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6502bench/PluginCommon/VisWireframe.cs
Andy McFadden 7e92a86ffa Progress toward wireframe animations
Moved X/Y/Z rotation out of the plugin, since it has nothing to do
with the plugin at all.  (Backface removal and perspective projection
are somewhat based on the data contents, as is the choice for
whether or not they should be options.)

Added sliders for X/Y/Z rotation.  Much more fun that way.

Renamed VisualizationAnimation to VisBitmapAnimation, as we're not
going to use it for wireframe animation.  Created a new class to
hold wireframe animation data, which is really just a reference to
the IVisualizationWireframe so we can generate an animated GIF
without having to pry open the plugin again.

Renamed the "frame-delay-msec" parameter, which should start with
an underscore to ensure it doesn't clash with plugin parameters.
If we don't find it with an underscore we check again without for
backward compatibility.
2020-03-07 17:05:08 -08:00

231 lines
8.2 KiB
C#

/*
* Copyright 2020 faddenSoft
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System;
using System.Collections.Generic;
using System.Diagnostics;
namespace PluginCommon {
/// <summary>
/// Wireframe mesh with optional backface normals, for use with visualization generators.
/// Call the various functions to add data, then call Validate() to check for broken
/// references.
/// </summary>
[Serializable]
public class VisWireframe : IVisualizationWireframe {
public const string P_IS_PERSPECTIVE = "_isPerspective";
public const string P_IS_BFC_ENABLED = "_isBfcEnabled";
public static VisParamDescr Param_IsPerspective(string uiLabel, bool defaultVal) {
return new VisParamDescr(uiLabel, P_IS_PERSPECTIVE, typeof(bool), 0, 0, 0, defaultVal);
}
public static VisParamDescr Param_IsBfcEnabled(string uiLabel, bool defaultVal) {
return new VisParamDescr(uiLabel, P_IS_BFC_ENABLED, typeof(bool), 0, 0, 0, defaultVal);
}
private List<float> mVerticesX = new List<float>();
private List<float> mVerticesY = new List<float>();
private List<float> mVerticesZ = new List<float>();
private List<IntPair> mEdges = new List<IntPair>();
private List<float> mNormalsX = new List<float>();
private List<float> mNormalsY = new List<float>();
private List<float> mNormalsZ = new List<float>();
private List<IntPair> mVertexFaces = new List<IntPair>();
private List<IntPair> mEdgeFaces = new List<IntPair>();
/// <summary>
/// Constructor. Nothing much to do.
/// </summary>
public VisWireframe() { }
/// <summary>
/// Adds the vertex to the list.
/// </summary>
/// <param name="x">X coordinate.</param>
/// <param name="y">Y coordinate.</param>
/// <param name="z">Z coordinate.</param>
/// <returns>Vertex index. Indices start at zero and count up.</returns>
public int AddVertex(float x, float y, float z) {
mVerticesX.Add(x);
mVerticesY.Add(y);
mVerticesZ.Add(z);
return mVerticesX.Count - 1;
}
/// <summary>
/// Adds an edge to the list. The referenced vertices do not need to be defined
/// before calling.
/// </summary>
/// <param name="index0">Index of first vertex.</param>
/// <param name="index1">Index of second vertex.</param>
/// <returns>Edge index. Indices start at zero and count up.</returns>
public int AddEdge(int index0, int index1) {
Debug.Assert(index0 >= 0);
Debug.Assert(index1 >= 0);
mEdges.Add(new IntPair(index0, index1));
return mEdges.Count - 1;
}
/// <summary>
/// Adds the face normal to the list.
/// </summary>
/// <param name="x">X coordinate.</param>
