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C# Geometry.AddVertex方法代码示例

本文整理汇总了C#中Geometry.AddVertex方法的典型用法代码示例。如果您正苦于以下问题:C# Geometry.AddVertex方法的具体用法?C# Geometry.AddVertex怎么用?C# Geometry.AddVertex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Geometry的用法示例。


在下文中一共展示了Geometry.AddVertex方法的4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: CreateGeometryList

		///-------------------------------------------------------------------------------------------------
		/// <summary>	Creates geometry elements for all of the included geometry blocks. </summary>
		///-------------------------------------------------------------------------------------------------
		void CreateGeometryList()
		{
			var shaderList = new List<string>();
			if (mShaderDataProvider != null)
			{
				// Create a list of every shader used
				foreach (var effect in mShaderDataProvider.GetEffectsMap())
				{
					shaderList.Add(ColladaUtilities.FormatName(Path.GetFileNameWithoutExtension(effect.Name), " ", "_"));
				}
			}

			var definition = mTagManager.TagDefinition as H1.Tags.gbxmodel_group;

			var geometrySetList = mModelDataProvider.GetGeometries();

			foreach(var geometrySet in geometrySetList)
			{
				string name = ColladaUtilities.FormatName(geometrySet.Name, " ", "_");

				var geometryData = new Geometry(name
					, 1
					, Geometry.VertexComponent.POSITION
					| Geometry.VertexComponent.NORMAL
					| Geometry.VertexComponent.BINORMAL
					| Geometry.VertexComponent.TANGENT
					| Geometry.VertexComponent.TEXCOORD);

				// collect the vertices for all of the geometries parts
				foreach (var part in geometrySet.Geometry.Parts)
				{
					foreach(var vertex in part.UncompressedVertices)
					{
						var common_vertex = new Geometry.Vertex(vertex.Position.ToPoint3D(100),
							vertex.Normal.ToVector3D(),
							vertex.Binormal.ToVector3D(),
							vertex.Tangent.ToVector3D());

						// if the texture coordinate scale is 0.0, default to 1.0
						float u_scale = (definition.BaseMapUScale.Value == 0.0f ? 1.0f : definition.BaseMapUScale.Value);
						float v_scale = (definition.BaseMapVScale.Value == 0.0f ? 1.0f : definition.BaseMapVScale.Value);

						// add the texture coordinate data
						common_vertex.AddTexcoord(new LowLevel.Math.real_point2d(
							vertex.TextureCoords.X * u_scale,
							((vertex.TextureCoords.Y * v_scale) * -1) + 1));

						geometryData.AddVertex(common_vertex);
					}
				}
				
				// create a new Part for each geometry part
				int index_offset = 0;
				foreach (var part in geometrySet.Geometry.Parts)
				{
					var shader_index = part.ShaderIndex;
					if(shader_index >= shaderList.Count)
					{
						shader_index.Value = shaderList.Count - 1;
					}

					var common_part = new Geometry.Part(shaderList[shader_index]);
					common_part.AddIndices(CreateIndicesModel(part, index_offset));

					index_offset += part.UncompressedVertices.Count;

					geometryData.AddPart(common_part);
				}

				// create the geometry element
				CreateGeometry(geometryData);
			}
		}
开发者ID:guardian2433,项目名称:open-sauce,代码行数:76,代码来源:ExporterModel.cs

示例2: CreatePortalsGeometry

		///-------------------------------------------------------------------------------------------------
		/// <summary>	Creates a geometry element for a single cluster portal. </summary>
		/// <param name="index">	The lightmap index to create a geometry from. </param>
		///-------------------------------------------------------------------------------------------------
		private void CreatePortalsGeometry(int index)
		{
			H1.Tags.structure_bsp_group definition = mTagManager.TagDefinition as H1.Tags.structure_bsp_group;

			Geometry geometryData = new Geometry("portal-" + index.ToString()
				, 0
				, Geometry.VertexComponent.POSITION
				| Geometry.VertexComponent.NORMAL);

			foreach (var vertex in definition.ClusterPortals[index].Vertices)
			{
				geometryData.AddVertex(new Geometry.Vertex(vertex.Value.ToPoint3D(100),
					new LowLevel.Math.real_vector3d(0, 0, 1)));
			}

			// we only have one part since it only has one material
			Geometry.Part common_part = new Geometry.Part("portals");
			common_part.AddIndices(BuildFaceIndices(definition.ClusterPortals[index].Vertices.Count));
			geometryData.AddPart(common_part);

			// create the geometry element
			CreateGeometry(geometryData);
		}
开发者ID:guardian2433,项目名称:open-sauce,代码行数:27,代码来源:ExporterBSP.cs

示例3: CreateFogPlaneGeometry

		///-------------------------------------------------------------------------------------------------
		/// <summary>	Creates a geometry element for a single fog plane. </summary>
		/// <param name="index">	Index of the fog plane to create a geometry element for. </param>
		///-------------------------------------------------------------------------------------------------
		private void CreateFogPlaneGeometry(int index)
		{
			H1.Tags.structure_bsp_group definition = mTagManager.TagDefinition as H1.Tags.structure_bsp_group;

