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C# MeshBuilder.AddTriangleFan方法代码示例

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


在下文中一共展示了MeshBuilder.AddTriangleFan方法的2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: ToMeshGeometry3D

        /// <summary>
        /// Converts the mesh to a MeshGeometry3D.
        /// </summary>
        /// <param name="sharedVertices">
        /// Allow shared vertices (smooth shading) if set to <c>true</c> .
        /// </param>
        /// <param name="shrinkFactor">
        /// The shrink factor.
        /// </param>
        /// <param name="faceIndices">
        /// The face indices.
        /// </param>
        /// <returns>
        /// A mesh geometry.
        /// </returns>
        public MeshGeometry3D ToMeshGeometry3D(
            bool sharedVertices = true, double shrinkFactor = 0.0, List<int> faceIndices = null)
        {
            bool shrink = Math.Abs(shrinkFactor) > double.Epsilon;

            if (!sharedVertices || shrink)
            {
                // not shared vertices - flat shading
                var tm = new MeshBuilder(false, this.TextureCoordinates != null);
                int faceIndex = 0;
                foreach (var face in this.Faces)
                {
                    var vertices = new int[face.Length];
                    int j = 0;

                    var centroid = this.FindCentroid(faceIndex);

                    // var n = GetFaceNormal(faceIndex);
                    // for (int i = 0; i < face.Length; i++)
                    // tm.Normals.Add(n);
                    foreach (int v in face)
                    {
                        vertices[j++] = tm.Positions.Count;
                        var vertex = this.Vertices[v];
                        if (shrink)
                        {
                            vertex = vertex + (shrinkFactor * (centroid - vertex));
                        }

                        tm.Positions.Add(vertex);
                        if (tm.CreateTextureCoordinates)
                        {
                            tm.TextureCoordinates.Add(this.TextureCoordinates[v]);
                        }
                    }

                    tm.AddTriangleFan(vertices);
                    if (faceIndices != null)
                    {
                        int numberOfTriangles = vertices.Length - 2;
                        for (int i = 0; i < numberOfTriangles; i++)
                        {
                            faceIndices.Add(faceIndex);
                        }
                    }

                    faceIndex++;
                }

                return tm.ToMesh();
            }
            else
            {
                // shared vertices - smooth shading
                var tm = new MeshBuilder(false, this.TextureCoordinates != null);
                foreach (var v in this.Vertices)
                {
                    tm.Positions.Add(v);
                }

                if (this.TextureCoordinates != null)
                {
                    foreach (var uv in this.TextureCoordinates)
                    {
                        tm.TextureCoordinates.Add(uv);
                    }
                }

                int faceIndex = 0;
                foreach (var face in this.Faces)
                {
                    tm.AddTriangleFan(face);
                    if (faceIndices != null)
                    {
                        int numberOfTriangles = face.Length - 2;
                        for (int i = 0; i < numberOfTriangles; i++)
                        {
                            faceIndices.Add(faceIndex);
                        }
                    }

                    faceIndex++;
                }

                return tm.ToMesh();
//.........这里部分代码省略.........
开发者ID:chantsunman,项目名称:helix-toolkit,代码行数:101,代码来源:Mesh3D.cs

示例2: UpdateVisuals

        /// <summary>
        /// Updates the visuals.
        /// </summary>
        protected void UpdateVisuals()
        {
            this.vertexVisuals = new Dictionary<HalfEdgeMesh.Vertex, ModelUIElement3D>();
            this.halfEdgeVisuals = new Dictionary<HalfEdgeMesh.HalfEdge, ModelUIElement3D>();
            this.faceVisuals = new Dictionary<HalfEdgeMesh.Face, ModelUIElement3D>();
            this.Children.Clear();
            if (this.Mesh == null)
            {
                return;
            }

            if (this.VertexRadius > 0)
            {
                // Add the vertices
                foreach (var vertex in this.Mesh.Vertices)
                {
                    var gm = new MeshBuilder(false, false);
                    gm.AddSubdivisionSphere(vertex.Position, this.VertexRadius, 4);
                    var vertexElement = new ModelUIElement3D
                        {
                           Model = new GeometryModel3D(gm.ToMesh(), this.VertexMaterial)
                        };
                    var currentVertex = vertex;
                    vertexElement.MouseLeftButtonDown += (s, e) => this.HighlightVertex(currentVertex);
                    this.vertexVisuals.Add(vertex, vertexElement);
                    this.Add(vertexElement);
                }
            }

            var faceCenter = new Dictionary<HalfEdgeMesh.Face, Point3D>();

            foreach (var face in this.Mesh.Faces)
            {
                var faceVertices = face.Vertices.Select(v => v.Position).ToList();

                // Find the face centroid
                var center = this.FindCentroid(faceVertices);
                faceCenter.Add(face, center);

                if (this.ShrinkFactor < 1)
                {
                    // Add the faces
                    for (int i = 0; i < faceVertices.Count; i++)
                    {
                        faceVertices[i] += (center - faceVertices[i]) * this.ShrinkFactor;
                    }

                    var gm = new MeshBuilder(false, false);
                    gm.AddTriangleFan(faceVertices);
                    var faceElement = new ModelUIElement3D
                        {
                            Model =
                                new GeometryModel3D(gm.ToMesh(), this.FaceMaterial)
                                    {
                                       BackMaterial = this.FaceBackMaterial
                                    }
                        };
                    var currentFace = face;
                    faceElement.MouseLeftButtonDown += (s, e) => this.HighlightFace(currentFace);
                    this.faceVisuals.Add(face, faceElement);
                    this.Add(faceElement);
                }
            }

            if (this.EdgeDiameter > 0)
            {
                // Add the edges
                foreach (var edge in this.Mesh.Edges)
                {
                    var start = edge.StartVertex.Position;
                    var end = edge.EndVertex.Position;
                    var center = faceCenter[edge.Face];
                    start = start + (center - start) * this.ShrinkFactor;
                    end = end + (center - end) * this.ShrinkFactor;
                    var gm = new MeshBuilder(false, false);
                    gm.AddArrow(start, end, this.EdgeDiameter);
                    var edgeElement = new ModelUIElement3D
                        {
                           Model = new GeometryModel3D(gm.ToMesh(), this.EdgeMaterial)
                        };
                    var currentEdge = edge;
                    edgeElement.MouseLeftButtonDown += (s, e) => { this.HighlightEdge(currentEdge); };
                    this.halfEdgeVisuals.Add(edge, edgeElement);
                    this.Add(edgeElement);
                }
            }
        }
开发者ID:chantsunman,项目名称:helix-toolkit,代码行数:90,代码来源:HalfEdgeMeshVisual3D.cs


注:本文中的MeshBuilder.AddTriangleFan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。