Beispiel #1
0
        public Face(NObject parent)
        {
            this.Parent = parent;
            Adjacent    = new Face[Parent.Point.Length];
            AdjacentIdx = new UInt16[Parent.Point.Length];

            Offset = new SerializableVector3[4];
        }
Beispiel #2
0
 // to should be a standardized position created by comparing from(if it exists), the ray cast, and the ray hit
 public QuadWall(NObject fromObject, Vector3 from, Vector3 to) : this()
 {
     // Set two points to match the nearest two on the object we are starting from
     // Only using indices 0 and 1 is important, because correcting quad rotational
     // traversal order is done by swapping 3 and 4 to create order 1, 2, 3, 4
     NPoint[] adjacent = fromObject.ClosestPair(from).ToArray();
     this.Point[0] = adjacent[0];
     this.Point[1] = adjacent[1];
 }