localIndices[surfaceVertexReferences[loop]];
                                if (actSurface.IsTwoSided)
                                {
                                    onStructureReferencedVertices[loop + oneSideSurfaceVertexCount] =
                                        localIndices[surfaceVertexReferences[loop] + oneSideVertexCount];
                                }
                            }
                            else
                            {
                                // Create one vertex for one reference for flat shading
                                Vector3 position = Vector3.Transform(
                                    objInfo.Vertices[surfaceVertexReferences[loop]].Position,
                                    transformStack.Top);
                                onStructureReferencedVertices[loop] = structure.AddVertex(new Vertex(
                                                                                              position, Color4.White, actTexCoord, Vector3.Zero));
                                if (actSurface.IsTwoSided)
                                {
                                    onStructureReferencedVertices[loop + oneSideSurfaceVertexCount] = structure.AddVertex(new Vertex(
                                                                                                                              position, Color4.White, actTexCoord, Vector3.Zero));
                                }
                            }
                        }

                        // Build object geometry
                        switch (actSurface.VertexReferences.Count)
                        {
                        case 3:
                            // Front side
                            actStructSurface.AddTriangle(
                                onStructureReferencedVertices[0],
                                onStructureReferencedVertices[1],
                                onStructureReferencedVertices[2]);

                            // Back side
                            if (actSurface.IsTwoSided)
                            {
                                actStructSurface.AddTriangle(
                                    onStructureReferencedVertices[5],
                                    onStructureReferencedVertices[4],
                                    onStructureReferencedVertices[3]);
                            }
                            break;

                        case 4:
                            // Front side
                            actStructSurface.AddTriangle(
                                onStructureReferencedVertices[0],
                                onStructureReferencedVertices[1],
                                onStructureReferencedVertices[2]);
                            actStructSurface.AddTriangle(
                                onStructureReferencedVertices[2],
                                onStructureReferencedVertices[3],
                                onStructureReferencedVertices[0]);

                            // Back side
                            if (actSurface.IsTwoSided)
                            {
                                actStructSurface.AddTriangle(
                                    onStructureReferencedVertices[6],
                                    onStructureReferencedVertices[5],
                                    onStructureReferencedVertices[4]);
                                actStructSurface.AddTriangle(
                                    onStructureReferencedVertices[4],
                                    onStructureReferencedVertices[7],
                                    onStructureReferencedVertices[6]);
                            }
                            break;

                        default:
                            if (!actSurface.IsTwoSided)
                            {
                                // Front side
                                actStructSurface.AddPolygonByCuttingEars(onStructureReferencedVertices);
                            }
                            else
                            {
                                // Front and back side
                                actStructSurface.AddPolygonByCuttingEars(onStructureReferencedVertices.Subset(0, oneSideSurfaceVertexCount));
                                actStructSurface.AddPolygonByCuttingEars(onStructureReferencedVertices.Subset(oneSideSurfaceVertexCount, oneSideSurfaceVertexCount));
                            }
                            break;
                        }

                        // Perform shading
                        if (actSurface.IsFlatShaded)
                        {
                            actStructSurface.CalculateNormalsFlat(
                                startTriangleIndex, actStructSurface.CountTriangles - startTriangleIndex);
                        }
                        else
                        {
                            // Nothing to be done for now..
                            int vertexCount = structure.CountVertices - startVertexIndex;
                            if (vertexCount > 0)
                            {
                                standardShadedVertices.Add(
                                    Tuple.Create((int)startVertexIndex, vertexCount));
                            }
                        }
                    }

                    // Calculate default shading finally (if any)
                    foreach (var actStandardShadedPair in standardShadedVertices)
                    {
                        structure.CalculateNormals(
                            actStandardShadedPair.Item1,
                            actStandardShadedPair.Item2);
                    }
                    standardShadedVertices.Clear();

                    // Append generated VertexStructure to the output collection
                    if ((actStructSurface.CountTriangles <= 0) &&
                        (isNewSurface))
                    {
                        structure.RemoveSurface(actStructSurface);
                    }
                }