/// <param name="y">Y coordinate.</param>
/// <param name="z">Z coordinate.</param>
/// <returns>Face index. Indices start at zero and count up.</returns>
public int AddFaceNormal(float x, float y, float z) {
Debug.Assert(x != 0.0f || y != 0.0f || z != 0.0f); // no zero-length normals
mNormalsX.Add(x);
mNormalsY.Add(y);
mNormalsZ.Add(z);
return mNormalsX.Count - 1;
}
/// <summary>
/// Marks a vertex's visibility as being tied to the specified face. The vertices and
/// faces being referenced do not need to exist yet.
/// </summary>
/// <param name="vertexIndex">Index of vertex.</param>
/// <param name="faceIndex">Index of face.</param>
public void AddVertexFace(int vertexIndex, int faceIndex) {
Debug.Assert(vertexIndex >= 0);
Debug.Assert(faceIndex >= 0);
mVertexFaces.Add(new IntPair(vertexIndex, faceIndex));
}
/// <summary>
/// Marks an edge's visibility as being tied to the specified face. The edges and
/// faces being referenced do not need to exist yet.
/// </summary>
/// <param name="edgeIndex">Index of edge.</param>
/// <param name="faceIndex">Index of face.</param>
public void AddEdgeFace(int edgeIndex, int faceIndex) {
Debug.Assert(edgeIndex >= 0);
Debug.Assert(faceIndex >= 0);
mEdgeFaces.Add(new IntPair(edgeIndex, faceIndex));
}
/// <summary>
/// Verifies that the various references by index are valid.
/// </summary>
/// <param name="msg">Failure detail.</param>
/// <returns>True if everything looks valid.</returns>
public bool Validate(out string msg) {
int vertexCount = mVerticesX.Count;
int faceCount = mNormalsX.Count;
int edgeCount = mEdges.Count;
// complain about empty objects (should we fail if no edges were defined?)
if (vertexCount == 0) {
msg = "no vertices defined";
return false;
}
// check edges
foreach (IntPair ip in mEdges) {
if (ip.Val0 < 0 || ip.Val0 >= vertexCount ||
ip.Val1 < 0 || ip.Val1 >= vertexCount) {
msg = "invalid edge";
return false;
}
}
// check vertex-faces
foreach (IntPair ip in mVertexFaces) {
if (ip.Val0 < 0 || ip.Val0 >= vertexCount ||
ip.Val1 < 0 || ip.Val1 >= faceCount) {
msg = "invalid vertex-face";
return false;
}
}
// check edge-faces
foreach (IntPair ip in mVertexFaces) {
if (ip.Val0 < 0 || ip.Val0 >= edgeCount ||
ip.Val1 < 0 || ip.Val1 >= faceCount) {
msg = "invalid edge-face";
return false;
}
}
// check face normals
for (int i = 0; i < mNormalsX.Count; i++) {
if (mNormalsX[i] == 0.0f && mNormalsY[i] == 0.0f && mNormalsZ[i] == 0.0f) {
msg = "zero-length normal";
return false;
}
}
// TODO(maybe): confirm that every face has a vertex. Not strictly necessary
// since you can do orthographic-projection BFC without it... but who does that?
msg = string.Empty;
return true;
}
//
// IVisualizationWireframe implementation.
//
public float[] GetVerticesX() {
return mVerticesX.ToArray();
}
public float[] GetVerticesY() {
return mVerticesY.ToArray();
}
public float[] GetVerticesZ() {
return mVerticesZ.ToArray();
}
public IntPair[] GetEdges() {
return mEdges.ToArray();
}
public float[] GetNormalsX() {
return mNormalsX.ToArray();
}
public float[] GetNormalsY() {
return mNormalsY.ToArray();
}
public float[] GetNormalsZ() {
return mNormalsZ.ToArray();
}
public IntPair[] GetVertexFaces() {
return mVertexFaces.ToArray();
}
public IntPair[] GetEdgeFaces() {
return mEdgeFaces.ToArray();
}
public override string ToString() {
return "[VisWireframe: " + mVerticesX.Count + " vertices, " +
mEdges.Count + " edges, " +
mNormalsX.Count + " faces, " +
mVertexFaces.Count + " vfaces, " +
mEdgeFaces.Count + " efaces]";
}
}
}