public void CalculateBorderTiles(bool recolor) { // Color for debug Vector3 HSV = new Vector3(hue, 0.7f, 0.3f); Vector3 RGB = Math2.HSV2RGB(HSV); Vector4 color = new Vector4(RGB.X, RGB.Y, RGB.Z, 1.0f); outerIndices.Clear(); int plateIdx = vertexToPlate[allIndices[0]]; foreach (int index in allIndices) { var vertexNeighbours = geometry.Topology.VertexNeighbours.GetNeighbours(index); foreach (int neighbourIndex in vertexNeighbours) { if (plateIdx != vertexToPlate[neighbourIndex] && !outerIndices.Contains(index)) { outerIndices.Add(index); if (recolor) { geometry.Mesh.SetColor(index, ref color); } } } } }
private Vector4 NextColor(int cycleNum) { float value = Math2.Clamp(0.2f + cycleNum / 20.0f, 0.0f, 1.0f); Vector3 HSV = new Vector3(hue, 0.5f, value); Vector3 RGB = Math2.HSV2RGB(HSV); Vector4 color = new Vector4(RGB.X, RGB.Y, RGB.Z, 1.0f); return(color); }
public Geometry <Vertex3DColor> GenerateDistanceDebugGeom() { List <Vertex3DColor> verts = new List <Vertex3DColor>(); List <uint> indices = new List <uint>(); for (int plateIndex = 0; plateIndex < plates.Length; ++plateIndex) { Vector3 center = plates[plateIndex].Traits.Center; int cornerIndex = 0; foreach (int corner in plates[plateIndex].Corners) { float hue = (float)cornerIndex / (float)plates[plateIndex].Corners.Count; Vector3 color3 = Math2.HSV2RGB(new Vector3(hue, 0.7f, 0.5f)); Vector4 color = new Vector4(color3.X, color3.Y, color3.Z, 1.0f); Centroid centroid = geometry.Topology.Centroids[corner]; Vector3 cornerPos = centroid.position; Vector3 direction = cornerPos - center; direction.Normalize(); float theta = centroid.PlateDistances[plateIndex]; float distance = 2.0f * (float)Math.Sin(theta * 0.5f); direction *= distance; cornerPos = center + direction; cornerPos.Normalize(); int vertexStart = verts.Count; GeometryFactory.AddArcVerts(verts, center, cornerPos, 1.001f, color); for (int vertexIndex = vertexStart; vertexIndex < verts.Count - 1; ++vertexIndex) { indices.Add((uint)vertexIndex); indices.Add((uint)vertexIndex + 1); } ++cornerIndex; } } Mesh <Vertex3DColor> mesh = new Mesh <Vertex3DColor>(verts.ToArray()); Geometry <Vertex3DColor> geom = new Geometry <Vertex3DColor>(mesh, indices.ToArray()); geom.PrimitiveType = OpenTK.Graphics.OpenGL.PrimitiveType.Lines; return(geom); }
public Geometry <AltVertex> GenerateBorderGeometry <AltVertex>() where AltVertex : struct, IVertex { if (borders == null || borders.Count == 0) { return(null); } else { List <AltVertex> vertices = new List <AltVertex>(); List <uint> newIndices = new List <uint>(); const float h = 0.1f; foreach (var iter in borders) { Int64 borderKey = iter.Key; int v1index = (int)(borderKey & 0xffffffff); int v2index = (int)((borderKey >> 32) & 0xffffffff); Border border = iter.Value; // The border lies along an edge in the dual geometry. int plateIndex1 = border.plate0; int plateIndex2 = border.plate1; Vector3 v1Pos = geometry.Mesh.GetPosition(v1index); Vector3 v2Pos = geometry.Mesh.GetPosition(v2index); Vector3 centroid1 = geometry.Topology.Centroids[border.c1Index].position; Vector3 centroid2 = geometry.Topology.Centroids[border.c2Index].position; Vector3 v1g1prime = Math2.BaseProjection(v1Pos, centroid1, centroid2, h); Vector3 v1g2prime = Math2.BaseProjection(v1Pos, centroid2, centroid1, h); Vector3 v2g1prime = Math2.BaseProjection(v2Pos, centroid1, centroid2, h); Vector3 v2g2prime = Math2.BaseProjection(v2Pos, centroid2, centroid1, h); centroid1 *= 1.01f; // Project the centroids out of the sphere slightly centroid2 *= 1.01f; bool edgeOrderIsAnticlockwise = false; for (int i = 0; i < 3; i++) { if (geometry.Indices[border.c1Index * 3 + i] == v1index) { if (geometry.Indices[border.c1Index * 3 + (i + 1) % 3] == v2index) { edgeOrderIsAnticlockwise = true; } break; } } int index = vertices.Count; geometry.AddTriangle(ref vertices, ref newIndices, ref v1g2prime, ref centroid2, ref centroid1, edgeOrderIsAnticlockwise); geometry.AddTriangle(ref vertices, ref newIndices, ref v1g2prime, ref centroid1, ref v1g1prime, edgeOrderIsAnticlockwise); geometry.AddTriangle(ref vertices, ref newIndices, ref v2g1prime, ref centroid1, ref centroid2, edgeOrderIsAnticlockwise); geometry.AddTriangle(ref vertices, ref newIndices, ref v2g1prime, ref centroid2, ref v2g2prime, edgeOrderIsAnticlockwise); float p1 = Math2.Clamp(Math.Abs(borderCorners[border.c1Index].stress.pressure) * 1000.0f, 0, 1.0f); float p2 = Math2.Clamp(Math.Abs(borderCorners[border.c2Index].stress.pressure) * 1000.0f, 0, 1.0f); float hue1 = borderCorners[border.c1Index].stress.pressure > 0 ? 0 : 0.5f; float hue2 = borderCorners[border.c2Index].stress.pressure > 0 ? 0 : 0.5f; Vector3 rgb1 = Math2.HSV2RGB(new Vector3(hue1, p1, 1.0f - p1)); Vector3 rgb2 = Math2.HSV2RGB(new Vector3(hue2, p2, 1.0f - p2)); Vector4 c1Color = new Vector4(rgb1.X, rgb1.Y, rgb1.Z, 1); Vector4 c2Color = new Vector4(rgb2.X, rgb2.Y, rgb2.Z, 1); AltVertex v; for (int i = 0; i < 12; ++i) { Vector4 color = new Vector4(1.0f, 1.0f, 1.0f, 1.0f); if (i == 0 || i == 1 || i == 3 || i == 8 || i == 10 || i == 11) { color = c2Color; } else if (i == 2 || i == 4 || i == 5 || i == 6 || i == 7 || i == 9) { color = c1Color; } v = vertices[index + i]; MeshAttr.SetColor(ref v, ref color); vertices[index + i] = v; } } Mesh <AltVertex> newMesh = new Mesh <AltVertex>(vertices.ToArray()); return(new Geometry <AltVertex>(newMesh, newIndices.ToArray())); } }