Exemple #1
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        private void PrepareCamera()
        {
            var camera = this.Camera;

            if (camera != null)
            {
                Vertex back  = camera.Position - camera.Target;
                Vertex right = Camera.UpVector.VectorProduct(back);
                Vertex up    = back.VectorProduct(right);
                back.Normalize();
                right.Normalize();
                up.Normalize();

                this.back  = back;
                this.right = right;
                this.up    = up;

                if (this.originalCamera == null)
                {
                    this.originalCamera = new ScientificCamera();
                }
                this.originalCamera.Position = camera.Position;
                this.originalCamera.UpVector = camera.UpVector;
            }
        }
Exemple #2
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		public virtual void Read(BinaryReader stream)
		{
			centre = new Vertex(stream.ReadSingle(), stream.ReadSingle(), stream.ReadSingle());
			directionX = new Vertex(stream.ReadSingle(), stream.ReadSingle(), stream.ReadSingle());
			directionY = new Vertex(stream.ReadSingle(), stream.ReadSingle(), stream.ReadSingle());
			directionZ = new Vertex(stream.ReadSingle(), stream.ReadSingle(), stream.ReadSingle());

			//	The X axis in SharpGL is always (1, 0, 0).

			xAxis = new Vertex(1, 0, 0);
			float angleX = xAxis.ScalarProduct(directionX);
			yAxis = new Vertex(0, 1, 0);
			float angleY = yAxis.ScalarProduct(directionY);
			zAxis = new Vertex(0, 0, 1);
			float angleZ = zAxis.ScalarProduct(directionZ);
			angleX = (float)System.Math.Asin(angleX);
			angleY = (float)System.Math.Asin(angleY);
			angleZ = (float)System.Math.Asin(angleZ);

			angleX = (180 * angleX) / (float)Math.PI;
			angleY = (180 * angleY) / (float)Math.PI;
			angleZ = (180 * angleZ) / (float)Math.PI;

			rotate = new Vertex(-angleX, -angleY, -angleZ);

			xAxis = xAxisGL = directionX;
			yAxis = zAxisGL = directionY;
			zAxis = yAxisGL = directionZ;
			xAxisGL.X = -xAxisGL.X;

		}
Exemple #3
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        /// <summary>
        /// This finds out if a point is in front of, behind, or on this plane.
        /// </summary>
        /// <param name="point">The point to classify.</param>
        /// <returns>
        /// Less than 0 if behind, 0 if on, Greater than 0 if in front.
        /// </returns>
        public float ClassifyPoint(Vertex point)
        {
            //	(X-P)*N = 0. Where, X is a point to test, P is a point
            //	on the plane, and N is the normal to the plane.

            return normal.ScalarProduct(point);
        }
Exemple #4
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        public static Vertex GetPackedTo01(this Vertex me)
        {
        	Vertex temp = new Vertex(me);
            temp.Normalize();
            
            temp= (temp * 0.5f) + new Vertex(0.5f, 0.5f, 0.5f);
	
	        return temp;
        }
Exemple #5
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        /// <summary>
        /// Apply a rotation transformation to a given Vertex.
        /// </summary>
        /// <param name="vertex">The given vertex</param>
        /// <param name="focalPoint">The point to rotate around</param>
        /// <param name="rotation">The rotation to apply (in degrees)</param>
        /// <returns>The transformed vertex</returns>
        public static Vertex VertexRotateTransform(Vertex vertex,
            Vertex focalPoint, Vertex rotation)
        {
            Vertex rotationRadians = rotation;
            rotationRadians.X = Convert.degreesToRadians(rotation.X);
            rotationRadians.Y = Convert.degreesToRadians(rotation.Y);
            rotationRadians.Z = Convert.degreesToRadians(rotation.Z);

            return VertexRotateRadianTransform(vertex, focalPoint, rotationRadians);
        }
Exemple #6
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        public void MouseMove(int x, int y)
        {
            if (this.mouseDownFlag)
            {
                IViewCamera camera = this.Camera;
                if (camera == null)
                {
                    return;
                }

