public static Geometry Process(Geometry geometry) { FlipFaces reverse = new FlipFaces(); reverse.Input = geometry; return(reverse.Output()); }
public Geometry Output() { // Top var top = new Square(); top.Center = new Vector3(Center.x, Center.y + Size.y/2, Center.z); top.Size = new Vector2(Size.x, Size.z); top.Surface = Surface.Triangulate; // Bottom var bottom = new TransformGeometry(top.Output()); bottom.Position = new Vector3(0f, -Size.y, 0f); // Right wall var right = new Square(); right.Orientation = OrientationPreset.ZY; right.Center = new Vector3(Center.x + Size.x/2, Center.y, Center.z); right.Size = new Vector2(Size.z, Size.y); right.Surface = Surface.Triangulate; // Left wall var left = new TransformGeometry(right.Output()); left.Position = new Vector3(-Size.x, 0f, 0f); // Front wall var front = new Square(); front.Orientation = OrientationPreset.XY; front.Center = new Vector3(Center.x, Center.y, Center.z + Size.z/2); front.Size = new Vector2(Size.x, Size.y); front.Surface = Surface.Triangulate; // Back wall var back = new TransformGeometry(front.Output()); back.Position = new Vector3(0f, 0f, -Size.z); // Merge all sides Merge merge = new Merge(); merge.Input.Add(FlipFaces.Process(bottom.Output())); merge.Input.Add(right.Output()); merge.Input.Add(FlipFaces.Process(left.Output())); merge.Input.Add(front.Output()); merge.Input.Add(FlipFaces.Process(back.Output())); merge.Input.Add(top.Output()); return merge.Output(); }