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using System;
using System.Collections.Generic;
using OpenTK;
namespace Examples.Shapes
{
public sealed partial class MengerSponge
{
private struct MengerCube
{
private Vector3d Center;
private double SideLength;
private eSides[] VisibleSides;
private eSides[] VisibilityToInherit;
public void GetArraySizes( out uint vertexcount, out uint indexcount )
{
vertexcount = (uint)VisibleSides.Length * 8 + 6 * 12;
indexcount = (uint)VisibleSides.Length * 8 * 3 + 6 * 8 * 3;
}
public MengerCube( Vector3d center, double sidelength, eSides[] visibleSides, eSides[] parentsVisibility )
{
Center = center;
SideLength = sidelength;
/* List<eSides> Sides = new List<eSides>();
foreach ( eSides s in visibleSides )
{
bool isVisible = false;
foreach ( eSides p in parentsVisibility )
{
if ( (int)p == (int)s )
{
isVisible = true;
break;
}
}
if ( isVisible )
{
Sides.Add( s );
}
}
VisibleSides = Sides.ToArray();*/
VisibleSides = visibleSides;
VisibilityToInherit = visibleSides;
}
public void Subdivide( out MengerCube[] cubes )
{
cubes = new MengerCube[20]; // 8 + 4 + 8
double NewLength = this.SideLength / 3.0;
double six = this.SideLength * 2.0 / 3.0;
// we got 3x3x3 cubes. All center cubes who touch the XYZ-Axis are removed.
// front
cubes[0] = new MengerCube( new Vector3d( Center.X - six, Center.Y + six, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Left, eSides.Top }, this.VisibilityToInherit );
cubes[1] = new MengerCube( new Vector3d( Center.X + 0.0, Center.Y + six, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Bottom, eSides.Back, eSides.Top }, this.VisibilityToInherit );
cubes[2] = new MengerCube( new Vector3d( Center.X + six, Center.Y + six, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Right, eSides.Top }, this.VisibilityToInherit );
cubes[3] = new MengerCube( new Vector3d( Center.X - six, Center.Y + 0.0, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Right, eSides.Back, eSides.Left }, this.VisibilityToInherit );
cubes[4] = new MengerCube( new Vector3d( Center.X + six, Center.Y + 0.0, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Right, eSides.Back, eSides.Left }, this.VisibilityToInherit );
cubes[5] = new MengerCube( new Vector3d( Center.X - six, Center.Y - six, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Left, eSides.Bottom } , this.VisibilityToInherit );
cubes[6] = new MengerCube( new Vector3d( Center.X + 0.0, Center.Y - six, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Top, eSides.Back, eSides.Bottom }, this.VisibilityToInherit );
cubes[7] = new MengerCube( new Vector3d( Center.X + six, Center.Y - six, Center.Z + six ), NewLength, new eSides[] { eSides.Front, eSides.Right, eSides.Bottom }, this.VisibilityToInherit );
// center
cubes[8] = new MengerCube( new Vector3d( Center.X - six, Center.Y + six, Center.Z + 0.0 ), NewLength, new eSides[] { eSides.Top, eSides.Right, eSides.Bottom, eSides.Left }, this.VisibilityToInherit );
cubes[9] = new MengerCube( new Vector3d( Center.X + six, Center.Y + six, Center.Z + 0.0 ), NewLength, new eSides[] { eSides.Top, eSides.Right, eSides.Bottom, eSides.Left }, this.VisibilityToInherit );