			Geometry geometryData = new Geometry("fogplane-" + index.ToString()
				, 0
				, Geometry.VertexComponent.POSITION);

			foreach (var vertex in definition.FogPlanes[index].Vertices)
			{
				geometryData.AddVertex(new Geometry.Vertex(vertex.Value.ToPoint3D(100)));
			}

			// we only have one part since it only has one material
			Geometry.Part common_part = new Geometry.Part("fogplanes");
			common_part.AddIndices(BuildFaceIndices(definition.FogPlanes[index].Vertices.Count));
			geometryData.AddPart(common_part);

			// create the geometry element
			CreateGeometry(geometryData);
		}
开发者ID:guardian2433,项目名称:open-sauce,代码行数:25,代码来源:ExporterBSP.cs

示例4: CreateRenderGeometry

		///-------------------------------------------------------------------------------------------------
		/// <summary>	Creates a geometry element for a BSP lightmap. </summary>
		/// <param name="index">	The lightmap index to create a geometry from. </param>
		///-------------------------------------------------------------------------------------------------
		private void CreateRenderGeometry(int index)
		{
			H1.Tags.structure_bsp_group definition = mTagManager.TagDefinition as H1.Tags.structure_bsp_group;

			Geometry geometryData = new Geometry(ColladaUtilities.FormatName(TagName, " ", "_") + "_" + definition.Lightmaps[index].Bitmap.ToString()
				, 2
				, Geometry.VertexComponent.POSITION
				| Geometry.VertexComponent.NORMAL 
				| Geometry.VertexComponent.BINORMAL 
				| Geometry.VertexComponent.TANGENT 
				| Geometry.VertexComponent.TEXCOORD);

			// add all of the vertices used in the render geometry
			foreach (var material in definition.Lightmaps[index].Materials)
			{
				// read vertex information from the uncompressed vertex data
				System.IO.BinaryReader uncompressed_reader = new System.IO.BinaryReader(
					new System.IO.MemoryStream(material.UncompressedVertices.Value));

				int vertex_count = material.VerticesCount;

				for (int vertex_index = 0; vertex_index < vertex_count; vertex_index++)
				{
					Geometry.Vertex common_vertex = new Geometry.Vertex(
						//RealPoint3D position
						new LowLevel.Math.real_point3d(
							uncompressed_reader.ReadSingle() * 100,
							uncompressed_reader.ReadSingle() * 100,
							uncompressed_reader.ReadSingle() * 100),
						//RealVector3D  normal
						new LowLevel.Math.real_vector3d(
							uncompressed_reader.ReadSingle(),
							uncompressed_reader.ReadSingle(),
							uncompressed_reader.ReadSingle()),
						//RealVector3D  binormal
						new LowLevel.Math.real_vector3d(
							uncompressed_reader.ReadSingle(),
							uncompressed_reader.ReadSingle(),
							uncompressed_reader.ReadSingle()),
						//RealVector3D  tangent
						new LowLevel.Math.real_vector3d(
							uncompressed_reader.ReadSingle(),
							uncompressed_reader.ReadSingle(),
							uncompressed_reader.ReadSingle()));

					//RealPoint2D   texcoord0
					common_vertex.AddTexcoord(new LowLevel.Math.real_point2d(
						uncompressed_reader.ReadSingle(),
						(uncompressed_reader.ReadSingle() * -1) + 1));

					//RealPoint2D   texcoord1
					if (material.LightmapVerticesCount != 0)
					{
						int position = (int)uncompressed_reader.BaseStream.Position;
						uncompressed_reader.BaseStream.Position = (material.VerticesCount * 56) + (vertex_index * 20) + 12;

						common_vertex.AddTexcoord(new LowLevel.Math.real_point2d(
							uncompressed_reader.ReadSingle(),
							(uncompressed_reader.ReadSingle() * -1) + 1));

						uncompressed_reader.BaseStream.Position = position;
					}
					else
					{
						common_vertex.AddTexcoord(new LowLevel.Math.real_point2d(0, 1));
					}

					geometryData.AddVertex(common_vertex);
				};
			}

			// add part definitions for the lightmap materials
			// an index offset is necessary since the vertex list is global for this geometry, rather than local to each material
			int index_offset = 0;
			foreach (var material in definition.Lightmaps[index].Materials)
			{
				Geometry.Part common_part = new Geometry.Part(Path.GetFileNameWithoutExtension(material.Shader.ToString()));
				common_part.AddIndices(CreateIndicesBSP(definition, material.Surfaces, material.SurfaceCount, index_offset));

				index_offset += material.VerticesCount;

				geometryData.AddPart(common_part);
			}

			// create the geometry element
			CreateGeometry(geometryData);
		}
开发者ID:guardian2433,项目名称:open-sauce,代码行数:91,代码来源:ExporterBSP.cs


注:本文中的Geometry.AddVertex方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。