New computer studies project.
This commit is contained in:
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9c87723f89
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22
BasicProjectionRenderer/BasicProjectionRenderer.sln
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BasicProjectionRenderer/BasicProjectionRenderer.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.12.35506.116 d17.12
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BasicProjectionRenderer", "BasicProjectionRenderer\BasicProjectionRenderer.csproj", "{C8F67C63-8D5D-4841-984B-7885A6268865}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{C8F67C63-8D5D-4841-984B-7885A6268865}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{C8F67C63-8D5D-4841-984B-7885A6268865}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{C8F67C63-8D5D-4841-984B-7885A6268865}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{C8F67C63-8D5D-4841-984B-7885A6268865}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net8.0-windows</TargetFramework>
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<Nullable>enable</Nullable>
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<UseWindowsForms>true</UseWindowsForms>
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<ImplicitUsings>disable</ImplicitUsings>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="Nerd_STF" Version="3.0.0-beta2" />
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</ItemGroup>
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</Project>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="Current" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup>
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<Compile Update="Form1.cs">
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<SubType>Form</SubType>
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</Compile>
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</ItemGroup>
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</Project>
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57
BasicProjectionRenderer/BasicProjectionRenderer/Form1.Designer.cs
generated
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57
BasicProjectionRenderer/BasicProjectionRenderer/Form1.Designer.cs
generated
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using System.Drawing;
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using System.Windows.Forms;
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namespace BasicProjectionRenderer
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{
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partial class Form1
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Windows Form Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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{
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components = new System.ComponentModel.Container();
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RefreshTimer = new Timer(components);
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SuspendLayout();
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//
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// RefreshTimer
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//
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RefreshTimer.Enabled = true;
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RefreshTimer.Interval = 10;
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//
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// Form1
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//
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AutoScaleDimensions = new SizeF(13F, 32F);
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AutoScaleMode = AutoScaleMode.Font;
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ClientSize = new Size(1300, 783);
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Name = "Form1";
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Text = "Form1";
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ResumeLayout(false);
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}
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#endregion
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private Timer RefreshTimer;
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}
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}
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137
BasicProjectionRenderer/BasicProjectionRenderer/Form1.cs
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137
BasicProjectionRenderer/BasicProjectionRenderer/Form1.cs
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using Nerd_STF.Mathematics;
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using Nerd_STF.Mathematics.Algebra;
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using System;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using System.Windows.Forms;
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namespace BasicProjectionRenderer;
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public partial class Form1 : Form
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{
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public Mesh? Mesh { get; set; }
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public Float2 ZoomLevel = (1, 1);
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public Float3 ScreenCenter = (0, 0, -2.5);
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public Form1()
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{
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InitializeComponent();
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SetStyle(ControlStyles.UserPaint, true);
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SetStyle(ControlStyles.AllPaintingInWmPaint, true);
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SetStyle(ControlStyles.OptimizedDoubleBuffer, true);
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RefreshTimer.Tick += OnTick;
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}
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public Int2 ToScreenSpace(Float3 worldPoint)
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{
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float dpi = DeviceDpi;
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worldPoint.y = -worldPoint.y;
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worldPoint.x -= ScreenCenter.x;
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worldPoint.y -= ScreenCenter.y;
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worldPoint.x *= dpi / ZoomLevel.x;
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worldPoint.y *= dpi / ZoomLevel.y;
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worldPoint.x += ClientRectangle.Width * 0.5;
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worldPoint.y += ClientRectangle.Height * 0.5;
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return new((int)worldPoint.x, (int)worldPoint.y);
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}
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public Float3 FromScreenSpace(Int2 screenPoint)
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{
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Float3 result = new(screenPoint.x, screenPoint.y, ScreenCenter.z);
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result.x -= ClientRectangle.Width / 2.0;
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result.y -= ClientRectangle.Height / 2.0;
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float dpi = DeviceDpi;
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result.x /= dpi / ZoomLevel.x;
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result.y /= dpi / ZoomLevel.y;
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result.x += ScreenCenter.x;
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result.y += ScreenCenter.y;
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result.y = -result.y;
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return result;
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}
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private int paintIters;
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private double paintTime;
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protected override void OnPaint(PaintEventArgs e)
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{
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DateTime start = DateTime.Now;
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Graphics g = e.Graphics;
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g.SmoothingMode = SmoothingMode.HighQuality;
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if (Mesh is null) return;
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SolidBrush colorBrush = new(Color.Black);
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Pen colorPen = new(colorBrush);
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/*// Draw edges.
