using System; using System.Collections.Generic; using OpenTK; namespace Examples.Shapes { public sealed class SlicedHose : DrawableShape { public enum eSide:byte { // Around X Axis BottomRight, TopRight, TopLeft, BottomLeft, // Around Y Axis FrontRight, BackRight, BackLeft, FrontLeft, // Around Z Axis FrontBottom, BackBottom, BackTop, FrontTop, } public SlicedHose( eSide side, uint subdivs, double scale, Vector3d offset1, Vector3d offset2, bool useDL ) : base( useDL ) { PrimitiveMode = OpenTK.Graphics.OpenGL.BeginMode.Triangles; Vector3d start = Vector3d.Zero, end = Vector3d.Zero; double TexCoordStart=0f, TexCoordEnd=0f; switch ( side ) { #region Around X Axis case eSide.BottomRight: start = -Vector3d.UnitY; end = Vector3d.UnitZ; TexCoordStart = 0.0; TexCoordEnd = 0.25; break; case eSide.TopRight: start = Vector3d.UnitZ; end = Vector3d.UnitY; TexCoordStart = 0.25; TexCoordEnd = 0.5; break; case eSide.TopLeft: start = Vector3d.UnitY; end = -Vector3d.UnitZ; TexCoordStart = 0.5; TexCoordEnd = 0.75; break; case eSide.BottomLeft: start = -Vector3d.UnitZ; end = -Vector3d.UnitY; TexCoordStart = 0.75; TexCoordEnd = 1.0; break; #endregion Around X Axis #region Around Y Axis case eSide.FrontRight: start = Vector3d.UnitX; end = Vector3d.UnitZ; TexCoordStart = 0.0; TexCoordEnd = 0.25; break; case eSide.BackRight: start = Vector3d.UnitZ; end = -Vector3d.UnitX; TexCoordStart = 0.25; TexCoordEnd = 0.5; break; case eSide.BackLeft: start = -Vector3d.UnitX; end = -Vector3d.UnitZ; TexCoordStart = 0.5; TexCoordEnd = 0.75; break; case eSide.FrontLeft: start = -Vector3d.UnitZ; end = Vector3d.UnitX; TexCoordStart = 0.75; TexCoordEnd = 1.0; break; #endregion Around Y Axis #region Around Z Axis case eSide.FrontBottom: start = -Vector3d.UnitY; end = Vector3d.UnitX; TexCoordStart = 0.0; TexCoordEnd = 0.25; break; case eSide.BackBottom: start = -Vector3d.UnitX; end = -Vector3d.UnitY; TexCoordStart = 0.25; TexCoordEnd = 0.5; break; case eSide.BackTop: start = Vector3d.UnitY; end = -Vector3d.UnitX; TexCoordStart = 0.5; TexCoordEnd = 0.75; break; case eSide.FrontTop: start = Vector3d.UnitX; end = Vector3d.UnitY; TexCoordStart = 0.75; TexCoordEnd = 1.0; break; #endregion Around Z Axis } VertexT2dN3dV3d[] temp = new VertexT2dN3dV3d[2 + subdivs]; double divisor = 1.0/ ((double)temp.Length-1.0); for ( int i = 0; i < temp.Length; i++ ) { float Multiplier = (float)( i * divisor ); temp[i].TexCoord.X = TexCoordStart * Multiplier + TexCoordEnd * ( 1.0f- Multiplier); Slerp( ref start, ref end, Multiplier, out temp[i].Normal ); temp[i].Normal.Normalize(); temp[i].Position = temp[i].Normal; temp[i].Position.Mult( scale ); } VertexArray = new VertexT2dN3dV3d[temp.Length * 2]; IndexArray = new uint[( temp.Length - 1 ) * 2 * 3]; uint VertexCounter = 0, IndexCounter = 0, QuadCounter = 0; for ( int i = 0; i < temp.Length; i++ ) { VertexArray[VertexCounter + 0].TexCoord.X = temp[i].TexCoord.X; VertexArray[VertexCounter + 0].TexCoord.Y = 0.0; VertexArray[VertexCounter + 0].Normal = temp[i].Normal; VertexArray[VertexCounter + 0].Position = temp[i].Position + offset1; VertexArray[VertexCounter + 1].TexCoord.X = temp[i].TexCoord.X; VertexArray[VertexCounter + 1].TexCoord.Y = 1.0; VertexArray[VertexCounter + 1].Normal = temp[i].Normal; VertexArray[VertexCounter + 1].Position = temp[i].Position + offset2; VertexCounter += 2; if ( i < temp.Length - 1 ) { IndexArray[IndexCounter + 0] = QuadCounter + 0; IndexArray[IndexCounter + 1] = QuadCounter + 1; IndexArray[IndexCounter + 2] = QuadCounter + 2; IndexArray[IndexCounter + 3] = QuadCounter + 2; IndexArray[IndexCounter + 4] = QuadCounter + 1; IndexArray[IndexCounter + 5] = QuadCounter + 3; IndexCounter += 6; QuadCounter += 2; } } } private void Slerp( ref Vector3d a, ref Vector3d b, double factor, out Vector3d result) { double t1; Vector3d.Dot( ref a, ref b, out t1 ); double theta = System.Math.Acos( t1 ); double temp = 1.0 / System.Math.Sin( theta ); double t2 = System.Math.Sin( ( 1.0 - factor ) * theta ) * temp; double t3 = System.Math.Sin( factor * theta ) * temp; Vector3d v1 = Vector3d.Mult( a, t2); Vector3d v2 = Vector3d.Mult( b, t3 ); result = Vector3d.Add( v1, v2 ); } } }