                //Fill in all child object data
                foreach (ACObjectInfo actObjInfo in objInfo.Childs)
                {
                    FillVertexStructure(structure, acMaterials, actObjInfo, transformStack);
                }
            }
            finally
            {
                transformStack.Pop();
            }
        }
        /// <summary>
        /// IDWriteTextLayout::Draw calls this function to instruct the client to render a run of glyphs.
        /// </summary>
        /// <param name="clientDrawingContext">The application-defined drawing context passed to  <see cref="M:SharpDX.DirectWrite.TextLayout.Draw_(System.IntPtr,System.IntPtr,System.Single,System.Single)" />.</param>
        /// <param name="baselineOriginX">The pixel location (X-coordinate) at the baseline origin of the glyph run.</param>
        /// <param name="baselineOriginY">The pixel location (Y-coordinate) at the baseline origin of the glyph run.</param>
        /// <param name="measuringMode">The measuring method for glyphs in the run, used with the other properties to determine the rendering mode.</param>
        /// <param name="glyphRun">Pointer to the glyph run instance to render.</param>
        /// <param name="glyphRunDescription">A pointer to the optional glyph run description instance which contains properties of the characters  associated with this run.</param>
        /// <param name="clientDrawingEffect">Application-defined drawing effects for the glyphs to render. Usually this argument represents effects such as the foreground brush filling the interior of text.</param>
        /// <returns>
        /// If the method succeeds, it returns S_OK. Otherwise, it returns an HRESULT error code.
        /// </returns>
        /// <unmanaged>HRESULT DrawGlyphRun([None] void* clientDrawingContext,[None] FLOAT baselineOriginX,[None] FLOAT baselineOriginY,[None] DWRITE_MEASURING_MODE measuringMode,[In] const DWRITE_GLYPH_RUN* glyphRun,[In] const DWRITE_GLYPH_RUN_DESCRIPTION* glyphRunDescription,[None] IUnknown* clientDrawingEffect)</unmanaged>
        /// <remarks>
        /// The <see cref="M:SharpDX.DirectWrite.TextLayout.Draw_(System.IntPtr,System.IntPtr,System.Single,System.Single)" /> function calls this callback function with all the information about glyphs to render. The application implements this callback by mostly delegating the call to the underlying platform's graphics API such as {{Direct2D}} to draw glyphs on the drawing context. An application that uses GDI can implement this callback in terms of the <see cref="M:SharpDX.DirectWrite.BitmapRenderTarget.DrawGlyphRun(System.Single,System.Single,SharpDX.Direct2D1.MeasuringMode,SharpDX.DirectWrite.GlyphRun,SharpDX.DirectWrite.RenderingParams,SharpDX.Color4)" /> method.
        /// </remarks>
        public override SDX.Result DrawGlyphRun(
            object clientDrawingContext, float baselineOriginX, float baselineOriginY,
            MeasuringMode measuringMode, GlyphRun glyphRun, GlyphRunDescription glyphRunDescription, SDX.ComObject clientDrawingEffect)
        {
            if ((glyphRun.Indices == null) ||
                (glyphRun.Indices.Length == 0))
            {
                return(SDX.Result.Ok);;
            }

            SharpDX.DirectWrite.Factory dWriteFactory = GraphicsCore.Current.FactoryDWrite;
            SharpDX.Direct2D1.Factory   d2DFactory    = GraphicsCore.Current.FactoryD2D;

            // Extrude geometry data out of given glyph run
            SimplePolygon2DGeometrySink geometryExtruder = new SimplePolygon2DGeometrySink(new Vector2(baselineOriginX, baselineOriginY));

            using (PathGeometry pathGeometry = new PathGeometry(d2DFactory))
            {
                // Write all geometry data into a standard PathGeometry object
                using (GeometrySink geoSink = pathGeometry.Open())
                {
                    glyphRun.FontFace.GetGlyphRunOutline(
                        glyphRun.FontSize,
                        glyphRun.Indices,
                        glyphRun.Advances,
                        glyphRun.Offsets,
                        glyphRun.IsSideways,
                        glyphRun.BidiLevel % 2 == 1,
                        geoSink);
                    geoSink.Close();
                }

