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February 11, 2020 08:40
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Clean cobwesh meshes in three js and Rhino C#.
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Mesh M = new Mesh(); | |
int axis_divisions = 100; | |
int height_divisions = 200; | |
M.Vertices.Capacity = axis_divisions * height_divisions; | |
M.Faces.Capacity = 2 * (axis_divisions * (height_divisions - 1)); | |
for (int th = 0; th < axis_divisions; th++) | |
{ | |
double x = Math.Cos(2.0 * Math.PI * th / (double) axis_divisions); | |
double y = Math.Sin(2.0 * Math.PI * th / (double) axis_divisions); | |
for (int h = 0; h < height_divisions; h++) | |
{ | |
double z = (0.1 + (double) h / (double) (height_divisions - 1)) / 1.1; | |
M.Vertices.Add(z * x, z * y, 0); | |
} | |
} | |
for (int th = 0; th < axis_divisions; th++) | |
{ | |
for (int h = 1; h < height_divisions; h++) | |
{ | |
M.Faces.AddFace( | |
((th + 0) % axis_divisions) * height_divisions + (h - 1), | |
((th + 1) % axis_divisions) * height_divisions + (h - 1), | |
((th + 0) % axis_divisions) * height_divisions + (h + 0) | |
); | |
M.Faces.AddFace( | |
((th + 1) % axis_divisions) * height_divisions + (h - 1), | |
((th + 1) % axis_divisions) * height_divisions + (h + 0), | |
((th + 0) % axis_divisions) * height_divisions + (h + 0) | |
); | |
} | |
} |
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var M = new THREE.Geometry(); | |
var axis_divisions = 100; | |
var height_divisions = 200; | |
for (var th = 0; th < axis_divisions; th++) | |
{ | |
var x = Math.cos(2.0 * Math.PI * th / axis_divisions); | |
var y = Math.sin(2.0 * Math.PI * th / axis_divisions); | |
for (var h = 0; h < height_divisions; h++) | |
{ | |
var z = (0.1 + h / (height_divisions - 1)) / 1.1; | |
M.vertices.push(new THREE.Vector3(z * x, z * y, 0)); | |
} | |
} | |
for (th = 0; th < axis_divisions; th++) | |
{ | |
for (h = 1; h < height_divisions; h++) | |
{ | |
M.faces.push( | |
new THREE.Face3( | |
((th + 0) % axis_divisions) * height_divisions + (h - 1), | |
((th + 1) % axis_divisions) * height_divisions + (h - 1), | |
((th + 0) % axis_divisions) * height_divisions + (h + 0) | |
)); | |
M.faces.push( | |
new THREE.Face3( | |
((th + 1) % axis_divisions) * height_divisions + (h - 1), | |
((th + 1) % axis_divisions) * height_divisions + (h + 0), | |
((th + 0) % axis_divisions) * height_divisions + (h + 0) | |
)); | |
} | |
} |
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