8dcb8601a2
Hopefully this is the first and last time we have to do this.
196 lines
8.1 KiB
C#
196 lines
8.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenTK;
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namespace Examples.Shapes
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{
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public sealed class SlicedSphere: DrawableShape
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{
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public enum eSubdivisions
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{
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Zero = 0,
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One = 1,
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Two = 2,
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Three = 3,
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Four = 4,
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Five=5,
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Six=6,
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Seven=7,
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Eight=8,
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}
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public enum eDir
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{
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All,
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FrontTopRight,
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FrontBottomRight,
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FrontBottomLeft,
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FrontTopLeft,
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BackTopRight,
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BackBottomRight,
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BackBottomLeft,
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BackTopLeft,
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}
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public SlicedSphere( double radius, Vector3d offset, eSubdivisions subdivs, eDir[] sides, bool useDL )
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: base( useDL )
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{
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double Diameter = radius;
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PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles;
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if ( sides[0] == eDir.All )
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{
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sides = new eDir[] { eDir.FrontTopRight,
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eDir.FrontBottomRight,
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eDir.FrontBottomLeft,
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eDir.FrontTopLeft,
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eDir.BackTopRight,
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eDir.BackBottomRight,
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eDir.BackBottomLeft,
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eDir.BackTopLeft,};
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}
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VertexArray = new VertexT2dN3dV3d[sides.Length * 3];
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IndexArray = new uint[sides.Length * 3];
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uint counter = 0;
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foreach ( eDir s in sides )
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{
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GetDefaultVertices( s, Diameter, out VertexArray[counter + 0], out VertexArray[counter + 1], out VertexArray[counter + 2] );
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IndexArray[counter + 0] = counter + 0;
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IndexArray[counter + 1] = counter + 1;
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IndexArray[counter + 2] = counter + 2;
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counter += 3;
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}
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if ( subdivs != eSubdivisions.Zero )
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{
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for ( int s = 0; s < (int)subdivs; s++ )
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{
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#region Assemble Chunks and convert to Arrays
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List<Chunk> AllChunks = new List<Chunk>();
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for ( uint i = 0; i < IndexArray.Length; i += 3 )
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{
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Chunk chu;
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Subdivide( Diameter,
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ref VertexArray[IndexArray[i + 0]],
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ref VertexArray[IndexArray[i + 1]],
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ref VertexArray[IndexArray[i + 2]],
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out chu );
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AllChunks.Add( chu );
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}
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Chunk.GetArray( ref AllChunks, out VertexArray, out IndexArray );
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AllChunks.Clear();
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#endregion Assemble Chunks and convert to Arrays
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}
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}
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for (int i=0; i<VertexArray.Length;i++)
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{
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Vector3d.Add(ref VertexArray[i].Position, ref offset, out VertexArray[i].Position);
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}
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}
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private void GetDefaultVertices( eDir s, double scale, out VertexT2dN3dV3d first, out VertexT2dN3dV3d second, out VertexT2dN3dV3d third )
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{
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VertexT2dN3dV3d t1 = new VertexT2dN3dV3d(),
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t2 = new VertexT2dN3dV3d(),
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t3 = new VertexT2dN3dV3d();
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switch ( s )
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{
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case eDir.FrontTopRight:
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t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), Vector3d.UnitY, Vector3d.UnitY * scale );
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t2 = new VertexT2dN3dV3d( new Vector2d( 0.0, 0.0 ), Vector3d.UnitZ, Vector3d.UnitZ * scale );
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t3 = new VertexT2dN3dV3d( new Vector2d( 0.5, 0.0 ), Vector3d.UnitX, Vector3d.UnitX * scale );
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break;
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case eDir.FrontBottomRight:
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t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 0.0 ), Vector3d.UnitX, Vector3d.UnitX * scale );
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t2 = new VertexT2dN3dV3d( new Vector2d( 0.0, 0.0 ), Vector3d.UnitZ, Vector3d.UnitZ * scale );
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t3 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), -Vector3d.UnitY, -Vector3d.UnitY * scale );
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break;
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case eDir.FrontBottomLeft:
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t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 0.0 ), Vector3d.UnitX, Vector3d.UnitX * scale );
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t2 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), -Vector3d.UnitY, -Vector3d.UnitY * scale );
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t3 = new VertexT2dN3dV3d( new Vector2d( 1.0, 0.0 ), -Vector3d.UnitZ, -Vector3d.UnitZ * scale );
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break;
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case eDir.FrontTopLeft:
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t1 = new VertexT2dN3dV3d( new Vector2d( 1.0, 0.0 ), -Vector3d.UnitZ, -Vector3d.UnitZ * scale );
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t2 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), Vector3d.UnitY, Vector3d.UnitY * scale );
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t3 = new VertexT2dN3dV3d( new Vector2d( 0.5, 0.0 ), Vector3d.UnitX, Vector3d.UnitX * scale );
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break;
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case eDir.BackTopRight:
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t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), Vector3d.UnitY, Vector3d.UnitY * scale );
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t2 = new VertexT2dN3dV3d( new Vector2d( 0.0, 1.0 ), -Vector3d.UnitX, -Vector3d.UnitX * scale );
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t3 = new VertexT2dN3dV3d( new Vector2d( 0.0, 0.0 ), Vector3d.UnitZ, Vector3d.UnitZ * scale );
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break;
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case eDir.BackBottomRight:
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t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), -Vector3d.UnitY, -Vector3d.UnitY * scale );
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t2 = new VertexT2dN3dV3d( new Vector2d( 0.0, 0.0 ), Vector3d.UnitZ, Vector3d.UnitZ * scale );
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t3 = new VertexT2dN3dV3d( new Vector2d( 0.0, 1.0 ), -Vector3d.UnitX, -Vector3d.UnitX * scale );
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break;
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case eDir.BackBottomLeft:
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t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), -Vector3d.UnitY, -Vector3d.UnitY * scale );
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t2 = new VertexT2dN3dV3d( new Vector2d( 1.0, 1.0 ), -Vector3d.UnitX, -Vector3d.UnitX * scale );
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t3 = new VertexT2dN3dV3d( new Vector2d( 1.0, 0.0 ), -Vector3d.UnitZ, -Vector3d.UnitZ * scale );
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break;
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case eDir.BackTopLeft:
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t1 = new VertexT2dN3dV3d( new Vector2d( 0.5, 1.0 ), Vector3d.UnitY, Vector3d.UnitY * scale );
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t2 = new VertexT2dN3dV3d( new Vector2d( 1.0, 0.0 ), -Vector3d.UnitZ, -Vector3d.UnitZ * scale );
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t3 = new VertexT2dN3dV3d( new Vector2d( 1.0, 1.0 ), -Vector3d.UnitX, -Vector3d.UnitX * scale );
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break;
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}
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first = t1;
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second = t2;
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third = t3;
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}
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private void Subdivide( double Scale, ref VertexT2dN3dV3d first, ref VertexT2dN3dV3d second, ref VertexT2dN3dV3d third, out Chunk c )
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{
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c = new Chunk(6, 12);
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c.Vertices[0] = first;
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Vector3d.Lerp(ref first.Position, ref second.Position, 0.5,out c.Vertices[1].Normal );
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c.Vertices[1].Normal.Normalize();
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c.Vertices[1].Position = c.Vertices[1].Normal * Scale;
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Vector2d.Lerp( ref first.TexCoord, ref second.TexCoord, 0.5, out c.Vertices[1].TexCoord );
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Vector3d.Lerp( ref third.Position, ref first.Position, 0.5, out c.Vertices[2].Normal );
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c.Vertices[2].Normal.Normalize();
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c.Vertices[2].Position = c.Vertices[2].Normal * Scale;
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Vector2d.Lerp( ref third.TexCoord, ref first.TexCoord, 0.5, out c.Vertices[2].TexCoord );
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c.Vertices[3] = second;
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Vector3d.Lerp( ref second.Position, ref third.Position, 0.5, out c.Vertices[4].Normal );
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c.Vertices[4].Normal.Normalize();
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c.Vertices[4].Position = c.Vertices[4].Normal * Scale;
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Vector2d.Lerp( ref second.TexCoord, ref third.TexCoord, 0.5, out c.Vertices[4].TexCoord );
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c.Vertices[5] = third;
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#region Indices
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c.Indices[0]=0;
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c.Indices[1]=1;
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c.Indices[2]=2;
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c.Indices[3]=2;
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c.Indices[4]=1;
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c.Indices[5]=4;
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c.Indices[6]=1;
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c.Indices[7]=3;
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c.Indices[8]=4;
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c.Indices[9]=2;
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c.Indices[10]=4;
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c.Indices[11]=5;
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#endregion Indices
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}
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}
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}
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