                // Simplify written geometry and write it into own structure
                pathGeometry.Simplify(GeometrySimplificationOption.Lines, m_geometryOptions.SimplificationFlatternTolerance, geometryExtruder);
            }

            // Structure for caching the result
            VertexStructure        tempStructure = new VertexStructure();
            VertexStructureSurface tempSurface   = tempStructure.CreateSurface();

            // Create the text surface
            if (m_geometryOptions.MakeSurface)
            {
                // Separate polygons by clock direction
                // Order polygons as needed for further hole finding algorithm
                IEnumerable <Polygon2D> fillingPolygons = geometryExtruder.GeneratedPolygons
                                                          .Where(actPolygon => actPolygon.EdgeOrder == EdgeOrder.CounterClockwise)
                                                          .OrderBy(actPolygon => actPolygon.BoundingBox.Size.X * actPolygon.BoundingBox.Size.Y);
                List <Polygon2D> holePolygons = geometryExtruder.GeneratedPolygons
                                                .Where(actPolygon => actPolygon.EdgeOrder == EdgeOrder.Clockwise)
                                                .OrderByDescending(actPolygon => actPolygon.BoundingBox.Size.X * actPolygon.BoundingBox.Size.Y)
                                                .ToList();

                // Build geometry for all polygons
                int loopPolygon = 0;
                foreach (Polygon2D actFillingPolygon in fillingPolygons)
                {
                    // Find all corresponding holes
                    BoundingBox2D           actFillingPolygonBounds = actFillingPolygon.BoundingBox;
                    IEnumerable <Polygon2D> correspondingHoles      = holePolygons
                                                                      .Where(actHolePolygon => actHolePolygon.BoundingBox.IsContainedBy(actFillingPolygonBounds))
                                                                      .ToList();

                    // Two steps here:
                    // - Merge current filling polygon and all its holes.
                    // - Remove found holes from current hole list
                    Polygon2D      polygonForRendering     = actFillingPolygon;
                    Polygon2D      polygonForTriangulation = actFillingPolygon.Clone();
                    List <Vector2> cutPoints = new List <Vector2>();
                    foreach (Polygon2D actHole in correspondingHoles)
                    {
                        holePolygons.Remove(actHole);
                        polygonForRendering     = polygonForRendering.MergeWithHole(actHole, Polygon2DMergeOptions.Default, cutPoints);
                        polygonForTriangulation = polygonForTriangulation.MergeWithHole(actHole, new Polygon2DMergeOptions()
                        {
                            MakeMergepointSpaceForTriangulation = true
                        });
                    }

                    loopPolygon++;
                    int actBaseIndex = (int)tempStructure.CountVertices;

                    EdgeOrder edgeOrder = polygonForRendering.EdgeOrder;
                    float     edgeSize  = edgeOrder == EdgeOrder.CounterClockwise ? 0.1f : 0.4f;

                    // Append all vertices to temporary VertexStructure
                    for (int loop = 0; loop < polygonForRendering.Vertices.Count; loop++)
                    {
                        // Calculate 3d location and texture coordinate
                        Vector3 actVertexLocation = new Vector3(
                            polygonForRendering.Vertices[loop].X,
                            0f,
                            polygonForRendering.Vertices[loop].Y);
                        Vector2 actTexCoord = new Vector2(
                            (polygonForRendering.Vertices[loop].X - polygonForRendering.BoundingBox.Location.X) / polygonForRendering.BoundingBox.Size.X,
                            (polygonForRendering.Vertices[loop].Y - polygonForRendering.BoundingBox.Location.Y) / polygonForRendering.BoundingBox.Size.Y);
                        if (float.IsInfinity(actTexCoord.X) || float.IsNaN(actTexCoord.X))
                        {
                            actTexCoord.X = 0f;
                        }
                        if (float.IsInfinity(actTexCoord.Y) || float.IsNaN(actTexCoord.Y))
                        {
                            actTexCoord.Y = 0f;
                        }

