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using System;
using System.Collections.Generic;
using System.Text;
using OpenTK;
namespace Examples.Shapes
{
public sealed class SlicedSphere: DrawableShape
{
public enum eSubdivisions
{
Zero = 0,
One = 1,
Two = 2,
Three = 3,
Four = 4,
Five=5,
Six=6,
Seven=7,
Eight=8,
}
public enum eDir
{
All,
FrontTopRight,
FrontBottomRight,
FrontBottomLeft,
FrontTopLeft,
BackTopRight,
BackBottomRight,
BackBottomLeft,
BackTopLeft,
}
public SlicedSphere( double radius, Vector3d offset, eSubdivisions subdivs, eDir[] sides, bool useDL )
: base( useDL )
{
double Diameter = radius;
PrimitiveMode = OpenTK.Graphics.OpenGL.PrimitiveType.Triangles;
if ( sides[0] == eDir.All )
{
sides = new eDir[] { eDir.FrontTopRight,
eDir.FrontBottomRight,
eDir.FrontBottomLeft,
eDir.FrontTopLeft,
eDir.BackTopRight,
eDir.BackBottomRight,
eDir.BackBottomLeft,
eDir.BackTopLeft,};
}
VertexArray = new VertexT2dN3dV3d[sides.Length * 3];
IndexArray = new uint[sides.Length * 3];
uint counter = 0;
foreach ( eDir s in sides )
{
GetDefaultVertices( s, Diameter, out VertexArray[counter + 0], out VertexArray[counter + 1], out VertexArray[counter + 2] );
IndexArray[counter + 0] = counter + 0;
IndexArray[counter + 1] = counter + 1;
IndexArray[counter + 2] = counter + 2;
counter += 3;
}
if ( subdivs != eSubdivisions.Zero )
{
for ( int s = 0; s < (int)subdivs; s++ )
{
#region Assemble Chunks and convert to Arrays
List<Chunk> AllChunks = new List<Chunk>();
for ( uint i = 0; i < IndexArray.Length; i += 3 )
{
Chunk chu;
Subdivide( Diameter,
ref VertexArray[IndexArray[i + 0]],
ref VertexArray[IndexArray[i + 1]],
ref VertexArray[IndexArray[i + 2]],
out chu );
AllChunks.Add( chu );
}
Chunk.GetArray( ref AllChunks, out VertexArray, out IndexArray );
AllChunks.Clear();
#endregion Assemble Chunks and convert to Arrays
}
}
for (int i=0; i<VertexArray.Length;i++)
{
Vector3d.Add(ref VertexArray[i].Position, ref offset, out VertexArray[i].Position);
}
}
private void GetDefaultVertices( eDir s, double scale, out VertexT2dN3dV3d first, out VertexT2dN3dV3d second, out VertexT2dN3dV3d third )
{
VertexT2dN3dV3d t1 = new VertexT2dN3dV3d(),
t2 = new VertexT2dN3dV3d(),
t3 = new VertexT2dN3dV3d();
switch ( s )
{
case eDir.FrontTopRight:
t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), Vector3d.UnitY, Vector3d.UnitY * scale );
t2 = new VertexT2dN3dV3d( new Vector2d( 0.0, 0.0 ), Vector3d.UnitZ, Vector3d.UnitZ * scale );
t3 = new VertexT2dN3dV3d( new Vector2d( 0.5, 0.0 ), Vector3d.UnitX, Vector3d.UnitX * scale );
break;
case eDir.FrontBottomRight:
t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 0.0 ), Vector3d.UnitX, Vector3d.UnitX * scale );
t2 = new VertexT2dN3dV3d( new Vector2d( 0.0, 0.0 ), Vector3d.UnitZ, Vector3d.UnitZ * scale );
t3 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), -Vector3d.UnitY, -Vector3d.UnitY * scale );
break;
case eDir.FrontBottomLeft:
t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 0.0 ), Vector3d.UnitX, Vector3d.UnitX * scale );
t2 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), -Vector3d.UnitY, -Vector3d.UnitY * scale );