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for (int i = 0; i < Mesh.lines.Length; i++)
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{
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Line line = Mesh.lines[i];
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//Color newColor = Color.FromArgb((int)(0xFF000000 | (0x00FFFFFF & line.GetHashCode())));
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//colorPen.Color = newColor;
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Float3 pointA = Mesh.GetPoint(line.IndA),
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pointB = Mesh.GetPoint(line.IndB);
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Int2 posA = ToScreenSpace(pointA), posB = ToScreenSpace(pointB);
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g.DrawLine(colorPen, posA, posB);
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}*/
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// Draw faces.
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for (int i = 0; i < Mesh.faces.Length; i++)
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{
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Face face = Mesh.faces[i];
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Color newColor = Color.FromArgb((int)(0xFF000000 | (0x00FFFFFF & face.GetHashCode())));
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colorBrush.Color = newColor;
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Float3 pointA = Mesh.GetPoint(face.IndA),
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pointB = Mesh.GetPoint(face.IndB),
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pointC = Mesh.GetPoint(face.IndC);
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Int2 posA = ToScreenSpace(pointA), posB = ToScreenSpace(pointB), posC = ToScreenSpace(pointC);
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g.FillPolygon(colorBrush, [posA, posB, posC]);
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}
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DateTime end = DateTime.Now;
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paintIters++;
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paintTime += (end - start).TotalMilliseconds;
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if (paintIters == 20)
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{
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double per = paintTime / 20;
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Console.WriteLine($"{per:0.000} ms avg.");
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paintIters = 0;
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paintTime = 0;
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}
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}
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private double elapsedTime, temp;
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private void OnTick(object? sender, EventArgs e)
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{
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elapsedTime += RefreshTimer.Interval * 1e-3;
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if (Mesh is not null)
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{
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DateTime start = DateTime.Now;
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LookAtCursor();
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DateTime end = DateTime.Now;
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paintTime += (end - start).TotalMilliseconds;
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void LookAtCursor()
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{
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Float3 mousePos = FromScreenSpace(PointToClient(Cursor.Position));
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Float3 dist = Mesh!.Location - mousePos;
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Angle leftRight = new(Math.Atan2(dist.x, dist.z), Angle.Units.Radians),
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upDown = new(Math.Atan2(dist.y, dist.z), Angle.Units.Radians),
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spin = new(temp, Angle.Units.Degrees);
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Mesh.Rotation = (upDown, -leftRight, spin);
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}
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}
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Invalidate();
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}
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}
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123
BasicProjectionRenderer/BasicProjectionRenderer/Form1.resx
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123
BasicProjectionRenderer/BasicProjectionRenderer/Form1.resx
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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|
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|
Version 2.0
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|
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|
The primary goals of this format is to allow a simple XML format
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|
that is mostly human readable. The generation and parsing of the
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|
various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
|
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name/value pairs.
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||||||
|
Each data row contains a name, and value. The row also contains a
|
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|
type or mimetype. Type corresponds to a .NET class that support
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|
text/value conversion through the TypeConverter architecture.
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||||||
|
Classes that don't support this are serialized and stored with the
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mimetype set.
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||||||
|
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||||||
|
The mimetype is used for serialized objects, and tells the
|
||||||
|
ResXResourceReader how to depersist the object. This is currently not
|
||||||
|
extensible. For a given mimetype the value must be set accordingly:
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||||||
|
|
||||||
|
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||||
|
that the ResXResourceWriter will generate, however the reader can
|
||||||
|
read any of the formats listed below.
|
||||||
|
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||||||
|
mimetype: application/x-microsoft.net.object.binary.base64
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|
value : The object must be serialized with
|
||||||
|
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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|
: and then encoded with base64 encoding.
|
||||||
|
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|
mimetype: application/x-microsoft.net.object.soap.base64
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|
value : The object must be serialized with
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|
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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|
: and then encoded with base64 encoding.
|
||||||
|
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||||||
|
mimetype: application/x-microsoft.net.object.bytearray.base64
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|
value : The object must be serialized into a byte array
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|
: using a System.ComponentModel.TypeConverter
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||||||
|
: and then encoded with base64 encoding.
