本文整理汇总了C#中Mesh.get_Triangle方法的典型用法代码示例。如果您正苦于以下问题:C# Mesh.get_Triangle方法的具体用法?C# Mesh.get_Triangle怎么用?C# Mesh.get_Triangle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Mesh
的用法示例。
在下文中一共展示了Mesh.get_Triangle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: Stream
private void Stream(ArrayList data, Mesh mesh)
{
data.Add(new Snoop.Data.ClassSeparator(typeof(Mesh)));
// TBD: need a MeshTriangleIterator like the other classes, and then we could use Snoop.Data.Enumerable
data.Add(new Snoop.Data.CategorySeparator("Triangles"));
data.Add(new Snoop.Data.Int("Number of triangles", mesh.NumTriangles));
for (int i = 0; i < mesh.NumTriangles; i++)
{
data.Add(new Snoop.Data.Object(string.Format("Triangle [{0:d}]", i), mesh.get_Triangle(i)));
}
data.Add(new Snoop.Data.CategorySeparator("Vertices"));
System.Collections.Generic.IList<XYZ> pts = mesh.Vertices;
int j = 0;
foreach (XYZ pt in pts)
{
data.Add(new Snoop.Data.Xyz(string.Format("PT [{0:d}]", j++), pt));
}
}
示例2: Stream
public virtual void Stream(Mesh mesh)
{
for (int i=0; i<mesh.NumTriangles; i++) {
MeshTriangle mt = mesh.get_Triangle(i);
Stream(mt.get_Vertex(0), mt.get_Vertex(1));
Stream(mt.get_Vertex(1), mt.get_Vertex(2));
Stream(mt.get_Vertex(2), mt.get_Vertex(0));
}
}
示例3: CanCreateClosedShell
/// <summary>
/// Checks if the faces can create a closed shell.
/// </summary>
/// <remarks>
/// Limitation: This could let through an edge shared an even number of times greater than 2.
/// </remarks>
/// <param name="faceSet">The collection of face handles.</param>
/// <returns>True if can, false if can't.</returns>
public static bool CanCreateClosedShell(Mesh mesh)
{
int numFaces = mesh.NumTriangles;
// Do simple checks first.
if (numFaces < 4)
return false;
// Try to match up edges.
IDictionary<uint, IList<uint>> unmatchedEdges = new Dictionary<uint, IList<uint>>();
int unmatchedEdgeSz = 0;
for (int ii = 0; ii < numFaces; ii++)
{
MeshTriangle meshTriangle = mesh.get_Triangle(ii);
for (int jj = 0; jj < 3; jj++)
{
uint pt1 = meshTriangle.get_Index(jj);
uint pt2 = meshTriangle.get_Index((jj + 1) % 3);
IList<uint> unmatchedEdgesPt2 = null;
if (unmatchedEdges.TryGetValue(pt2, out unmatchedEdgesPt2) && unmatchedEdgesPt2.Contains(pt1))
{
unmatchedEdgesPt2.Remove(pt1);
unmatchedEdgeSz--;
}
else
{
IList<uint> unmatchedEdgesPt1 = null;
if (unmatchedEdges.TryGetValue(pt1, out unmatchedEdgesPt1) && unmatchedEdgesPt1.Contains(pt2))
{
// An edge with the same orientation exists twice; can't create solid.
return false;
}
if (unmatchedEdgesPt1 == null)
{
unmatchedEdgesPt1 = new List<uint>();
unmatchedEdges[pt1] = unmatchedEdgesPt1;
}
unmatchedEdgesPt1.Add(pt2);
unmatchedEdgeSz++;
}
}
}
return (unmatchedEdgeSz == 0);
}
示例4: RevitMeshToHelixMesh
/// <summary>
/// Convert a Revit mesh to a Helix mesh for visualization.
/// In order to merge mesh vertices, this method uses a dictionary with a string key formed as x:y:z of the point.
/// This assumes that where vertices are the "same" in the Revit mesh, they will have the same coordinates. This
/// is NOT a safe strategy to use in other mesh-processing contexts where vertices might have small discrepancies.
/// </summary>
/// <param name="rmesh"></param>
/// <param name="octree"></param>
/// <param name="node"></param>
/// <returns></returns>
private static MeshGeometry3D RevitMeshToHelixMesh(Mesh rmesh, Octree.OctreeSearch.Octree octree, NodeModel node)
{
var builder = new MeshBuilder();
var points = new Point3DCollection();
var tex = new PointCollection();
var norms = new Vector3DCollection();
var tris = new List<int>();
//A dictionary which will contain a point, a normal, and an index
//keyed on the location of the point as a hash
var pointDict = new Dictionary<string, PointData>();
for (int i = 0; i < rmesh.NumTriangles; ++i)
{
var tri = rmesh.get_Triangle(i);
//calculate the face normal by
//getting the cross product of two edges
var a = tri.get_Vertex(0);
var b = tri.get_Vertex(1);
var c = tri.get_Vertex(2);
var e1 = b - a;
var e2 = c - a;
var normXYZ = e1.CrossProduct(e2).Normalize();
var normal = new Vector3D(normXYZ.X, normXYZ.Y, normXYZ.Z);
for (int j = 0; j < 3; j++)
{
var pt = RevitPointToWindowsPoint(tri.get_Vertex(j));
var key = pt.X + ":" + pt.Y + ":" + pt.Z;
if (!pointDict.ContainsKey(key))
{
//if the dictionary doesn't contain the key
var pd = new PointData(pt.X,pt.Y,pt.Z);
pd.Normals.Add(normal);
pd.Index = pointDict.Count;
pointDict.Add(key, pd);
tris.Add(pd.Index);
}
else
{
//add an index to our tris array
//add a normal to our internal collection
//for post processing
var data = pointDict[key];
tris.Add(data.Index);
data.Normals.Add(normal);
}
}
}
var lst = pointDict.ToList();
lst.ForEach(x => points.Add(x.Value.Position));
lst.ForEach(x=>octree.AddNode(x.Value.Position.X, x.Value.Position.Y, x.Value.Position.Z, node.GUID.ToString()));
lst.ForEach(x=>tex.Add(x.Value.Tex));
//merge the normals
foreach (var pd in lst)
{
var avg = new Vector3D();
var nList = pd.Value.Normals;
foreach (var n in nList)
{
avg.X += n.X;
avg.Y += n.Y;
avg.Z += n.Z;
}
avg.X = avg.X / nList.Count;
avg.Y = avg.Y / nList.Count;
avg.Z = avg.Z / nList.Count;
norms.Add(avg);
}
builder.Append(points, tris, norms, tex);
Debug.WriteLine(string.Format("Mesh had {0} faces coming in and {1} faces going out.", rmesh.NumTriangles, builder.TriangleIndices.Count / 3));
return builder.ToMesh(true);
}