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- using System;
- using System.Collections.Generic;
- using System.Numerics;
- using System.Text;
- using SharpGLTF.Geometry;
- using SharpGLTF.Geometry.VertexTypes;
- namespace SharpGLTF.Geometry.Parametric
- {
- using VERTEX = VertexBuilder<VertexPositionNormal, VertexColor1Texture1, VertexEmpty>;
- interface IParametricShape<TMaterial>
- {
- void AddTo(IMeshBuilder<TMaterial> meshBuilder, Matrix4x4 xform);
- }
- class Cube<TMaterial> : IParametricShape<TMaterial>
- {
- #region lifecycle
- public Cube(TMaterial material)
- {
- _Front = _Back = _Left = _Right = _Top = _Bottom = material;
- }
- public Cube(TMaterial material, float width, float height, float length)
- {
- _Front = _Back = _Left = _Right = _Top = _Bottom = material;
- _Size = new Vector3(width, height, length);
- }
- #endregion
- #region data
- private Vector3 _Size = Vector3.One;
- private TMaterial _Front;
- private TMaterial _Back;
- private TMaterial _Left;
- private TMaterial _Right;
- private TMaterial _Top;
- private TMaterial _Bottom;
- #endregion
- #region API
- public void AddTo(IMeshBuilder<TMaterial> meshBuilder, Matrix4x4 xform)
- {
- var x = Vector3.UnitX * _Size.X * 0.5f;
- var y = Vector3.UnitY * _Size.Y * 0.5f;
- var z = Vector3.UnitZ * _Size.Z * 0.5f;
- _AddCubeFace(meshBuilder.UsePrimitive(_Right), x, y, z, xform);
- _AddCubeFace(meshBuilder.UsePrimitive(_Left), -x, z, y, xform);
- _AddCubeFace(meshBuilder.UsePrimitive(_Top), y, z, x, xform);
- _AddCubeFace(meshBuilder.UsePrimitive(_Bottom), -y, x, z, xform);
- _AddCubeFace(meshBuilder.UsePrimitive(_Front), z, x, y, xform);
- _AddCubeFace(meshBuilder.UsePrimitive(_Back), -z, y, x, xform);
- }
- private static void _AddCubeFace(IPrimitiveBuilder primitiveBuilder, Vector3 origin, Vector3 axisX, Vector3 axisY, Matrix4x4 xform)
- {
- var p1 = Vector3.Transform(origin - axisX - axisY, xform);
- var p2 = Vector3.Transform(origin + axisX - axisY, xform);
- var p3 = Vector3.Transform(origin + axisX + axisY, xform);
- var p4 = Vector3.Transform(origin - axisX + axisY, xform);
- var n = Vector3.Normalize(Vector3.TransformNormal(origin, xform));
- primitiveBuilder.AddConvexPolygon
- (
- new VERTEX( (p1, n), (Vector4.One, Vector2.Zero) ),
- new VERTEX( (p2, n), (Vector4.One, Vector2.UnitX) ),
- new VERTEX( (p3, n), (Vector4.One, Vector2.One) ),
- new VERTEX( (p4, n), (Vector4.One, Vector2.UnitY) )
- );
- }
- public MeshBuilder<TMaterial, VertexPositionNormal, VertexColor1Texture1, VertexEmpty> ToMesh(Matrix4x4 xform)
- {
- var mesh = new MeshBuilder<TMaterial, VertexPositionNormal, VertexColor1Texture1, VertexEmpty>();
- AddTo(mesh, xform);
- return mesh;
- }
- #endregion
- }
- class IcoSphere<TMaterial> : IParametricShape<TMaterial>
- {
- #region lifecycle
- public IcoSphere(TMaterial material, float radius = 0.5f)
- {
- _Material = material;
- _Radius = radius;
- }
-
- #endregion
- #region data
- private float _Radius = 0.5f;
- private TMaterial _Material;
- private int _Subdivision = 3;
- #endregion
- #region API
- public void AddTo(IMeshBuilder<TMaterial> meshBuilder, Matrix4x4 xform)
- {
- // http://blog.andreaskahler.com/2009/06/creating-icosphere-mesh-in-code.html
- var t = 1 + (float)(Math.Sqrt(5.0) / 2);
- var v0 = new Vector3(-1, t, 0) * _Radius;
- var v1 = new Vector3(1, t, 0) * _Radius;
- var v2 = new Vector3(-1, -t, 0) * _Radius;
- var v3 = new Vector3(1, -t, 0) * _Radius;
- var v4 = new Vector3(0, -1, t) * _Radius;
- var v5 = new Vector3(0, 1, t) * _Radius;
- var v6 = new Vector3(0, -1, -t) * _Radius;
- var v7 = new Vector3(0, 1, -t) * _Radius;
- var v8 = new Vector3(t, 0, -1) * _Radius;
- var v9 = new Vector3(t, 0, 1) * _Radius;
- var v10 = new Vector3(-t, 0, -1) * _Radius;
- var v11 = new Vector3(-t, 0, 1) * _Radius;
- var prim = meshBuilder.UsePrimitive(_Material);
- // 5 faces around point 0
- _AddSphereFace(prim, xform, v0, v11, v5, _Subdivision);
- _AddSphereFace(prim, xform, v0, v5, v1, _Subdivision);
- _AddSphereFace(prim, xform, v0, v1, v7, _Subdivision);
- _AddSphereFace(prim, xform, v0, v7, v10, _Subdivision);