|
||||||
|
-->
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||||||
|
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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||||||
|
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
||||||
|
<xsd:element name="root" msdata:IsDataSet="true">
|
||||||
|
<xsd:complexType>
|
||||||
|
<xsd:choice maxOccurs="unbounded">
|
||||||
|
<xsd:element name="metadata">
|
||||||
|
<xsd:complexType>
|
||||||
|
<xsd:sequence>
|
||||||
|
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||||
|
</xsd:sequence>
|
||||||
|
<xsd:attribute name="name" use="required" type="xsd:string" />
|
||||||
|
<xsd:attribute name="type" type="xsd:string" />
|
||||||
|
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||||
|
<xsd:attribute ref="xml:space" />
|
||||||
|
</xsd:complexType>
|
||||||
|
</xsd:element>
|
||||||
|
<xsd:element name="assembly">
|
||||||
|
<xsd:complexType>
|
||||||
|
<xsd:attribute name="alias" type="xsd:string" />
|
||||||
|
<xsd:attribute name="name" type="xsd:string" />
|
||||||
|
</xsd:complexType>
|
||||||
|
</xsd:element>
|
||||||
|
<xsd:element name="data">
|
||||||
|
<xsd:complexType>
|
||||||
|
<xsd:sequence>
|
||||||
|
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||||
|
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
|
||||||
|
</xsd:sequence>
|
||||||
|
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
|
||||||
|
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||||
|
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||||
|
<xsd:attribute ref="xml:space" />
|
||||||
|
</xsd:complexType>
|
||||||
|
</xsd:element>
|
||||||
|
<xsd:element name="resheader">
|
||||||
|
<xsd:complexType>
|
||||||
|
<xsd:sequence>
|
||||||
|
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||||
|
</xsd:sequence>
|
||||||
|
<xsd:attribute name="name" type="xsd:string" use="required" />
|
||||||
|
</xsd:complexType>
|
||||||
|
</xsd:element>
|
||||||
|
</xsd:choice>
|
||||||
|
</xsd:complexType>
|
||||||
|
</xsd:element>
|
||||||
|
</xsd:schema>
|
||||||
|
<resheader name="resmimetype">
|
||||||
|
<value>text/microsoft-resx</value>
|
||||||
|
</resheader>
|
||||||
|
<resheader name="version">
|
||||||
|
<value>2.0</value>
|
||||||
|
</resheader>
|
||||||
|
<resheader name="reader">
|
||||||
|
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||||
|
</resheader>
|
||||||
|
<resheader name="writer">
|
||||||
|
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||||
|
</resheader>
|
||||||
|
<metadata name="RefreshTimer.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
|
||||||
|
<value>17, 17</value>
|
||||||
|
</metadata>
|
||||||
|
</root>
|
||||||
142
BasicProjectionRenderer/BasicProjectionRenderer/Mesh.cs
Normal file
142
BasicProjectionRenderer/BasicProjectionRenderer/Mesh.cs
Normal file
@ -0,0 +1,142 @@
|
|||||||
|
using Nerd_STF.Mathematics;
|
||||||
|
using Nerd_STF.Mathematics.Algebra;
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.IO;
|
||||||
|
|
||||||
|
namespace BasicProjectionRenderer;
|
||||||
|
|
||||||
|
public record class Line(int IndA, int IndB) : IEquatable<Line>
|
||||||
|
{
|
||||||
|
public virtual bool Equals(Line? other)
|
||||||
|
{
|
||||||
|
if (other is null) return false;
|
||||||
|
return (IndA == other.IndA && IndB == other.IndB) ||
|
||||||
|
(IndA == other.IndB && IndB == other.IndA);
|
||||||
|
}
|
||||||
|
public override int GetHashCode() => base.GetHashCode();
|
||||||
|
}
|
||||||
|
public record class Face(int IndA, int IndB, int IndC);
|
||||||
|
|
||||||
|
public class Mesh
|
||||||
|
{
|
||||||
|
public required Float3[] points;
|
||||||
|
public required Line[] lines;
|
||||||
|
public required Face[] faces;
|
||||||
|
|
||||||
|
public Float3 Location { get; set; } = (0, 0, 0);
|
||||||
|
public (Angle, Angle, Angle) Rotation
|
||||||
|
{
|
||||||
|
get => _rotation;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (_rotation != value)
|
||||||
|
{
|
||||||
|
_rotation = value;
|
||||||
|
CalculateRotationMatrix();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