cubes[10] = new MengerCube( new Vector3d( Center.X - six, Center.Y - six, Center.Z + 0.0 ), NewLength, new eSides[] { eSides.Top, eSides.Right, eSides.Bottom, eSides.Left }, this.VisibilityToInherit );
cubes[11] = new MengerCube( new Vector3d( Center.X + six, Center.Y - six, Center.Z + 0.0 ), NewLength, new eSides[] { eSides.Top, eSides.Right, eSides.Bottom, eSides.Left }, this.VisibilityToInherit );
// back
cubes[12] = new MengerCube( new Vector3d( Center.X - six, Center.Y + six, Center.Z - six ), NewLength, new eSides[] { eSides.Top, eSides.Back, eSides.Left }, this.VisibilityToInherit );
cubes[13] = new MengerCube( new Vector3d( Center.X + 0.0, Center.Y + six, Center.Z - six ), NewLength, new eSides[] { eSides.Top, eSides.Back, eSides.Bottom, eSides.Front }, this.VisibilityToInherit );
cubes[14] = new MengerCube( new Vector3d( Center.X + six, Center.Y + six, Center.Z - six ), NewLength, new eSides[] { eSides.Top, eSides.Back, eSides.Right }, this.VisibilityToInherit );
cubes[15] = new MengerCube( new Vector3d( Center.X - six, Center.Y + 0.0, Center.Z - six ), NewLength, new eSides[] { eSides.Front, eSides.Right, eSides.Back, eSides.Left } , this.VisibilityToInherit );
cubes[16] = new MengerCube( new Vector3d( Center.X + six, Center.Y + 0.0, Center.Z - six ), NewLength, new eSides[] { eSides.Front, eSides.Right, eSides.Back, eSides.Left } , this.VisibilityToInherit );
cubes[17] = new MengerCube( new Vector3d( Center.X - six, Center.Y - six, Center.Z - six ), NewLength, new eSides[] { eSides.Back, eSides.Bottom, eSides.Left } , this.VisibilityToInherit );
cubes[18] = new MengerCube( new Vector3d( Center.X + 0.0, Center.Y - six, Center.Z - six ), NewLength, new eSides[] { eSides.Top, eSides.Back, eSides.Bottom, eSides.Front }, this.VisibilityToInherit );
cubes[19] = new MengerCube( new Vector3d( Center.X + six, Center.Y - six, Center.Z - six ), NewLength, new eSides[] { eSides.Back, eSides.Bottom, eSides.Right }, this.VisibilityToInherit );
}
public enum eSides: byte
{
Front,
Back,
Right,
Left,
Top,
Bottom
}
internal static readonly eSides[] AllSides = new eSides[] { eSides.Front, eSides.Back, eSides.Right, eSides.Left, eSides.Top, eSides.Bottom };
public void GetVboAndIbo( ref List<Chunk> chunks )
{
foreach ( eSides s in AllSides )
{
DrawSide( s, ref chunks );
}
}
private void DrawSide( eSides side, ref List<Chunk> chunks )
{
#region Setup constants for current direction
double _Zero = 0.0; // 0/3
double _Three = 0.3333333333333; // 1/3
double _Six = 0.66666666666666; // 2/3
double _One = 1.0; // 3/3
Vector3d C0 = Center + new Vector3d( -SideLength, -SideLength, +SideLength );
Vector3d C1 = Center + new Vector3d( +SideLength, -SideLength, +SideLength );
Vector3d C2 = Center + new Vector3d( +SideLength, +SideLength, +SideLength );
Vector3d C3 = Center + new Vector3d( -SideLength, +SideLength, +SideLength );
Vector3d C4 = Center + new Vector3d( -SideLength, -SideLength, -SideLength );
Vector3d C5 = Center + new Vector3d( +SideLength, -SideLength, -SideLength );
Vector3d C6 = Center + new Vector3d( +SideLength, +SideLength, -SideLength );
Vector3d C7 = Center + new Vector3d( -SideLength, +SideLength, -SideLength );
Vector3d P0, P1, P2, P3, P4, P5, P6, P7;
switch ( side )
{
case eSides.Front:
P0 = C0;
P1 = C1;
P2 = C2;
P3 = C3;
P4 = C4;
P5 = C5;
P6 = C6;
P7 = C7;
break;
case eSides.Back:
P0 = C5;
