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ExtrudingSink.cs
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ExtrudingSink.cs
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using SharpDX;
using SharpDX.Direct2D1;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using VVVV.DX11.Nodes;
namespace VVVV.DX11.Text3d
{
public unsafe class ExtrudingSink : GeometrySink, TessellationSink
{
private List<Pos3Norm3VertexSDX> vertices;
public ExtrudingSink(List<Pos3Norm3VertexSDX> vertices, float height)
{
this.vertices = vertices;
this.m_height = height;
}
private struct Vertex2D
{
public Vector2 pt;
public Vector2 norm;
public Vector2 inter1;
public Vector2 inter2;
}
private List<Vertex2D> m_figureVertices = new List<Vertex2D>();
private float m_height;
private Vector2 GetNormal(int i)
{
int j = (i + 1) % m_figureVertices.Count;
Vector2 pti = m_figureVertices[i].pt;
Vector2 ptj = m_figureVertices[j].pt;
Vector2 vecij = ptj - pti;
return Vector2.Normalize(new Vector2(vecij.Y, vecij.X));
}
public void AddBeziers(BezierSegment[] beziers)
{
}
public void AddLines(SharpDX.Mathematics.Interop.RawVector2[] pointsRef)
{
for (int i = 0; i < pointsRef.Length; i++)
{
SharpDX.Mathematics.Interop.RawVector2 rawPoint = pointsRef[i];
Vertex2D v = new Vertex2D();
v.pt = *(Vector2*)&rawPoint;
m_figureVertices.Add(v);
/*if (m_figureVertices.Count > 0)
{
}*/
}
}
public void BeginFigure(SharpDX.Mathematics.Interop.RawVector2 startPoint, FigureBegin figureBegin)
{
this.m_figureVertices.Clear();
Vertex2D v = new Vertex2D()
{
pt = *(Vector2*)&startPoint,
inter1 = Vector2.Zero,
inter2 = Vector2.Zero,
norm = Vector2.Zero
};
this.m_figureVertices.Add(v);
}
public void Close()
{
}
public void EndFigure(FigureEnd figureEnd)
{
Vector2 front = m_figureVertices[0].pt;
Vector2 back = m_figureVertices[m_figureVertices.Count - 1].pt;
if (front.X == back.X && front.Y == back.Y)
{
m_figureVertices.RemoveAt(m_figureVertices.Count - 1);
}
if (m_figureVertices.Count > 1)
{
//Snap and normals
for (int i = 0; i < m_figureVertices.Count; i++)
{
Vertex2D v = m_figureVertices[i];
v.norm = GetNormal(i);
m_figureVertices[i] = v;
}
//Interpolate normals
for (int i = 0; i < m_figureVertices.Count; i++)
{
int h = (i + m_figureVertices.Count - 1) % m_figureVertices.Count;
Vector2 n1 = m_figureVertices[h].norm;
Vector2 n2 = m_figureVertices[i].norm;
Vertex2D v = m_figureVertices[i];
if ((n1.X * n2.X + n1.Y * n2.Y) > .5f)
{
Vector2 sum = m_figureVertices[i].norm + m_figureVertices[h].norm;
v.inter1 = Vector2.Normalize(sum);
v.inter2 = v.inter1;
}
else
{
v.inter1 = m_figureVertices[h].norm;
v.inter2 = m_figureVertices[i].norm;
}
m_figureVertices[i] = v;
}
//Output triangles
for (int i = 0; i < m_figureVertices.Count; i++)
{
int j = (i + 1) % m_figureVertices.Count;
Vector2 pt = m_figureVertices[i].pt;
Vector2 nextPt = m_figureVertices[j].pt;
Vector2 ptNorm3 = m_figureVertices[i].inter2;
Vector2 nextPtNorm2 = m_figureVertices[j].inter1;
vertices.Add(new Pos3Norm3VertexSDX() { Position = new Vector3(pt.X, pt.Y, m_height / 2), Normals = new Vector3(ptNorm3.X, ptNorm3.Y, 0.0f) });
vertices.Add(new Pos3Norm3VertexSDX() { Position = new Vector3(pt.X, pt.Y, -m_height / 2), Normals = new Vector3(ptNorm3.X, ptNorm3.Y, 0.0f) });
vertices.Add(new Pos3Norm3VertexSDX() { Position = new Vector3(nextPt.X, nextPt.Y, -m_height / 2), Normals = new Vector3(nextPtNorm2.X, nextPtNorm2.Y, 0.0f) });
vertices.Add(new Pos3Norm3VertexSDX() { Position = new Vector3(nextPt.X, nextPt.Y, -m_height / 2), Normals = new Vector3(nextPtNorm2.X, nextPtNorm2.Y, 0.0f) });
vertices.Add(new Pos3Norm3VertexSDX() { Position = new Vector3(nextPt.X, nextPt.Y, m_height / 2), Normals = new Vector3(nextPtNorm2.X, nextPtNorm2.Y, 0.0f) });
vertices.Add(new Pos3Norm3VertexSDX() { Position = new Vector3(pt.X, pt.Y, m_height / 2), Normals = new Vector3(ptNorm3.X, ptNorm3.Y, 0.0f) });
}
}
}
public void SetFillMode(FillMode fillMode)
{
}
public void SetSegmentFlags(PathSegment vertexFlags)
{
}
public IDisposable Shadow
{
get;
set;
}
public void Dispose()
{
Shadow.Dispose();
}
public void AddTriangles(Triangle[] triangles)
{
for (int i = 0; i < triangles.Length; i++)
{
Triangle tri = triangles[i];
Vector2 d1 = new Vector2(tri.Point2.X - tri.Point1.Y, tri.Point2.Y - tri.Point1.Y);
Vector2 d2 = new Vector2(tri.Point3.X - tri.Point2.Y, tri.Point3.Y - tri.Point2.Y);
vertices.Add(new Pos3Norm3VertexSDX() { Position = new Vector3(tri.Point1.X, tri.Point1.Y, m_height / 2), Normals = new Vector3(0.0f, 0.0f, 1.0f) });
vertices.Add(new Pos3Norm3VertexSDX() { Position = new Vector3(tri.Point2.X, tri.Point2.Y, m_height / 2), Normals = new Vector3(0.0f, 0.0f, 1.0f) });
vertices.Add(new Pos3Norm3VertexSDX() { Position = new Vector3(tri.Point3.X, tri.Point3.Y, m_height / 2), Normals = new Vector3(0.0f, 0.0f, 1.0f) });
vertices.Add(new Pos3Norm3VertexSDX() { Position = new Vector3(tri.Point2.X, tri.Point2.Y, -m_height / 2), Normals = new Vector3(0.0f, 0.0f, -1.0f) });
vertices.Add(new Pos3Norm3VertexSDX() { Position = new Vector3(tri.Point1.X, tri.Point1.Y, -m_height / 2), Normals = new Vector3(0.0f, 0.0f, -1.0f) });
vertices.Add(new Pos3Norm3VertexSDX() { Position = new Vector3(tri.Point3.X, tri.Point3.Y, -m_height / 2), Normals = new Vector3(0.0f, 0.0f, -1.0f) });
}
}
public void AddArc(ArcSegment arc)
{
}
public void AddBezier(BezierSegment bezier)
{
}
public void AddLine(SharpDX.Mathematics.Interop.RawVector2 point)
{
}
public void AddQuadraticBezier(QuadraticBezierSegment bezier)
{
}
public void AddQuadraticBeziers(QuadraticBezierSegment[] beziers)
{
}
}
}