161 lines
5.8 KiB
C#

//
// ModelVertex.cs - represents a vertex in a 3D model
//
// Author:
// Michael Becker <alcexhim@gmail.com>
//
// Copyright (c) 2013-2020 Mike Becker's Software
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
using System.Collections.ObjectModel;
namespace UniversalEditor.ObjectModels.Multimedia3D.Model
{
/// <summary>
/// Represents a vertex in a 3D model.
/// </summary>
public class ModelVertex
{
public class ModelVertexCollection : Collection<ModelVertex>
{
}
public ModelVertex()
{
}
public ModelVertex(float vx, float vy, float vz)
{
Position = new PositionVector3(vx, vy, vz);
OriginalPosition = new PositionVector3(vx, vy, vz);
}
public ModelVertex(double vx, double vy, double vz)
{
Position = new PositionVector3(vx, vy, vz);
OriginalPosition = new PositionVector3(vx, vy, vz);
}
public ModelVertex(float vx, float vy, float vz, float tu, float tv)
{
Position = new PositionVector3(vx, vy, vz);
OriginalPosition = new PositionVector3(vx, vy, vz);
Texture = new TextureVector2(tu, tv);
}
public ModelVertex(double vx, double vy, double vz, double tu, double tv)
{
Position = new PositionVector3(vx, vy, vz);
OriginalPosition = new PositionVector3(vx, vy, vz);
Texture = new TextureVector2(tu, tv);
}
public ModelVertex(float vx, float vy, float vz, float nx, float ny, float nz)
{
Position = new PositionVector3(vx, vy, vz);
OriginalPosition = new PositionVector3(vx, vy, vz);
Normal = new PositionVector3(nx, ny, nz);
OriginalNormal = new PositionVector3(nx, ny, nz);
}
public ModelVertex(double vx, double vy, double vz, double nx, double ny, double nz)
{
Position = new PositionVector3(vx, vy, vz);
OriginalPosition = new PositionVector3(vx, vy, vz);
Normal = new PositionVector3(nx, ny, nz);
OriginalNormal = new PositionVector3(nx, ny, nz);
}
public ModelVertex(float vx, float vy, float vz, float tu, float tv, float nx, float ny, float nz)
{
Position = new PositionVector3(vx, vy, vz);
OriginalPosition = new PositionVector3(vx, vy, vz);
Texture = new TextureVector2(tu, tv);
Normal = new PositionVector3(nx, ny, nz);
OriginalNormal = new PositionVector3(nx, ny, nz);
}
public ModelVertex(double vx, double vy, double vz, double tu, double tv, double nx, double ny, double nz)
{
Position = new PositionVector3(vx, vy, vz);
OriginalPosition = new PositionVector3(vx, vy, vz);
Texture = new TextureVector2(tu, tv);
Normal = new PositionVector3(nx, ny, nz);
OriginalNormal = new PositionVector3(nx, ny, nz);
}
/// <summary>
/// Gets or sets the primary bone associated with this <see cref="ModelVertex" />.
/// </summary>
/// <value>The primary bone associated with this <see cref="ModelVertex" />.</value>
public ModelBone Bone0 { get; set; } = null;
/// <summary>
/// Gets or sets the secondary bone associated with this <see cref="ModelVertex" />.
/// </summary>
/// <value>The secondary bone associated with this <see cref="ModelVertex" />.</value>
public ModelBone Bone1 { get; set; } = null;
public PositionVector3 Position { get; set; } = default(PositionVector3);
public PositionVector3 Normal { get; set; } = default(PositionVector3);
public TextureVector2 Texture { get; set; } = default(TextureVector2);
/// <summary>
/// Gets or sets the weight of the primary bone attached to this <see cref="ModelVertex" />.
/// </summary>
/// <value>The weight of the primary bone attached to this <see cref="ModelVertex" />.</value>
public float Bone0Weight { get; set; } = 1.0f;
/// <summary>
/// Gets or sets the weight of the secondary bone attached to this <see cref="ModelVertex" />.
/// </summary>
/// <value>The weight of the secondary bone attached to this <see cref="ModelVertex" />.</value>
public float Bone1Weight
{
get { return 1.0f - Bone0Weight; }
set { Bone0Weight = 1.0f - value; }
}
/// <summary>
/// Gets or sets a value indicating whether this <see cref="ModelVertex"/> participates in edge detection for toon rendering.
/// </summary>
/// <value><c>true</c> if this <see cref="ModelVertex" /> participates in edge detection for toon rendering; otherwise, <c>false</c>.</value>
public bool EdgeFlag { get; set; } = false;
public object Clone()
{
return new ModelVertex
{
Bone0 = (Bone0.Clone() as ModelBone),
Bone1 = (Bone1.Clone() as ModelBone),
EdgeFlag = EdgeFlag,
Normal = Normal,
Position = Position,
Texture = Texture,
Bone0Weight = Bone0Weight
};
}
/// <summary>
/// Gets or sets the original position of the vertex before any transformations have been applied.
/// </summary>
/// <value>The original position of the vertex before any transformations have been applied.</value>
public PositionVector3 OriginalPosition { get; set; }
/// <summary>
/// Gets or sets the original normal of the vertex before any transformations have been applied.
/// </summary>
/// <value>The original normal of the vertex before any transformations have been applied.</value>
public PositionVector3 OriginalNormal { get; set; }
/// <summary>
/// Resets the position and normal of the vertex to their original values.
/// </summary>
public void Reset()
{
Position = OriginalPosition;
Normal = OriginalNormal;
}
}
}