Normal() public méthode

public Normal ( float v ) : void
v float
Résultat void
        protected override void RenderContent(GraphicsInterface gi)
        {
            int p1, p2, p3;

            for (int i = 0; i < triangles.Length; i++)
            {
                p1 = triangles[i].p1;
                p2 = triangles[i].p2;
                p3 = triangles[i].p3;

                gi.Color(1, 1, 1, 0.95f);
                gi.Drawing.Triangles.Begin();
                gi.Normal(normals[p1]);
                gi.TexCoord(uvMap[p1, 0], uvMap[p1, 1]);
                gi.Vertex(positions[p1]);

                gi.Normal(normals[p2]);
                gi.TexCoord(uvMap[p2, 0], uvMap[p2, 1]);
                gi.Vertex(positions[p2]);

                gi.Normal(normals[p3]);
                gi.TexCoord(uvMap[p3, 0], uvMap[p3, 1]);
                gi.Vertex(positions[p3]);

                gi.Drawing.Triangles.End();
            }
        }
Exemple #2
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    protected override void RenderContent(GraphicsInterface gi)
    {
        gi.Normal(0, 0, 1);

        gi.Begin(BeginMode.Lines);
        gi.Vertex(fxbase, fybase - 5, fzbase);
        gi.Vertex(fxbase, fybase + fHeight * fSize + 0.5f, fzbase);
        gi.End();
    }
Exemple #3
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        protected override void RenderContent(GraphicsInterface gi)
        {
            int i, j;
            float theta, phi, theta1;
            float cosTheta, sinTheta;
            float cosTheta1, sinTheta1;
            float ringDelta, sideDelta;

            ringDelta = (float)(2.0f * Math.PI / fRings);
            sideDelta = (float)(2.0f * Math.PI / fSides);

            theta = 0.0f;
            cosTheta = 1.0f;
            sinTheta = 0.0f;

            for (i = fRings - 1; i >= 0; i--)
            {
                theta1 = theta + ringDelta;
                cosTheta1 = (float)Math.Cos(theta1);
                sinTheta1 = (float)Math.Sin(theta1);
                gi.Drawing.QuadStrip.Begin();

                phi = 0.0f;

                for (j = fSides; j >= 0; j--)
                {
                    float cosPhi, sinPhi, dist;

                    phi += sideDelta;
                    cosPhi = (float)Math.Cos(phi);
                    sinPhi = (float)Math.Sin(phi);
                    dist = fOuterRadius + fInnerRadius * cosPhi;

                    gi.Normal(cosTheta1 * cosPhi, -sinTheta1 * cosPhi, sinPhi);
                    gi.Vertex(cosTheta1 * dist, -sinTheta1 * dist, fInnerRadius * sinPhi);
                    gi.Normal(cosTheta * cosPhi, -sinTheta * cosPhi, sinPhi);
                    gi.Vertex(cosTheta * dist, -sinTheta * dist, fInnerRadius * sinPhi);
                }
                gi.Drawing.QuadStrip.End();
                theta = theta1;
                cosTheta = cosTheta1;
                sinTheta = sinTheta1;
            }
        }
Exemple #4
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        protected override void  RenderContent(GraphicsInterface gi)
        {
            int i;

            for (i = 5; i >= 0; i--) 
            {
                if (fStyle == CubeStyle.Solid)
                    gi.Drawing.Quads.Begin();
                else
                    gi.Drawing.LineLoop.Begin();

                gi.Normal(n[i]);
                //gl.glNormal3fv(n[i]);
                gi.Vertex3(v[faces[i][0]]);
                gi.Vertex3(v[faces[i][1]]);
                gi.Vertex3(v[faces[i][2]]);
                gi.Vertex3(v[faces[i][3]]);

                if (fStyle == CubeStyle.Solid)
                    gi.Drawing.Quads.End();
                else
                    gi.Drawing.LineLoop.End();
            }
        }
Exemple #5
0
    void RenderInsideRadiusCylinder(GraphicsInterface gi)
    {
        float angle;

        // draw inside radius cylinder
        for (int i = 0; i <= fTeeth; i++)
        {
            angle = i * 2.0f * (float)Math.PI / fTeeth;
            gi.Drawing.Lines.Begin();

            gi.Normal(-(float)Math.Cos(angle), -(float)Math.Sin(angle), 0.0f);
            gi.Vertex(r0 * (float)Math.Cos(angle), r0 * (float)Math.Sin(angle), -fWidth * 0.5f);
            gi.Vertex(r0 * (float)Math.Cos(angle), r0 * (float)Math.Sin(angle), fWidth * 0.5f);
            gi.Vertex(r0 * (float)Math.Cos(angle), r0 * (float)Math.Sin(angle), -fWidth * 0.5f);
            gi.Vertex(r0 * (float)Math.Cos(angle + 4 * da), r0 * (float)Math.Sin(angle + 4 * da), -fWidth * 0.5f);
            gi.Vertex(r0 * (float)Math.Cos(angle), r0 * (float)Math.Sin(angle), fWidth * 0.5f);
            gi.Vertex(r0 * (float)Math.Cos(angle + 4 * da), r0 * (float)Math.Sin(angle + 4 * da), fWidth * 0.5f);
            gi.Drawing.Lines.End();
        }

    }