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PicoGK_Mesh.cs
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PicoGK_Mesh.cs
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//
// SPDX-License-Identifier: Apache-2.0
//
// PicoGK ("peacock") is a compact software kernel for computational geometry,
// specifically for use in Computational Engineering Models (CEM).
//
// For more information, please visit https://picogk.org
//
// PicoGK is developed and maintained by LEAP 71 - © 2023 by LEAP 71
// https://leap71.com
//
// Computational Engineering will profoundly change our physical world in the
// years ahead. Thank you for being part of the journey.
//
// We have developed this library to be used widely, for both commercial and
// non-commercial projects alike. Therefore, we have released it under a
// permissive open-source license.
//
// The foundation of PicoGK is a thin layer on top of the powerful open-source
// OpenVDB project, which in turn uses many other Free and Open Source Software
// libraries. We are grateful to be able to stand on the shoulders of giants.
//
// LEAP 71 licenses this file to you 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, THE SOFTWARE IS
// PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED.
//
// See the License for the specific language governing permissions and
// limitations under the License.
//
using System.Diagnostics;
using System.Numerics;
namespace PicoGK
{
public partial class Mesh
{
/// <summary>
/// Create an empty Mesh
/// </summary>
public Mesh()
{
m_hThis = _hCreate();
Debug.Assert(m_hThis != IntPtr.Zero);
}
/// <summary>
/// Create a mesh from the specified voxels object
/// </summary>
/// <param name="vox">Voxels to create a mesh from</param>
public Mesh(in Voxels vox)
{
m_hThis = _hCreateFromVoxels(vox.m_hThis);
Debug.Assert(m_hThis != IntPtr.Zero);
}
/// <summary>
/// Create a transformed mesh by offsetting and scaling it
/// </summary>
/// <param name="vecScale">Scale the mesh (first step)</param>
/// <param name="vecOffset">Offset the mesh (second step)</param>
/// <returns>A new mesh that has the transformation applied</returns>
public Mesh mshCreateTransformed( Vector3 vecScale,
Vector3 vecOffset)
{
Mesh mshTrans = new Mesh();
for (int n = 0; n < nTriangleCount(); n++)
{
GetTriangle( n,
out Vector3 A,
out Vector3 B,
out Vector3 C);
A *= vecScale.X;
B *= vecScale.Y;
C *= vecScale.Z;
A += vecOffset;
B += vecOffset;
C += vecOffset;
mshTrans.nAddTriangle(A, B, C);
}
return mshTrans;
}
/// <summary>
/// Add a new vertex to the mesh so that it can be used in mesh triangles
/// </summary>
/// <param name="vec">The vertex to add</param>
/// <returns>The index of the vertex (to be used in triangles)</returns>
public int nAddVertex(in Vector3 vec)
{
return _nAddVertex(m_hThis, vec);
}
/// <summary>
/// Get the vertex at the specified index
/// </summary>
/// <param name="nVertex">The vertex index</param>
public Vector3 vecVertexAt(int nVertex)
{
Vector3 vec = new ();
_GetVertex(m_hThis, nVertex, ref vec);
return vec;
}
/// <summary>
/// Get the number of vertices in the mesh
/// </summary>
/// <returns>The number of vertices in the mesh</returns>
public int nVertexCount()
{
return _nVertexCount(m_hThis);
}
/// <summary>
/// Add a triangle to the mesh with the specified vertex indices
/// </summary>
/// <param name="t">Triangle with the vertex indices set to existing vertices</param>
/// <returns>The triangle index of the added triangle</returns>
public int nAddTriangle(in Triangle t)
{
return _nAddTriangle(m_hThis, t);
}
//// <summary>
/// Add a triangle to the mesh with the specified vertex indices
/// </summary>
/// <param name="A">First vertex in the triangle</param>
/// <param name="B">Second vertex in the triangle</param>
/// <param name="C">Third vertex in the triangle</param>
/// <returns>The triangle index of the added triangle in the mesh</returns>
public int nAddTriangle(int A, int B, int C)
{
return nAddTriangle(new Triangle(A, B, C));
}
/// <summary>
/// Return number of triangles in the mesh
/// </summary>
/// <returns>Triangle count in mesh</returns>
public int nTriangleCount()
{
return _nTriangleCount(m_hThis);
}
/// <summary>
/// Add a triangle specified by the three vertices to the mesh
/// First adds the vertices and then the triangle based on the vertex
/// index
/// </summary>
/// <param name="vecA">First vertex of the triangle</param>
/// <param name="vecB">Second vertex of the triangle</param>
/// <param name="vecC">Third vertex of the triangle</param>
/// <returns>The triangle index of the added triangle in the mesh</returns>
public int nAddTriangle( in Vector3 vecA,
in Vector3 vecB,
in Vector3 vecC)
{
int A = nAddVertex(vecA);
int B = nAddVertex(vecB);
int C = nAddVertex(vecC);
return nAddTriangle(new Triangle(A, B, C));
}
/// <summary>
/// Get the triangle with the specified index
/// </summary>
/// <param name="nTriangle">Triangle index in the mesh</param>
public Triangle oTriangleAt(int nTriangle)
{
Triangle t = new();
_GetTriangle( m_hThis,
nTriangle,
ref t);
return t;
}
/// <summary>
/// Get the triangle with the specified index
/// </summary>
/// <param name="nTriangle">Triangle index in the mesh</param>
/// <param name="vecA">First vertex in the triangle</param>
/// <param name="vecB">Second vertex in the triangle</param>
/// <param name="vecC">Third vertex in the triangle</param>
public void GetTriangle( int nTriangle,
out Vector3 vecA,
out Vector3 vecB,
out Vector3 vecC)
{
vecA = new();
vecB = new();
vecC = new();
_GetTriangleV( m_hThis,
nTriangle,
ref vecA,
ref vecB,
ref vecC);
}
/// <summary>
/// Append one mesh to another
/// Note, no deduplication is done
/// and no "boolean"
/// The source mesh remains unchanged
/// </summary>
public void Append(Mesh msh)
{
for (int n=0; n<msh.nTriangleCount(); n++)
{
msh.GetTriangle( n,
out Vector3 vecA,
out Vector3 vecB,
out Vector3 vecC);
nAddTriangle(vecA, vecB, vecC);
}
}
/// <summary>
/// Return the BoundingBox of the Mesh
/// </summary>
/// <returns>BoundingBox of the Mesh</returns>
public BBox3 oBoundingBox()
{
BBox3 oBBox = new BBox3();
_GetBoundingBox(m_hThis, ref oBBox);
return oBBox;
}
}
}