mirror of
https://github.com/fadden/6502bench.git
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31d2462628
Made vectors immutable. Added calls to support rewriting of surface normals.
334 lines
12 KiB
C#
334 lines
12 KiB
C#
/*
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* Copyright 2020 faddenSoft
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System;
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using System.Collections.Generic;
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using System.Collections.ObjectModel;
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using System.Diagnostics;
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using CommonUtil;
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using PluginCommon;
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namespace SourceGen {
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/// <summary>
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/// Renders a wireframe visualization, generating a collection of line segments in clip space.
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/// </summary>
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public class WireframeObject {
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/// <summary>
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/// Line segment.
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/// </summary>
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public class LineSeg {
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public double X0 { get; private set; }
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public double Y0 { get; private set; }
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public double X1 { get; private set; }
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public double Y1 { get; private set; }
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public LineSeg(double x0, double y0, double x1, double y1) {
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X0 = x0;
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Y0 = y0;
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X1 = x1;
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Y1 = y1;
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}
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}
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private class Vertex {
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public List<Face> Faces { get; private set; }
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public Vector3 Vec { get; private set; }
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public Vertex(double x, double y, double z) {
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Vec = new Vector3(x, y, z);
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Faces = new List<Face>();
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}
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public override string ToString() {
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return Vec.ToString() + " + " + Faces.Count + " faces";
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}
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}
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private class Edge {
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public Vertex Vertex0 { get; private set; }
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public Vertex Vertex1 { get; private set; }
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public List<Face> Faces { get; private set; }
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public Edge(Vertex v0, Vertex v1) {
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Vertex0 = v0;
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Vertex1 = v1;
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Faces = new List<Face>();
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}
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}
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private class Face {
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// Surface normal.
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public Vector3 Normal { get; private set; }
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// One vertex on the face, for BFC.
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public Vertex Vert { get; set; }
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// Flag set during BFC calculation.
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public bool IsVisible { get; set; }
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public Face(double x, double y, double z) {
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Normal = new Vector3(x, y, z);
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Normal.Normalize(); // not necessary, but easier to read in debug output
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IsVisible = true;
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}
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}
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private List<Vertex> mVertices = new List<Vertex>();
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private List<Edge> mEdges = new List<Edge>();
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private List<Face> mFaces = new List<Face>();
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private double mBigMag = -1.0;
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// private constructor; use Create()
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private WireframeObject() { }
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/// <summary>
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/// Creates a new object from a wireframe visualization.
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/// </summary>
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/// <param name="visWire">Visualization object.</param>
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/// <returns>New object.</returns>
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public static WireframeObject Create(IVisualizationWireframe visWire) {
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WireframeObject wireObj = new WireframeObject();
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//
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// Start by extracting data from the visualization object. Everything stored
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// there is loaded into this object.
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//
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float[] normalsX = visWire.GetNormalsX();
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if (normalsX.Length > 0) {
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float[] normalsY = visWire.GetNormalsY();
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float[] normalsZ = visWire.GetNormalsZ();
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if (normalsX.Length != normalsY.Length || normalsX.Length != normalsZ.Length) {
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Debug.Assert(false);
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return null;
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}
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for (int i = 0; i < normalsX.Length; i++) {
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wireObj.mFaces.Add(new Face(normalsX[i], normalsY[i], normalsZ[i]));
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}
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}
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float[] verticesX = visWire.GetVerticesX();
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float[] verticesY = visWire.GetVerticesY();
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float[] verticesZ = visWire.GetVerticesZ();
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if (verticesX.Length == 0) {
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Debug.Assert(false);
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return null;
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}
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if (verticesX.Length != verticesY.Length || verticesX.Length != verticesZ.Length) {
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Debug.Assert(false);
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return null;
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}
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for (int i = 0; i < verticesX.Length; i++) {
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wireObj.mVertices.Add(new Vertex(verticesX[i], verticesY[i], verticesZ[i]));
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}
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IntPair[] edges = visWire.GetEdges();
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for (int i = 0; i < edges.Length; i++) {
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int v0index = edges[i].Val0;
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int v1index = edges[i].Val1;
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if (v0index < 0 || v0index >= wireObj.mVertices.Count ||
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v1index < 0 || v1index >= wireObj.mVertices.Count) {
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Debug.Assert(false);
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return null;
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}
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wireObj.mEdges.Add(
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new Edge(wireObj.mVertices[v0index], wireObj.mVertices[v1index]));
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}
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IntPair[] vfaces = visWire.GetVertexFaces();
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for (int i = 0; i < vfaces.Length; i++) {
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int vindex = vfaces[i].Val0;
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int findex = vfaces[i].Val1;
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if (vindex < 0 || vindex >= wireObj.mVertices.Count ||
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findex < 0 || findex >= wireObj.mFaces.Count) {
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Debug.Assert(false);
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return null;
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}
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Face face = wireObj.mFaces[findex];
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wireObj.mVertices[vindex].Faces.Add(face);
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if (face.Vert == null) {
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face.Vert = wireObj.mVertices[vindex];
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}
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}
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IntPair[] efaces = visWire.GetEdgeFaces();
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for (int i = 0; i < efaces.Length; i++) {
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int eindex = efaces[i].Val0;
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int findex = efaces[i].Val1;
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if (eindex < 0 || eindex >= wireObj.mEdges.Count ||
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findex < 0 || findex >= wireObj.mFaces.Count) {
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Debug.Assert(false);
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return null;
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}
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Face face = wireObj.mFaces[findex];
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wireObj.mEdges[eindex].Faces.Add(face);
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if (face.Vert == null) {
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face.Vert = wireObj.mEdges[eindex].Vertex0;
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}
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}
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//
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// All data has been loaded into friendly classes.