public Float3 Scale { get; set; } = (1, 1, 1);
|
||||||
|
|
||||||
|
private readonly Dictionary<int, Float3> _pointCache = [];
|
||||||
|
private (Angle, Angle, Angle) _rotation = (Angle.Zero, Angle.Zero, Angle.Zero);
|
||||||
|
private Matrix3x3 _rotMatrix = Matrix3x3.Identity;
|
||||||
|
|
||||||
|
private void CalculateRotationMatrix()
|
||||||
|
{
|
||||||
|
double radX = _rotation.Item1.Radians,
|
||||||
|
radY = _rotation.Item2.Radians,
|
||||||
|
radZ = _rotation.Item3.Radians;
|
||||||
|
|
||||||
|
(double cosX, double sinX) = (MathE.Cos(radX), MathE.Sin(radX));
|
||||||
|
(double cosY, double sinY) = (MathE.Cos(radY), MathE.Sin(radY));
|
||||||
|
(double cosZ, double sinZ) = (MathE.Cos(radZ), MathE.Sin(radZ));
|
||||||
|
Matrix3x3 rotX = new([
|
||||||
|
[ 1, 0, 0 ],
|
||||||
|
[ 0, cosX, -sinX ],
|
||||||
|
[ 0, sinX, cosX ]
|
||||||
|
]);
|
||||||
|
Matrix3x3 rotY = new([
|
||||||
|
[ cosY, 0, sinY ],
|
||||||
|
[ 0, 1, 0 ],
|
||||||
|
[ -sinY, 0, cosY ]
|
||||||
|
]);
|
||||||
|
Matrix3x3 rotZ = new([
|
||||||
|
[ cosZ, -sinZ, 0 ],
|
||||||
|
[ sinZ, cosZ, 0 ],
|
||||||
|
[ 0, 0, 1 ]
|
||||||
|
]);
|
||||||
|
_rotMatrix = rotX * rotY * rotZ;
|
||||||
|
_pointCache.Clear();
|
||||||
|
Array.Sort(faces, SortFace);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Float3 GetPoint(int index)
|
||||||
|
{
|
||||||
|
if (_pointCache.TryGetValue(index, out Float3 cached)) return cached;
|
||||||
|
|
||||||
|
Float3 p = points[index];
|
||||||
|
p = _rotMatrix * p;
|
||||||
|
p *= Scale;
|
||||||
|
p += Location;
|
||||||
|
_pointCache.Add(index, p);
|
||||||
|
|
||||||
|
return p;
|
||||||
|
}
|
||||||
|
|
||||||
|
private int SortFace(Face f1, Face f2)
|
||||||
|
{
|
||||||
|
Float3 f1a = GetPoint(f1.IndA), f2a = GetPoint(f2.IndA),
|
||||||
|
f1b = GetPoint(f1.IndB), f2b = GetPoint(f2.IndB),
|
||||||
|
f1c = GetPoint(f1.IndC), f2c = GetPoint(f2.IndC);
|
||||||
|
Float3 avg1 = (f1a + f1b + f1c) / 3,
|
||||||
|
avg2 = (f2a + f2b + f2c) / 3;
|
||||||
|
return avg1.z.CompareTo(avg2.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static Mesh FromObj(Stream data)
|
||||||
|
{
|
||||||
|
StreamReader reader = new(data, leaveOpen: true);
|
||||||
|
string? line;
|
||||||
|
List<Float3> points = [];
|
||||||
|
List<Line> lines = [];
|
||||||
|
List<Face> faces = [];
|
||||||
|
while ((line = reader.ReadLine()) is not null)
|
||||||
|
{
|
||||||
|
line = line.Trim();
|
||||||
|
if (line.StartsWith('#')) continue;
|
||||||
|
|
||||||
|
string[] parts = line.Split(' ');
|
||||||
|
switch (parts[0])
|
||||||
|
{
|
||||||
|
case "v":
|
||||||
|
points.Add((double.Parse(parts[1]), double.Parse(parts[2]), double.Parse(parts[3])));
|
||||||
|
break;
|
||||||
|
|
||||||
|
case "f":
|
||||||
|
int indA = int.Parse(parts[1]) - 1,
|
||||||
|
indB = int.Parse(parts[2]) - 1,
|
||||||
|
indC = int.Parse(parts[3]) - 1;
|
||||||
|
|
||||||
|
/*Line l1 = new(indA, indB), l2 = new(indB, indC), l3 = new(indC, indA);
|
||||||
|
if (!lines.Contains(l1)) lines.Add(l1);
|
||||||
|
if (!lines.Contains(l2)) lines.Add(l2);
|
||||||
|
if (!lines.Contains(l3)) lines.Add(l3);*/
|
||||||
|
|
||||||
|
faces.Add(new(indA, indB, indC));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
reader.Close();
|
||||||
|
Console.WriteLine($"{points.Count} verts, {lines.Count} edges, {faces.Count} faces");
|
||||||
|
return new()
|
||||||
|
{
|
||||||
|
points = [.. points],
|
||||||
|
lines = [.. lines],
|
||||||
|
faces = [.. faces]
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
public override int GetHashCode() => points.GetHashCode();
|
||||||
|
}
|
||||||
33
BasicProjectionRenderer/BasicProjectionRenderer/Program.cs
Normal file
33
BasicProjectionRenderer/BasicProjectionRenderer/Program.cs
Normal file
@ -0,0 +1,33 @@
|
|||||||
|
/**********722871**********
|
||||||
|
* Date: 2/19/2025
|
||||||
|
* Programmer: Kyle Gilbert
|
||||||
|
* Program Name: BasicProjectionRenderer
|
||||||
|
* Program Description: Renders an OBJ file in orthographic view. All code
|
||||||
|
* (even the matrix multiplication) is my own.