                        // Append the vertex to the result
                        tempStructure.AddVertex(
                            new Vertex(
                                actVertexLocation,
                                m_geometryOptions.SurfaceVertexColor,
                                actTexCoord,
                                new Vector3(0f, 1f, 0f)));
                    }

                    // Generate cubes on each vertex if requested
                    if (m_geometryOptions.GenerateCubesOnVertices)
                    {
                        for (int loop = 0; loop < polygonForRendering.Vertices.Count; loop++)
                        {
                            Color4 colorToUse      = Color4.GreenColor;
                            float  pointRenderSize = 0.1f;
                            if (cutPoints.Contains(polygonForRendering.Vertices[loop]))
                            {
                                colorToUse      = Color4.RedColor;
                                pointRenderSize = 0.15f;
                            }

                            Vector3 actVertexLocation = new Vector3(
                                polygonForRendering.Vertices[loop].X,
                                0f,
                                polygonForRendering.Vertices[loop].Y);
                            tempSurface.BuildCube24V(actVertexLocation, pointRenderSize, colorToUse);
                        }
                    }

                    // Triangulate the polygon
                    IEnumerable <int> triangleIndices = polygonForTriangulation.TriangulateUsingCuttingEars();
                    if (triangleIndices == null)
                    {
                        continue;
                    }
                    if (triangleIndices == null)
                    {
                        throw new SeeingSharpGraphicsException("Unable to triangulate given PathGeometry object!");
                    }

                    // Append all triangles to the temporary structure
                    using (IEnumerator <int> indexEnumerator = triangleIndices.GetEnumerator())
                    {
                        while (indexEnumerator.MoveNext())
                        {
                            int index1 = indexEnumerator.Current;
                            int index2 = 0;
                            int index3 = 0;

                            if (indexEnumerator.MoveNext())
                            {
                                index2 = indexEnumerator.Current;
                            }
                            else
                            {
                                break;
                            }
                            if (indexEnumerator.MoveNext())
                            {
                                index3 = indexEnumerator.Current;
                            }
                            else
                            {
                                break;
                            }

                            tempSurface.AddTriangle(
                                (int)(actBaseIndex + index3),
                                (int)(actBaseIndex + index2),
                                (int)(actBaseIndex + index1));
                        }
                    }
                }
            }

            // Make volumetric outlines
            int triangleCountWithoutSide = tempSurface.CountTriangles;

            if (m_geometryOptions.MakeVolumetricText)
            {
                float volumetricTextDepth = m_geometryOptions.VolumetricTextDepth;
                if (m_geometryOptions.VerticesScaleFactor > 0f)
                {
                    volumetricTextDepth = volumetricTextDepth / m_geometryOptions.VerticesScaleFactor;
                }

                // Add all side surfaces
                foreach (Polygon2D actPolygon in geometryExtruder.GeneratedPolygons)
                {
                    foreach (Line2D actLine in actPolygon.Lines)
                    {
                        tempSurface.BuildRect4V(
                            new Vector3(actLine.StartPosition.X, -volumetricTextDepth, actLine.StartPosition.Y),
                            new Vector3(actLine.EndPosition.X, -volumetricTextDepth, actLine.EndPosition.Y),
                            new Vector3(actLine.EndPosition.X, 0f, actLine.EndPosition.Y),
                            new Vector3(actLine.StartPosition.X, 0f, actLine.StartPosition.Y),
                            m_geometryOptions.VolumetricSideSurfaceVertexColor);
                    }
                }
            }

            // Do also make back surface?
            if (m_geometryOptions.MakeBackSurface)
            {
                for (int loop = 0; loop < triangleCountWithoutSide; loop++)
                {
                    Triangle triangle     = tempSurface.Triangles[loop];
                    Vertex   vertex0      = tempStructure.Vertices[triangle.Index1];
                    Vertex   vertex1      = tempStructure.Vertices[triangle.Index2];
                    Vertex   vertex2      = tempStructure.Vertices[triangle.Index3];
                    Vector3  changeVector = new Vector3(0f, -m_geometryOptions.VolumetricTextDepth, 0f);

                    tempSurface.AddTriangle(
                        vertex2.Copy(vertex2.Position - changeVector, Vector3.Negate(vertex2.Normal)),
                        vertex1.Copy(vertex1.Position - changeVector, Vector3.Negate(vertex1.Normal)),
                        vertex0.Copy(vertex0.Position - changeVector, Vector3.Negate(vertex0.Normal)));
                }
            }

