示例#1
0
        public void AddTriangle2 <AltVertex>(ref List <AltVertex> newVerts, ref List <uint> newIndices, int v1index, ref Vector3 v2, ref Vector3 v3)
            where AltVertex : struct, IVertex
        {
            AltVertex[] triVerts = new AltVertex[3];
            triVerts.Initialize();

            Vector3 v1Pos = MeshAttr.GetPosition(ref mesh.vertices[v1index]);

            MeshAttr.SetPosition(ref triVerts[0], ref v1Pos);
            MeshAttr.SetPosition(ref triVerts[1], ref v2);
            MeshAttr.SetPosition(ref triVerts[2], ref v3);

            v1Pos.Normalize();
            for (int i = 0; i < 3; i++)
            {
                MeshAttr.SetNormal(ref triVerts[i], ref v1Pos);
            }

            Vector2 uv0 = new Vector2(0.5f, 1);
            Vector2 uv1 = new Vector2(0, 0);
            Vector2 uv2 = new Vector2(1, 0);

            MeshAttr.SetUV(ref triVerts[0], ref uv0);
            MeshAttr.SetUV(ref triVerts[1], ref uv1);
            MeshAttr.SetUV(ref triVerts[2], ref uv2);

            Vector4 c0 = MeshAttr.GetColor(ref mesh.vertices[v1index]);
            Vector4 c1 = MeshAttr.GetColor(ref mesh.vertices[v1index]);
            Vector4 c2 = MeshAttr.GetColor(ref mesh.vertices[v1index]);

            MeshAttr.SetColor(ref triVerts[0], ref c0);
            MeshAttr.SetColor(ref triVerts[1], ref c1);
            MeshAttr.SetColor(ref triVerts[2], ref c2);

            newVerts[v1index] = triVerts[0];
            int index = newVerts.Count;

            newVerts.Add(triVerts[1]);
            newVerts.Add(triVerts[2]);

            newIndices.Add((uint)v1index);
            newIndices.Add((uint)index++);
            newIndices.Add((uint)index++);
        }
示例#2
0
        public void AddTriangle <AltVertex>(ref List <AltVertex> newVerts, ref List <uint> newIndices, ref Vector3 v1, ref Vector3 v2, ref Vector3 v3, bool isAnticlockwise)
            where AltVertex : struct, IVertex
        {
            AltVertex[] triVerts = new AltVertex[3];
            triVerts.Initialize();
            MeshAttr.SetPosition(ref triVerts[0], ref v1);
            MeshAttr.SetPosition(ref triVerts[1], ref v2);
            MeshAttr.SetPosition(ref triVerts[2], ref v3);
            Vector3 v1N = v1;

            v1N.Normalize();
            for (int i = 0; i < 3; i++)
            {
                MeshAttr.SetNormal(ref triVerts[i], ref v1N);
            }

            Vector2 uv0 = new Vector2(0.5f, 1);
            Vector2 uv1 = new Vector2(0, 0);
            Vector2 uv2 = new Vector2(1, 0);

            MeshAttr.SetUV(ref triVerts[0], ref uv0);
            MeshAttr.SetUV(ref triVerts[1], ref uv1);
            MeshAttr.SetUV(ref triVerts[2], ref uv2);
            int index = newVerts.Count;

            for (int i = 0; i < 3; i++)
            {
                newVerts.Add(triVerts[i]);
            }

            if (isAnticlockwise)
            {
                newIndices.Add((uint)index);
                newIndices.Add((uint)index + 1);
                newIndices.Add((uint)index + 2);
            }
            else
            {
                newIndices.Add((uint)index);
                newIndices.Add((uint)index + 2);
                newIndices.Add((uint)index + 1);
            }
        }
示例#3
0
        public void AddNormals()
        {
            // TODO Currently assuming that we are using triangles, and have
            // maximised the vertices.
            if (mesh.vertices[0].GetType().GetInterface("INormalVertex") != null)
            {
                for (int i = 0; i < indices.Length; i += 3)
                {
                    Vector3 pos1   = MeshAttr.GetPosition(ref mesh.vertices[i]);
                    Vector3 pos2   = MeshAttr.GetPosition(ref mesh.vertices[i + 1]);
                    Vector3 pos3   = MeshAttr.GetPosition(ref mesh.vertices[i + 2]);
                    Vector3 a      = pos2 - pos1;
                    Vector3 b      = pos3 - pos1;
                    Vector3 normal = Vector3.Cross(a, b);
                    normal.Normalize();

                    MeshAttr.SetNormal(ref mesh.vertices[i], ref normal);
                    MeshAttr.SetNormal(ref mesh.vertices[i + 1], ref normal);
                    MeshAttr.SetNormal(ref mesh.vertices[i + 2], ref normal);
                }
            }
        }
示例#4
0
 public void SetNormal(int index, ref Vector3 normal)
 {
     MeshAttr.SetNormal(ref vertices[index], ref normal);
 }