P1 = C4;
P2 = C7;
P3 = C6;
P4 = C1;
P5 = C0;
P6 = C3;
P7 = C2;
break;
case eSides.Right:
P0 = C1;
P1 = C5;
P2 = C6;
P3 = C2;
P4 = C0;
P5 = C4;
P6 = C7;
P7 = C3;
break;
case eSides.Left:
P0 = C4;
P1 = C0;
P2 = C3;
P3 = C7;
P4 = C5;
P5 = C1;
P6 = C2;
P7 = C6;
break;
case eSides.Top:
P0 = C3;
P1 = C2;
P2 = C6;
P3 = C7;
P4 = C0;
P5 = C1;
P6 = C5;
P7 = C4;
break;
case eSides.Bottom:
P0 = C1;
P1 = C0;
P2 = C4;
P3 = C5;
P4 = C2;
P5 = C3;
P6 = C7;
P7 = C6;
break;
default:
throw new NotImplementedException( "Unknown enum value: " + side );
}
#endregion Setup constants for current direction
#region Set Normal
Vector3d FaceNormal;
switch ( side )
{
case eSides.Front:
FaceNormal = Vector3d.UnitZ;
break;
case eSides.Back:
FaceNormal = -Vector3d.UnitZ;
break;
case eSides.Right:
FaceNormal = Vector3d.UnitX;
break;
case eSides.Left:
FaceNormal = -Vector3d.UnitX;
break;
case eSides.Top:
FaceNormal = Vector3d.UnitY;
break;
case eSides.Bottom:
FaceNormal = -Vector3d.UnitY;
break;
default:
throw new NotImplementedException( "Unknown enum value: " + side );
}
#endregion Set Normal
bool FaceIsVisible = false;
foreach ( eSides s in VisibleSides )
{
if ( s == side )
{
FaceIsVisible = true;
break;
}
}
if ( FaceIsVisible )
{
#region Define Layer1 Vertices
Chunk Layer1 = new Chunk( 8, 8 * 3 );
Layer1.Vertices[0].TexCoord = new Vector2d( _Zero, _Zero );
Layer1.Vertices[0].Normal = FaceNormal;
Layer1.Vertices[0].Position = P0;
Layer1.Vertices[1].TexCoord = new Vector2d( _One, _Zero );
Layer1.Vertices[1].Normal = FaceNormal;
Layer1.Vertices[1].Position = P1;
Layer1.Vertices[2].TexCoord = new Vector2d( _One, _One );
Layer1.Vertices[2].Normal = FaceNormal;
Layer1.Vertices[2].Position = P2;
Layer1.Vertices[3].TexCoord = new Vector2d( _Zero, _One );
Layer1.Vertices[3].Normal = FaceNormal;
Layer1.Vertices[3].Position = P3;
Layer1.Vertices[4].TexCoord = new Vector2d( _Three, _Three );
Layer1.Vertices[4].Normal = FaceNormal;
Vector3d.Lerp( ref P0, ref P2, _Three, out Layer1.Vertices[4].Position );
Layer1.Vertices[5].TexCoord = new Vector2d( _Six, _Three );
Layer1.Vertices[5].Normal = FaceNormal;
Vector3d.Lerp( ref P1, ref P3, _Three, out Layer1.Vertices[5].Position );
Layer1.Vertices[6].TexCoord = new Vector2d( _Six, _Six );
Layer1.Vertices[6].Normal = FaceNormal;
Vector3d.Lerp( ref P0, ref P2, _Six, out Layer1.Vertices[6].Position );
Layer1.Vertices[7].TexCoord = new Vector2d( _Three, _Six );
Layer1.Vertices[7].Normal = FaceNormal;
Vector3d.Lerp( ref P1, ref P3, _Six, out Layer1.Vertices[7].Position );
#endregion Define Layer1 Vertices
#region Define Layer1 Indices
Layer1.Indices[0] = 0;
Layer1.Indices[1] = 5;
Layer1.Indices[2] = 4;
Layer1.Indices[3] = 0;
Layer1.Indices[4] = 1;
Layer1.Indices[5] = 5;
Layer1.Indices[6] = 5;
Layer1.Indices[7] = 1;
Layer1.Indices[8] = 2;
Layer1.Indices[9] = 6;
Layer1.Indices[10] = 5;
Layer1.Indices[11] = 2;
Layer1.Indices[12] = 7;
Layer1.Indices[13] = 6;
Layer1.Indices[14] = 2;
Layer1.Indices[15] = 3;
Layer1.Indices[16] = 7;
Layer1.Indices[17] = 2;
Layer1.Indices[18] = 0;
Layer1.Indices[19] = 7;
Layer1.Indices[20] = 3;
Layer1.Indices[21] = 0;
Layer1.Indices[22] = 4;
Layer1.Indices[23] = 7;
chunks.Add( Layer1 );
#endregion Define Layer1 Indices
}
#region Define Layer2 Vertices
Chunk Layer2 = new Chunk( 12, 8 * 3 );