            // TODO: Make this configurable
            tempStructure.ToggleCoordinateSystem();

            // Scale the text using given scale factor
            if (m_geometryOptions.VerticesScaleFactor > 0f)
            {
                Matrix4x4 scaleMatrix = Matrix4x4.CreateScale(
                    m_geometryOptions.VerticesScaleFactor,
                    m_geometryOptions.VerticesScaleFactor,
                    m_geometryOptions.VerticesScaleFactor);

                Matrix4Stack transformMatrix = new Matrix4Stack(scaleMatrix);
                transformMatrix.TransformLocal(m_geometryOptions.VertexTransform);

                tempStructure.UpdateVerticesUsingRelocationFunc((actVector) => Vector3.Transform(actVector, transformMatrix.Top));
            }

            // Calculate all normals before adding to target structure
            if (m_geometryOptions.CalculateNormals)
            {
                tempStructure.CalculateNormalsFlat();
            }

            // Merge temporary structure to target structure
            m_targetSurface.AddStructure(tempStructure);

            return(SDX.Result.Ok);
        }
示例#4
0
        /// <summary>
        /// Reads a facet.
        /// </summary>
        private void ReadFacet(StreamReader reader, string normalString, VertexStructure newStructure, StlImportOptions importOptions)
        {
            m_cachedPoints.Clear();

            // Read all geometry
            Vector3 normal = ParseNormal(normalString);

            ReadLine(reader, "outer");
            while (true)
            {
                string  line = reader.ReadLine();
                Vector3 point;
                if (TryParseVertex(line, out point))
                {
                    m_cachedPoints.Add(point);
                    continue;
                }

                string id, values;
                ParseLine(line, out id, out values);

                if (id == "endloop")
                {
                    break;
                }
            }

            // Read end
            ReadLine(reader, "endfacet");

            // Overtake geometry data
            VertexStructureSurface targetSurfae = newStructure.FirstSurface;
            int pointCount = m_cachedPoints.Count;

            switch (m_cachedPoints.Count)
            {
            case 0:
            case 1:
            case 2:
                break;

            case 3:
                if (importOptions.IsChangeTriangleOrderNeeded())
                {
                    targetSurfae.AddTriangle(
                        new Vertex(m_cachedPoints[2], Color4.Transparent, Vector2.Zero, normal),
                        new Vertex(m_cachedPoints[1], Color4.Transparent, Vector2.Zero, normal),
                        new Vertex(m_cachedPoints[0], Color4.Transparent, Vector2.Zero, normal));
                }
                else
                {
                    targetSurfae.AddTriangle(
                        new Vertex(m_cachedPoints[0], Color4.Transparent, Vector2.Zero, normal),
                        new Vertex(m_cachedPoints[1], Color4.Transparent, Vector2.Zero, normal),
                        new Vertex(m_cachedPoints[2], Color4.Transparent, Vector2.Zero, normal));
                }
                break;

            default:
                int[] indices = new int[pointCount];
                if (importOptions.IsChangeTriangleOrderNeeded())
                {
                    for (int loop = pointCount - 1; loop > -1; loop--)
                    {
                        indices[loop] = newStructure.AddVertex(
                            new Vertex(m_cachedPoints[loop], Color4.Transparent, Vector2.Zero, normal));
                    }
                }
                else
                {
                    for (int loop = 0; loop < pointCount; loop++)
                    {
                        indices[loop] = newStructure.AddVertex(
                            new Vertex(m_cachedPoints[loop], Color4.Transparent, Vector2.Zero, normal));
                    }
                }

                targetSurfae.AddPolygonByCuttingEars(indices);
                break;
            }
        }