8dcb8601a2
Hopefully this is the first and last time we have to do this.
194 lines
6.2 KiB
C#
194 lines
6.2 KiB
C#
using System;
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using System.Collections.Generic;
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using OpenTK;
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namespace Examples.Shapes
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{
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public sealed class SlicedHose : DrawableShape
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{
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public enum eSide:byte
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{
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// Around X Axis
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BottomRight,
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TopRight,
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TopLeft,
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BottomLeft,
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// Around Y Axis
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FrontRight,
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BackRight,
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BackLeft,
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FrontLeft,
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// Around Z Axis
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FrontBottom,
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BackBottom,
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BackTop,
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FrontTop,
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}
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public SlicedHose( eSide side, uint subdivs, double scale, Vector3d offset1, Vector3d offset2, bool useDL )
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: base( useDL )
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{
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PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles;
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Vector3d start = Vector3d.Zero,
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end = Vector3d.Zero;
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double TexCoordStart=0f, TexCoordEnd=0f;
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switch ( side )
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{
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#region Around X Axis
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case eSide.BottomRight:
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start = -Vector3d.UnitY;
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end = Vector3d.UnitZ;
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TexCoordStart = 0.0;
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TexCoordEnd = 0.25;
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break;
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case eSide.TopRight:
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start = Vector3d.UnitZ;
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end = Vector3d.UnitY;
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TexCoordStart = 0.25;
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TexCoordEnd = 0.5;
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break;
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case eSide.TopLeft:
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start = Vector3d.UnitY;
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end = -Vector3d.UnitZ;
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TexCoordStart = 0.5;
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TexCoordEnd = 0.75;
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break;
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case eSide.BottomLeft:
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start = -Vector3d.UnitZ;
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end = -Vector3d.UnitY;
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TexCoordStart = 0.75;
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TexCoordEnd = 1.0;
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break;
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#endregion Around X Axis
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#region Around Y Axis
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case eSide.FrontRight:
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start = Vector3d.UnitX;
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end = Vector3d.UnitZ;
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TexCoordStart = 0.0;
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TexCoordEnd = 0.25;
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break;
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case eSide.BackRight:
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start = Vector3d.UnitZ;
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end = -Vector3d.UnitX;
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TexCoordStart = 0.25;
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TexCoordEnd = 0.5;
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break;
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case eSide.BackLeft:
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start = -Vector3d.UnitX;
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end = -Vector3d.UnitZ;
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TexCoordStart = 0.5;
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TexCoordEnd = 0.75;
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break;
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case eSide.FrontLeft:
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start = -Vector3d.UnitZ;
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end = Vector3d.UnitX;
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TexCoordStart = 0.75;
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TexCoordEnd = 1.0;
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break;
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#endregion Around Y Axis
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#region Around Z Axis
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case eSide.FrontBottom:
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start = -Vector3d.UnitY;
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end = Vector3d.UnitX;
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TexCoordStart = 0.0;
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TexCoordEnd = 0.25;
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break;
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case eSide.BackBottom:
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start = -Vector3d.UnitX;
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end = -Vector3d.UnitY;
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TexCoordStart = 0.25;
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TexCoordEnd = 0.5;
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break;
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case eSide.BackTop:
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start = Vector3d.UnitY;
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end = -Vector3d.UnitX;
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TexCoordStart = 0.5;
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TexCoordEnd = 0.75;
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break;
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case eSide.FrontTop:
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start = Vector3d.UnitX;
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end = Vector3d.UnitY;
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TexCoordStart = 0.75;
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TexCoordEnd = 1.0;
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break;
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#endregion Around Z Axis
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}
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VertexT2dN3dV3d[] temp = new VertexT2dN3dV3d[2 + subdivs];
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double divisor = 1.0/ ((double)temp.Length-1.0);
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for ( int i = 0; i < temp.Length; i++ )
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{
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float Multiplier = (float)( i * divisor );
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temp[i].TexCoord.X = TexCoordStart * Multiplier + TexCoordEnd * ( 1.0f- Multiplier);
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Slerp( ref start, ref end, Multiplier, out temp[i].Normal );
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temp[i].Normal.Normalize();
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temp[i].Position = temp[i].Normal;
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temp[i].Position *= scale;
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}
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VertexArray = new VertexT2dN3dV3d[temp.Length * 2];
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IndexArray = new uint[( temp.Length - 1 ) * 2 * 3];
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uint VertexCounter = 0,
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IndexCounter = 0,
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QuadCounter = 0;
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for ( int i = 0; i < temp.Length; i++ )
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{
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VertexArray[VertexCounter + 0].TexCoord.X = temp[i].TexCoord.X;
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VertexArray[VertexCounter + 0].TexCoord.Y = 0.0;
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VertexArray[VertexCounter + 0].Normal = temp[i].Normal;
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VertexArray[VertexCounter + 0].Position = temp[i].Position + offset1;
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VertexArray[VertexCounter + 1].TexCoord.X = temp[i].TexCoord.X;
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VertexArray[VertexCounter + 1].TexCoord.Y = 1.0;
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VertexArray[VertexCounter + 1].Normal = temp[i].Normal;
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VertexArray[VertexCounter + 1].Position = temp[i].Position + offset2;
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VertexCounter += 2;
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if ( i < temp.Length - 1 )
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{
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IndexArray[IndexCounter + 0] = QuadCounter + 0;
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IndexArray[IndexCounter + 1] = QuadCounter + 1;
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IndexArray[IndexCounter + 2] = QuadCounter + 2;
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IndexArray[IndexCounter + 3] = QuadCounter + 2;
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IndexArray[IndexCounter + 4] = QuadCounter + 1;
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IndexArray[IndexCounter + 5] = QuadCounter + 3;
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IndexCounter += 6;
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QuadCounter += 2;
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}
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}
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}
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private void Slerp( ref Vector3d a, ref Vector3d b, double factor, out Vector3d result)
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{
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double t1;
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Vector3d.Dot( ref a, ref b, out t1 );
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double theta = System.Math.Acos( t1 );
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double temp = 1.0 / System.Math.Sin( theta );
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double t2 = System.Math.Sin( ( 1.0 - factor ) * theta ) * temp;
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double t3 = System.Math.Sin( factor * theta ) * temp;
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Vector3d v1 = Vector3d.Multiply( a, t2);
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Vector3d v2 = Vector3d.Multiply( b, t3 );
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result = Vector3d.Add( v1, v2 );
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}
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}
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}
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