Vector3d T0, T1, T2, T3;
Vector3d.Lerp( ref P0, ref P4, _Six, out T0 );
Vector3d.Lerp( ref P1, ref P5, _Six, out T1 );
Vector3d.Lerp( ref P2, ref P6, _Six, out T2 );
Vector3d.Lerp( ref P3, ref P7, _Six, out T3 );
Layer2.Vertices[0].TexCoord = new Vector2d( _Three, _Zero );
Layer2.Vertices[0].Normal = FaceNormal;
Vector3d.Lerp( ref T0, ref T1, _Three, out Layer2.Vertices[0].Position );
Layer2.Vertices[1].TexCoord = new Vector2d( _Six, _Zero );
Layer2.Vertices[1].Normal = FaceNormal;
Vector3d.Lerp( ref T0, ref T1, _Six, out Layer2.Vertices[1].Position );
Layer2.Vertices[3].TexCoord = new Vector2d( _One, _Three );
Layer2.Vertices[3].Normal = FaceNormal;
Vector3d.Lerp( ref T1, ref T2, _Three, out Layer2.Vertices[3].Position );
Layer2.Vertices[4].TexCoord = new Vector2d( _One, _Six );
Layer2.Vertices[4].Normal = FaceNormal;
Vector3d.Lerp( ref T1, ref T2, _Six, out Layer2.Vertices[4].Position );
Layer2.Vertices[6].TexCoord = new Vector2d( _Six, _One );
Layer2.Vertices[6].Normal = FaceNormal;
Vector3d.Lerp( ref T2, ref T3, _Three, out Layer2.Vertices[6].Position );
Layer2.Vertices[7].TexCoord = new Vector2d( _Three, _One );
Layer2.Vertices[7].Normal = FaceNormal;
Vector3d.Lerp( ref T2, ref T3, _Six, out Layer2.Vertices[7].Position );
Layer2.Vertices[9].TexCoord = new Vector2d( _Zero, _Six );
Layer2.Vertices[9].Normal = FaceNormal;
Vector3d.Lerp( ref T3, ref T0, _Three, out Layer2.Vertices[9].Position );
Layer2.Vertices[10].TexCoord = new Vector2d( _Zero, _Three );
Layer2.Vertices[10].Normal = FaceNormal;
Vector3d.Lerp( ref T3, ref T0, _Six, out Layer2.Vertices[10].Position );
Layer2.Vertices[2].TexCoord = new Vector2d( _Six, _Three );
Layer2.Vertices[2].Normal = FaceNormal;
Vector3d.Lerp( ref Layer2.Vertices[1].Position, ref Layer2.Vertices[6].Position, _Three, out Layer2.Vertices[2].Position );
Layer2.Vertices[5].TexCoord = new Vector2d( _Six, _Six );
Layer2.Vertices[5].Normal = FaceNormal;
Vector3d.Lerp( ref Layer2.Vertices[1].Position, ref Layer2.Vertices[6].Position, _Six, out Layer2.Vertices[5].Position );
Layer2.Vertices[8].TexCoord = new Vector2d( _Three, _Six );
Layer2.Vertices[8].Normal = FaceNormal;
Vector3d.Lerp( ref Layer2.Vertices[7].Position, ref Layer2.Vertices[0].Position, _Three, out Layer2.Vertices[8].Position );
Layer2.Vertices[11].TexCoord = new Vector2d( _Three, _Three );
Layer2.Vertices[11].Normal = FaceNormal;
Vector3d.Lerp( ref Layer2.Vertices[7].Position, ref Layer2.Vertices[0].Position, _Six, out Layer2.Vertices[11].Position );
#endregion Define Layer2 Vertices
#region Define Layer2 Indices
Layer2.Indices[0] = 0;
Layer2.Indices[1] = 2;
Layer2.Indices[2] = 11;
Layer2.Indices[3] = 0;
Layer2.Indices[4] = 1;
Layer2.Indices[5] = 2;
Layer2.Indices[6] = 2;
Layer2.Indices[7] = 3;
Layer2.Indices[8] = 4;
Layer2.Indices[9] = 2;
Layer2.Indices[10] = 4;
Layer2.Indices[11] = 5;
Layer2.Indices[12] = 5;
Layer2.Indices[13] = 6;
Layer2.Indices[14] = 8;
Layer2.Indices[15] = 8;
Layer2.Indices[16] = 6;
Layer2.Indices[17] = 7;
Layer2.Indices[18] = 11;
Layer2.Indices[19] = 8;
Layer2.Indices[20] = 10;
Layer2.Indices[21] = 10;
Layer2.Indices[22] = 8;
Layer2.Indices[23] = 9;
chunks.Add( Layer2 );
#endregion Define Layer2 Indices
}
}
}
}
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