t3 = new VertexT2dN3dV3d( new Vector2d( 1.0, 0.0 ), -Vector3d.UnitZ, -Vector3d.UnitZ * scale );
break;
case eDir.FrontTopLeft:
t1 = new VertexT2dN3dV3d( new Vector2d( 1.0, 0.0 ), -Vector3d.UnitZ, -Vector3d.UnitZ * scale );
t2 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), Vector3d.UnitY, Vector3d.UnitY * scale );
t3 = new VertexT2dN3dV3d( new Vector2d( 0.5, 0.0 ), Vector3d.UnitX, Vector3d.UnitX * scale );
break;
case eDir.BackTopRight:
t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), Vector3d.UnitY, Vector3d.UnitY * scale );
t2 = new VertexT2dN3dV3d( new Vector2d( 0.0, 1.0 ), -Vector3d.UnitX, -Vector3d.UnitX * scale );
t3 = new VertexT2dN3dV3d( new Vector2d( 0.0, 0.0 ), Vector3d.UnitZ, Vector3d.UnitZ * scale );
break;
case eDir.BackBottomRight:
t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), -Vector3d.UnitY, -Vector3d.UnitY * scale );
t2 = new VertexT2dN3dV3d( new Vector2d( 0.0, 0.0 ), Vector3d.UnitZ, Vector3d.UnitZ * scale );
t3 = new VertexT2dN3dV3d( new Vector2d( 0.0, 1.0 ), -Vector3d.UnitX, -Vector3d.UnitX * scale );
break;
case eDir.BackBottomLeft:
t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), -Vector3d.UnitY, -Vector3d.UnitY * scale );
t2 = new VertexT2dN3dV3d( new Vector2d( 1.0, 1.0 ), -Vector3d.UnitX, -Vector3d.UnitX * scale );
t3 = new VertexT2dN3dV3d( new Vector2d( 1.0, 0.0 ), -Vector3d.UnitZ, -Vector3d.UnitZ * scale );
break;
case eDir.BackTopLeft:
t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), Vector3d.UnitY, Vector3d.UnitY * scale );
t2 = new VertexT2dN3dV3d( new Vector2d( 1.0, 0.0 ), -Vector3d.UnitZ, -Vector3d.UnitZ * scale );
t3 = new VertexT2dN3dV3d( new Vector2d( 1.0, 1.0 ), -Vector3d.UnitX, -Vector3d.UnitX * scale );
break;
}
first = t1;
second = t2;
third = t3;
}
private void Subdivide( double Scale, ref VertexT2dN3dV3d first, ref VertexT2dN3dV3d second, ref VertexT2dN3dV3d third, out Chunk c )
{
c = new Chunk(6, 12);
c.Vertices[0] = first;
Vector3d.Lerp(ref first.Position, ref second.Position, 0.5,out c.Vertices[1].Normal );
c.Vertices[1].Normal.Normalize();
c.Vertices[1].Position = c.Vertices[1].Normal * Scale;
Vector2d.Lerp( ref first.TexCoord, ref second.TexCoord, 0.5, out c.Vertices[1].TexCoord );
Vector3d.Lerp( ref third.Position, ref first.Position, 0.5, out c.Vertices[2].Normal );
c.Vertices[2].Normal.Normalize();
c.Vertices[2].Position = c.Vertices[2].Normal * Scale;
Vector2d.Lerp( ref third.TexCoord, ref first.TexCoord, 0.5, out c.Vertices[2].TexCoord );
c.Vertices[3] = second;
Vector3d.Lerp( ref second.Position, ref third.Position, 0.5, out c.Vertices[4].Normal );
c.Vertices[4].Normal.Normalize();
c.Vertices[4].Position = c.Vertices[4].Normal * Scale;
Vector2d.Lerp( ref second.TexCoord, ref third.TexCoord, 0.5, out c.Vertices[4].TexCoord );
c.Vertices[5] = third;
#region Indices
c.Indices[0]=0;
c.Indices[1]=1;
c.Indices[2]=2;
c.Indices[3]=2;
c.Indices[4]=1;
c.Indices[5]=4;
c.Indices[6]=1;
c.Indices[7]=3;
c.Indices[8]=4;
c.Indices[9]=2;
c.Indices[10]=4;
c.Indices[11]=5;
#endregion Indices
}
}
}
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