|
||||||
|
**************************/
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using System.IO;
|
||||||
|
using System.Windows.Forms;
|
||||||
|
|
||||||
|
namespace BasicProjectionRenderer;
|
||||||
|
|
||||||
|
public static class Program
|
||||||
|
{
|
||||||
|
[STAThread]
|
||||||
|
public static void Main()
|
||||||
|
{
|
||||||
|
Application.SetCompatibleTextRenderingDefault(false);
|
||||||
|
Application.SetHighDpiMode(HighDpiMode.PerMonitorV2);
|
||||||
|
|
||||||
|
string path = "cube.obj";
|
||||||
|
FileStream fs = new(path, FileMode.Open);
|
||||||
|
Mesh obj = Mesh.FromObj(fs);
|
||||||
|
fs.Close();
|
||||||
|
Form1 form = new()
|
||||||
|
{
|
||||||
|
Mesh = obj
|
||||||
|
};
|
||||||
|
Application.Run(form);
|
||||||
|
}
|
||||||
|
}
|
||||||
11
README.md
11
README.md
@ -31,17 +31,22 @@ I have about 1-2 weeks for each project. Check the Git commits for specific date
|
|||||||
- A small game I made in like 2 hours. Using a list of words, it picks one at random and the user has to type it out.
|
- A small game I made in like 2 hours. Using a list of words, it picks one at random and the user has to type it out.
|
||||||
- It has a one-minute timer, and highlights the letters you got right.
|
- It has a one-minute timer, and highlights the letters you got right.
|
||||||
- Shows results as characters per minute, words per minute, and accuracy percentage at the end.
|
- Shows results as characters per minute, words per minute, and accuracy percentage at the end.
|
||||||
- AirTrajectoryBuilder
|
- AirTrajectoryBuilder/
|
||||||
- A program I wrote that simulates the air trajectory of a projectile. Finished a while ago.
|
- A program I wrote that simulates the air trajectory of a projectile. Finished a while ago.
|
||||||
- Create a `.sce` file (a somewhat easy to use plain text format)
|
- Create a `.sce` file (a somewhat easy to use plain text format)
|
||||||
- Nice colors for each object. Scales seamlessly with a higher DPI.
|
- Nice colors for each object. Scales seamlessly with a higher DPI.
|
||||||
- Sweeps possible angles and speeds to try and find the path that brings the ball closest to the end point.
|
- Sweeps possible angles and speeds to try and find the path that brings the ball closest to the end point.
|
||||||
- Fractal Visualizer
|
- Fractal Visualizer/
|
||||||
- A program that can be used to visualize fractals.
|
- A program that can be used to visualize fractals.
|
||||||
- Allows you to zoom in and drag the screen around in real time.
|
- Allows you to zoom in and drag the screen around in real time.
|
||||||
- Renders in multiple resolution scales so as to be as responsive as possible. Upscales over time.
|
- Renders in multiple resolution scales so as to be as responsive as possible. Upscales over time.
|
||||||
- Currently does the mandlebrot set. It has support for any complex iterative fractal, but you have to code it yourself.
|
- Currently does the mandlebrot set. It has support for any complex iterative fractal, but you have to code it yourself.
|
||||||
- Ciphers
|
- Ciphers/
|
||||||
- Command-line tool that enciphers and deciphers text.
|
- Command-line tool that enciphers and deciphers text.
|
||||||
- Small thing. Not super good. I used it to complete homework for a different class.
|
- Small thing. Not super good. I used it to complete homework for a different class.
|
||||||
- Uses an argument parsing library I also wrote.
|
- Uses an argument parsing library I also wrote.
|
||||||
|
- BasicProjectionRenderer/
|
||||||
|
- A program that parses and renders an OBJ file.
|
||||||
|
- Not super optimized, but I've made a few tweaks to speed it up.
|
||||||
|
- All calculations are my own, from sin and cosine to matrix multiplication.
|
||||||
|
- Math code comes from a library I wrote, Nerd_STF.
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user