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//
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// Compute the magnitude of the largest vertex, for scaling.
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double bigMag = -1.0;
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for (int i = 0; i < wireObj.mVertices.Count; i++) {
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double mag = wireObj.mVertices[i].Vec.Magnitude();
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if (bigMag < mag) {
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bigMag = mag;
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}
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}
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wireObj.mBigMag = bigMag;
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return wireObj;
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}
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/// <summary>
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/// Generates a list of line segments for the wireframe data and the specified
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/// parameters.
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/// </summary>
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/// <param name="eulerX">Rotation about X axis.</params>
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/// <param name="eulerY">Rotation about Y axis.</params>
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/// <param name="eulerZ">Rotation about Z axis.</params>
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/// <param name="doPersp">Perspective or othographic projection?</param>
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/// <param name="doBfc">Perform backface culling?</param>
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/// <returns>List a of line segments, which could be empty if backface culling
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/// was especially successful.</returns>
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public List<LineSeg> Generate(int eulerX, int eulerY, int eulerZ,
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bool doPersp, bool doBfc) {
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List<LineSeg> segs = new List<LineSeg>(mEdges.Count);
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// Camera Z coordinate adjustment, used to control how perspective projections
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// appear. The larger the value, the farther the object appears to be. Very
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// large values approximate an orthographic projection.
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const double zadj = 3.0;
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// Scale coordinate values to [-1,1].
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double scale = 1.0 / mBigMag;
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if (doPersp) {
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// objects closer to camera are bigger; reduce scale slightly
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scale = (scale * zadj) / (zadj + 0.3);
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}
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Matrix44 rotMat = new Matrix44();
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rotMat.SetRotationEuler(eulerX, eulerY, eulerZ);
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if (doBfc) {
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// Mark faces as visible or not. This is determined with the surface normal,
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// rather than by checking whether a transformed triangle is clockwise.
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foreach (Face face in mFaces) {
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// Transform the surface normal.
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Vector3 rotNorm = rotMat.Multiply(face.Normal);
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if (doPersp) {
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// Transform one vertex to get a vector from the camera to the
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// surface. We want (V0 - C), where C is the camera; since we're
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// at the origin, we just need -C.
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if (face.Vert == null) {
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Debug.WriteLine("GLITCH: no vertex for face");
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face.IsVisible = true;
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continue;
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}
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Vector3 camVec = rotMat.Multiply(face.Vert.Vec);
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camVec = camVec.Multiply(-scale); // scale to [-1,1] and negate to get -C
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camVec = camVec.Add(new Vector3(0, 0, zadj)); // translate
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// Now compute the dot product of the camera vector.
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double dot = Vector3.Dot(camVec, rotNorm);
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face.IsVisible = (dot >= 0);
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//Debug.WriteLine(string.Format(
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// "Face {0} vis={1,-5} dot={2,-8:N2}: camVec={3} rotNorm={4}",
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// index++, face.IsVisible, dot, camVec, rotNorm));
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} else {
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// For orthographic projection, the camera is essentially looking
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// down the Z axis at every X,Y, so we can trivially check the
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// value of Z in the transformed normal.
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face.IsVisible = (rotNorm.Z >= 0);
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}
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}
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}
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foreach (Edge edge in mEdges) {
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if (doBfc) {
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// To be visible, vertices and edges must either not specify any
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// faces, or must specify a visible face.
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if (!IsVertexVisible(edge.Vertex0) ||
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!IsVertexVisible(edge.Vertex1) ||
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!IsEdgeVisible(edge)) {
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continue;
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}
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}
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Vector3 trv0 = rotMat.Multiply(edge.Vertex0.Vec);
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Vector3 trv1 = rotMat.Multiply(edge.Vertex1.Vec);
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double x0, y0, x1, y1;
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if (doPersp) {
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// +Z on the shape is closer to the viewer, so we negate it here
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double z0 = -trv0.Z * scale;
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double z1 = -trv1.Z * scale;
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x0 = (trv0.X * scale * zadj) / (zadj + z0);
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y0 = (trv0.Y * scale * zadj) / (zadj + z0);
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x1 = (trv1.X * scale * zadj) / (zadj + z1);
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y1 = (trv1.Y * scale * zadj) / (zadj + z1);
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} else {
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x0 = trv0.X * scale;
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y0 = trv0.Y * scale;
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x1 = trv1.X * scale;
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y1 = trv1.Y * scale;
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}
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segs.Add(new LineSeg(x0, y0, x1, y1));
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}
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return segs;
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}
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private bool IsVertexVisible(Vertex vert) {
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if (vert.Faces.Count == 0) {
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return true;
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}
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foreach (Face face in vert.Faces) {
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if (face.IsVisible) {
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return true;
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}
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}
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return false;
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}
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private bool IsEdgeVisible(Edge edg) {
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if (edg.Faces.Count == 0) {
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return true;
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}
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foreach (Face face in edg.Faces) {
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if (face.IsVisible) {
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return true;
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}
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}
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return false;
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}
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}
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}
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