- _AddSphereFace(prim, xform, v0, v10, v11, _Subdivision);
- // 5 adjacent faces
- _AddSphereFace(prim, xform, v1, v5, v9, _Subdivision);
- _AddSphereFace(prim, xform, v5, v11, v4, _Subdivision);
- _AddSphereFace(prim, xform, v11, v10, v2, _Subdivision);
- _AddSphereFace(prim, xform, v10, v7, v6, _Subdivision);
- _AddSphereFace(prim, xform, v7, v1, v8, _Subdivision);
- // 5 faces around point 3
- _AddSphereFace(prim, xform, v3, v9, v4, _Subdivision);
- _AddSphereFace(prim, xform, v3, v4, v2, _Subdivision);
- _AddSphereFace(prim, xform, v3, v2, v6, _Subdivision);
- _AddSphereFace(prim, xform, v3, v6, v8, _Subdivision);
- _AddSphereFace(prim, xform, v3, v8, v9, _Subdivision);
- // 5 adjacent faces
- _AddSphereFace(prim, xform, v4, v9, v5, _Subdivision);
- _AddSphereFace(prim, xform, v2, v4, v11, _Subdivision);
- _AddSphereFace(prim, xform, v6, v2, v10, _Subdivision);
- _AddSphereFace(prim, xform, v8, v6, v7, _Subdivision);
- _AddSphereFace(prim, xform, v9, v8, v1, _Subdivision);
- }
- private static void _AddSphereFace(IPrimitiveBuilder primitiveBuilder, Matrix4x4 xform, Vector3 a, Vector3 b, Vector3 c, int iterations = 0)
- {
- if (iterations <= 0)
- {
- var tt = (a + b + c) / 3.0f;
- var aa = _CreateVertex(a, xform);
- var bb = _CreateVertex(b, xform);
- var cc = _CreateVertex(c, xform);
- primitiveBuilder.AddTriangle(aa, bb, cc);
- return;
- }
- --iterations;
- var ab = Vector3.Normalize(a + b) * a.Length();
- var bc = Vector3.Normalize(b + c) * b.Length();
- var ca = Vector3.Normalize(c + a) * c.Length();
- // central triangle
- _AddSphereFace(primitiveBuilder, xform, ab, bc, ca, iterations);
- // vertex triangles
- _AddSphereFace(primitiveBuilder, xform, a, ab, ca, iterations);
- _AddSphereFace(primitiveBuilder, xform, b, bc, ab, iterations);
- _AddSphereFace(primitiveBuilder, xform, c, ca, bc, iterations);
- }
- private static VERTEX _CreateVertex(Vector3 position, Matrix4x4 xform)
- {
- var v = new VERTEX();
- v.Geometry.Position = Vector3.Transform(position, xform);
- v.Geometry.Normal = Vector3.Normalize(Vector3.TransformNormal(position, xform));
- v.Material.Color = Vector4.One;
- v.Material.TexCoord = Vector2.Zero;
- return v;
- }
- #endregion
- }
- static class SolidMeshUtils
- {
- public static void AddCube<TMaterial>(this IMeshBuilder<TMaterial> meshBuilder, TMaterial material, Matrix4x4 xform)
- {
- var cube = new Cube<TMaterial>(material);
- cube.AddTo(meshBuilder, xform);
- }
- public static void AddSphere<TMaterial>(this IMeshBuilder<TMaterial> meshBuilder, TMaterial material, Single radius, Matrix4x4 xform)
- {
- var sphere = new IcoSphere<TMaterial>(material, radius);
- sphere.AddTo(meshBuilder, xform);
- }
- public static MeshBuilder<VertexPosition, VertexTexture1> CreateTerrainMesh(int width, int length, Func<int,int,float> heightFunction, string terrainColorImagePath)
- {
- // we create a new material to use with the terrain mesh
- var material = new Materials.MaterialBuilder("TerrainMaterial")
- .WithChannelImage(Materials.KnownChannels.BaseColor, terrainColorImagePath);
- // we create a MeshBuilder
- var terrainMesh = new MeshBuilder<VertexPosition, VertexTexture1>("terrain");
- var texScale = new Vector2(width, length);
- // fill the MeshBuilder with quads using the heightFunction.
- for (int y = 1; y < length; ++y)
- {
- for (int x = 1; x < width; ++x)
- {
- // quad vertex positions
- var a = new Vector3(x - 1, heightFunction(x - 1, y + 0), y + 0);
- var b = new Vector3(x + 0, heightFunction(x + 0, y + 0), y + 0);
- var c = new Vector3(x + 0, heightFunction(x + 0, y - 1), y - 1);
- var d = new Vector3(x - 1, heightFunction(x - 1, y - 1), y - 1);
- // quad UV coordinates
- var at = new Vector2(a.X, a.Z) / texScale;
- var bt = new Vector2(b.X, b.Z) / texScale;
- var ct = new Vector2(c.X, c.Z) / texScale;
- var dt = new Vector2(d.X, d.Z) / texScale;
- terrainMesh
- .UsePrimitive(material)
- .AddConvexPolygon
- (
- (a, at),
- (b, bt),
- (c, ct),
- (d, dt)
- );
- }
- }
- terrainMesh.Validate();
- return terrainMesh;
- }
- }
- }
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