本文整理汇总了C#中Autodesk.Triangulate方法的典型用法代码示例。如果您正苦于以下问题:C# Autodesk.Triangulate方法的具体用法?C# Autodesk.Triangulate怎么用?C# Autodesk.Triangulate使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Autodesk
的用法示例。
在下文中一共展示了Autodesk.Triangulate方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: TriangulateFace
public void TriangulateFace(Autodesk.Revit.DB.Face vFace, Transform instTransform)
{
try
{
//setup utility class
LuxExporter.UnitConverter Converter = new UnitConverter();
//process face
Mesh vMesh = vFace.Triangulate();
//check if we have a quad mesh (4 edges to a face)
if (vMesh.Vertices.Count == 4)
{
//increase face counter
iNumberOfFaces++;
//found quad
Data.NumberOfVerticesinFace = 4;
//loop through all vertices and add
foreach (XYZ ii in vMesh.Vertices)
{
XYZ point = ii;
XYZ transformedPoint;
//transform geometry (only required in nested families / or elements like baluster
if (instTransform == null)
{
transformedPoint = point;
}
else
{
transformedPoint = instTransform.OfPoint(point);
}
//get the normal
XYZ NormalAtPoint;
IntersectionResult IntResult= vFace.Project(ii);
if (IntResult != null)
{
UV UVatPoint = IntResult.UVPoint;
NormalAtPoint = new XYZ(vFace.ComputeNormal(UVatPoint).X, vFace.ComputeNormal(UVatPoint).Y, vFace.ComputeNormal(UVatPoint).Z);
}
else
{
//this needs fixing!!!
NormalAtPoint = new XYZ(0, 0, 0);
}
//convert to meter
transformedPoint = Converter.ConvertPointCoordToMeter(transformedPoint);
//NormalAtPoint = Converter.ConvertPointCoordToMeter(NormalAtPoint);
//add to ply class
Data.AddVertice(transformedPoint,NormalAtPoint);
}
}
else
{
// set pointer
Data.NumberOfVerticesinFace = 3;
//export all triangles in face
for (int i = 0; i < vMesh.NumTriangles; i++)
{
//increase face counter
iNumberOfFaces++;
MeshTriangle objTriangular = vMesh.get_Triangle(i);
for (int iPointsCounter = 0; iPointsCounter < 3; iPointsCounter++)
{
XYZ point = objTriangular.get_Vertex(iPointsCounter);
XYZ transformedPoint;
//transform geometry (only required in nested families / or elements like baluster
if (instTransform == null)
{
transformedPoint = point;
}
else
{
transformedPoint = instTransform.OfPoint(point);
}
XYZ NormalAtPoint;
//get the normal
IntersectionResult IntResult = vFace.Project(point);
if (IntResult!=null)
{
UV UVatPoint = IntResult.UVPoint;
NormalAtPoint = new XYZ(vFace.ComputeNormal(UVatPoint).X,vFace.ComputeNormal(UVatPoint).Y,vFace.ComputeNormal(UVatPoint).Z);
}
else
{
//this needs fixing
NormalAtPoint = new XYZ(0, 0, 0);
//.........这里部分代码省略.........