Итак, лучшее, что я придумал, включает в себя создание множества, множества и множества маленьких треугольников, соединяющих все точки, например так (XAML остается прежним):
using HelixToolkit.Wpf;
using System;
using System.Collections.Generic;
using System.Windows;
using System.Windows.Media;
using System.Windows.Media.Media3D;
namespace _3D_Geometry_Test
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
const int NUM_SPLINES = 11;
const int NUM_SPARS = 10;
static Vector3D xAxis = new Vector3D(1, 0, 0);
/// <summary>
/// Creates the window.
/// </summary>
public MainWindow()
{
InitializeComponent();
MakeBlades3();
}
/// <summary>
/// Makes the blades.
/// </summary>
public void MakeBlades3()
{
var splines = GetSplines();
var spars = GetSpars();
MeshBuilder builder = new MeshBuilder(true, true);
for (int i = 0; i < splines.Length; i++)
{
var currSpline = splines[i];
if (i < splines.Length - 1)
{
var nextSpline = splines[i + 1];
for (int j = 0; j < currSpline.Count; j++)
{
Point3D currPoint = currSpline[j];
Point3D pt1, pt2;
Find2NN(currPoint, nextSpline, out pt1, out pt2);
builder.AddTriangle(currPoint, pt1, pt2);
if (j > 0)
{
Point3D prevPoint = currSpline[j - 1];
Point3D pt3 = FindNN(currPoint, prevPoint, nextSpline);
builder.AddTriangle(currPoint, prevPoint, pt3);
}
if (j < currSpline.Count - 1)
{
Point3D nextPoint = currSpline[j + 1];
Point3D pt3 = FindNN(currPoint, nextPoint, nextSpline);
builder.AddTriangle(currPoint, nextPoint, pt3);
}
}
}
if (i > 0)
{
var prevSpline = splines[i - 1];
for (int j = 0; j < currSpline.Count; j++)
{
Point3D currPoint = currSpline[j];
Point3D pt1, pt2;
Find2NN(currPoint, prevSpline, out pt1, out pt2);
builder.AddTriangle(currPoint, pt1, pt2);
if (j > 0)
{
Point3D prevPoint = currSpline[j - 1];
Point3D pt3 = FindNN(currPoint, prevPoint, prevSpline);
builder.AddTriangle(currPoint, prevPoint, pt3);
}
if (j < currSpline.Count - 1)
{
Point3D nextPoint = currSpline[j + 1];
Point3D pt3 = FindNN(currPoint, nextPoint, prevSpline);
builder.AddTriangle(currPoint, nextPoint, pt3);
}
}
}
}
bladePlot.MeshGeometry = builder.ToMesh();
}
/// <summary>
/// Finds the point in the input list of points that is closest to the two input points (Euclidean distance).
/// </summary>
/// <param name="origPoint1">The first point.</param>
/// <param name="origPoint2">The second point.</param>
/// <param name="listOfPoints">The list of points to find the nearest one in <note type="note">For the sake of speed, this should be a DISTINCT list (no duplicates).</note>.</param>
/// <returns>The point in <paramref name="listOfPoints"/> that is closest to <paramref name="origPoint1"/> and <paramref name="origPoint2"/> (Euclidean distance).</returns>
private Point3D FindNN(Point3D origPoint1, Point3D origPoint2, List<Point3D> listOfPoints)
{
Point3D result = listOfPoints[0];
var dist = EuclidDist(origPoint1, result) + EuclidDist(origPoint2, result);
for (int i = 1; i < listOfPoints.Count;i++)
{
var dist2 = EuclidDist(origPoint1, listOfPoints[i]) + EuclidDist(origPoint2, listOfPoints[i]);
if (dist2 < dist)
{
dist = dist2;
result = listOfPoints[i];
}
}
return result;
}
/// <summary>
/// Find the 2 nearest neighbors of the specified point (based on Euclidean distance).
/// </summary>
/// <param name="origPoint">The original point.</param>
/// <param name="listOfPoints">A list of points to find the two nearest-neighbors from. <note type="note">For the sake of speed, this should be a DISTINCT list (no duplicates).</note></param>
/// <param name="pt1">First nearest neighboring point (output).</param>
/// <param name="pt2">Second nearest neighboring point (output).</param>
private void Find2NN(Point3D origPoint, List<Point3D> listOfPoints, out Point3D pt1, out Point3D pt2)
{
pt1 = new Point3D();
pt2 = new Point3D();
List<Point3D> temp = new List<Point3D>(listOfPoints);
pt1 = temp[0];
var dist = EuclidDist(origPoint, pt1);
for (int i = 1; i < temp.Count; i++)
{
var dist2 = EuclidDist(origPoint, temp[i]);
if (dist2 < dist)
{
dist = dist2;
pt1 = temp[i];
}
}
temp.Remove(pt1);
pt2 = temp[0];
dist = EuclidDist(origPoint, pt2);
for (int i = 1; i < temp.Count; i++)
{
var dist2 = EuclidDist(origPoint, temp[i]);
if (dist2 < dist)
{
dist = dist2;
pt2 = temp[i];
}
}
}
/// <summary>
/// Calculates the Euclidean distance between the two input points.
/// </summary>
/// <param name="pt1">The first point.</param>
/// <param name="pt2">The second point.</param>
/// <returns>The Euclidean distance between <paramref name="pt1"/> and <paramref name="pt2"/>.</returns>
private double EuclidDist(Point3D pt1, Point3D pt2)
{
double deltaX = pt1.X - pt2.X;
double deltaY = pt1.Y - pt2.Y;
double deltaZ = pt1.Z - pt2.Z;
return Math.Sqrt(deltaX * deltaX + deltaY * deltaY + deltaZ * deltaZ);
}
}
}
Полученное изображение выглядит следующим образом:
Это определенно улучшение по сравнению с каркасом, но оно все еще не очень гладкое (не уверен, что это видно на моем опубликованном изображении), и я убежден, что должно быть лучшее решение, поэтому я оставлю это без ответа. на данный момент. Просто публикую свое (временное) решение на случай, если оно кому-нибудь поможет.
person
Eliza Bennet
schedule
13.01.2017