Example #1
0
 public Polygon(Vector3 v1, Vector3 v2, Vector3 v3) : base()
 {
     Pivot          = Pivot.BasePivot(v1);
     GlobalVertices = new[] { v1, v2, v3 };
     LocalVertices  = GlobalVertices.Select(v => Pivot.ToLocalCoords(v)).ToArray();
     Indexes        = new[] { 0, 1, 2 };
 }
Example #2
0
        public Thor(Vector3 center, float radius1, float radius2, int frequency1, int frequency2) : base()
        {
            Pivot          = Pivot.BasePivot(center);
            GlobalVertices = new Vector3[frequency1 * frequency2];
            Indexes        = new int[frequency1 * frequency2 * 6];
            Normals        = new Vector3[frequency1 * frequency2];
            NormalIndexes  = new int[Indexes.Length];

            var step1   = (float)Math.PI * 2 / frequency1;
            var step2   = (float)Math.PI * 2 / frequency2;
            var rPivot1 = Pivot.BasePivot(center);

            for (int i = 0; i < frequency1; i++)
            {
                var rPivot2 = new Pivot(rPivot1.Center + rPivot1.XAxis * radius1, rPivot1.XAxis, rPivot1.YAxis, rPivot1.ZAxis);
                for (int g = 0; g < frequency2; g++)
                {
                    var global = GlobalVertices[i * frequency2 + g] = rPivot2.ToGlobalCoords(Vector3.UnitX * radius2);
                    rPivot2.Rotate(step2, Axis.Z);
                }
                rPivot1.Rotate(step1, Axis.Y);
            }

            for (int i = 0; i < frequency1 - 1; i++)
            {
                for (int g = 0; g < frequency2 - 1; g++)
                {
                    int k  = (i * frequency2 + g) * 6;
                    int i1 = Indexes[k] = i * frequency2 + g;
                    int i2 = Indexes[k + 1] = i * frequency2 + g + 1;
                    int i3 = Indexes[k + 2] = (i + 1) * frequency2 + g;
                    int i4 = Indexes[k + 3] = i * frequency2 + g + 1;
                    int i5 = Indexes[k + 4] = (i + 1) * frequency2 + g + 1;
                    int i6 = Indexes[k + 5] = (i + 1) * frequency2 + g;


                    var normal = VectorMath.GetNormal(GlobalVertices[i4], GlobalVertices[i5], GlobalVertices[i6]);

                    Normals[i * frequency2 + g] = normal;

                    NormalIndexes[(i * frequency2 + g) * 6]                         =
                        NormalIndexes[(i * frequency2 + g) * 6 + 1]                 =
                            NormalIndexes[(i * frequency2 + g) * 6 + 2]             =
                                NormalIndexes[(i * frequency2 + g) * 6 + 3]         =
                                    NormalIndexes[(i * frequency2 + g) * 6 + 4]     =
                                        NormalIndexes[(i * frequency2 + g) * 6 + 5] = i * frequency2 + 1;
                }
            }
            LocalVertices = GlobalVertices.Select(v => Pivot.ToLocalCoords(v)).ToArray();
        }
Example #3
0
        public Cube(Vector3 center, float sideLen) : base()
        {
            Pivot = Pivot.BasePivot(center);
            var delta = new float[] { -sideLen / 2, sideLen / 2 };

            GlobalVertices = delta.SelectMany(n => delta.SelectMany(n1 => delta.Select(n2 => center + new Vector3(n, n1, n2)))).ToArray();
            LocalVertices  = GlobalVertices.Select(v => Pivot.ToLocalCoords(v)).ToArray();
            Indexes        = new int[]
            {
                1, 3, 2,    //Poly1
                1, 0, 2,    //Poly2
                5, 7, 6,
                5, 4, 6,
                1, 0, 4,
                1, 5, 4,
                3, 2, 6,
                3, 7, 6,
                1, 3, 7,
                1, 5, 7,
                0, 2, 6,
                0, 4, 6
            };
            Texture              = null;
            TextureCoords        = null;
            TextureCoordsIndexes = null;
            Normals              = new Vector3[]
            {
                new Vector3(-1, 0, 0), //0
                new Vector3(1, 0, 0),  //1
                new Vector3(0, 1, 0),  //2
                new Vector3(0, -1, 0), //3
                new Vector3(0, 0, 1),  //4
                new Vector3(0, 0, -1), //5
            };
            NormalIndexes = new int[]
            {
                0, 0, 0,
                0, 0, 0,
                1, 1, 1,
                1, 1, 1,
                3, 3, 3,
                3, 3, 3,
                2, 2, 2,
                2, 2, 2,
                4, 4, 4,
                4, 4, 4,
                5, 5, 5,
                5, 5, 5
            };
        }