                Vertex back         = this.back;
                Vertex right        = this.right;
                Vertex up           = this.up;
                Size   bound        = this.bound;
                Point  downPosition = this.downPosition;
                {
                    float  deltaX  = -horizontalRotationFactor * (x - downPosition.X) / bound.Width;
                    float  cos     = (float)Math.Cos(deltaX);
                    float  sin     = (float)Math.Sin(deltaX);
                    Vertex newBack = new Vertex(
                        back.X * cos + right.X * sin,
                        back.Y * cos + right.Y * sin,
                        back.Z * cos + right.Z * sin);
                    back  = newBack;
                    right = up.VectorProduct(back);
                    back.Normalize();
                    right.Normalize();
                }
                {
                    float  deltaY  = verticalRotationFactor * (y - downPosition.Y) / bound.Height;
                    float  cos     = (float)Math.Cos(deltaY);
                    float  sin     = (float)Math.Sin(deltaY);
                    Vertex newBack = new Vertex(
                        back.X * cos + up.X * sin,
                        back.Y * cos + up.Y * sin,
                        back.Z * cos + up.Z * sin);
                    back = newBack;
                    up   = back.VectorProduct(right);
                    back.Normalize();
                    up.Normalize();
                }

                camera.Position = camera.Target +
                                  back * (float)((camera.Position - camera.Target).Magnitude());
                camera.UpVector     = up;
                this.back           = back;
                this.right          = right;
                this.up             = up;
                this.downPosition.X = x;
                this.downPosition.Y = y;
            }
        }
 /// <summary>
 /// This is a SharpGL helper version, that projects the vertex passed, using the
 /// current matrixes.
 /// </summary>
 /// <param name="gl">The gl.</param>
 /// <param name="vertex">The object coordinates.</param>
 /// <returns>
 /// The screen coords.
 /// </returns>
 public static Vertex Project(this OpenGL gl, Vertex vertex)
 {
     //	THIS CODE MUST BE TESTED
     double[] modelview = new double[16];
     double[] projection = new double[16];
     int[] viewport = new int[4];
     gl.GetDouble(OpenGL.GL_MODELVIEW_MATRIX, modelview);
     gl.GetDouble(OpenGL.GL_PROJECTION_MATRIX, projection);
     gl.GetInteger(OpenGL.GL_VIEWPORT, viewport);
     double[] x = new double[1];	//	kludgy
     double[] y = new double[1];
     double[] z = new double[1];
     gl.Project(vertex.X, vertex.Y, vertex.Z,
         modelview, projection, viewport, x, y, z);
     
     return new Vertex((float)x[0], (float)y[0], (float)z[0]);
 }
        public static Vertex[] GenerateGeometry(uint numberOfVertices, float maxRadius)
        {
            //  Create a random number generator.
            var random = new Random();

            //  Create the vertices.
            var vertices = new Vertex[numberOfVertices];

            //  Set each point.
            for (uint i = 0; i < numberOfVertices; i++ )
            {
                vertices[i].X = (float)((random.NextDouble() - 0.5) * (maxRadius * 2));
                vertices[i].Y = (float)((random.NextDouble() - 0.5) * (maxRadius * 2));
                vertices[i].Z = (float)((random.NextDouble() - 0.5) * (maxRadius * 2));
            }

            //  Return the vertices.
            return vertices;
        }
Exemple #9
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        /// <summary>
        /// Apply a rotation transformation to a given Vertex.
        /// </summary>
        /// <param name="vertex">The given vertex</param>
        /// <param name="focalPoint">The point to rotate around</param>
        /// <param name="rotation">The rotation to apply (in radians)</param>
        /// <returns>The transformed vertex</returns>
        public static Vertex VertexRotateRadianTransform(Vertex vertex,
            Vertex focalPoint, Vertex rotation)
        {
            //Convert to SlimMath Vectors
            SlimMath.Vector3 vector = Convert.VertexToSlimMathVector3(
                vertex);
            SlimMath.Vector3 focalPointV = Convert.VertexToSlimMathVector3(
                focalPoint);
            SlimMath.Vector3 rotationV = Convert.VertexToSlimMathVector3(
                rotation);

            SlimMath.Matrix transform = SlimMath.Matrix.Identity;
            transform.TranslationVector = vector;

            transform *= SlimMath.Matrix.Translation(focalPointV * -1);
            transform *= SlimMath.Matrix.RotationX(rotationV.X);
            transform *= SlimMath.Matrix.RotationY(rotationV.Y);
            transform *= SlimMath.Matrix.RotationZ(rotationV.Z);
            transform *= SlimMath.Matrix.Translation(focalPointV);

            return Convert.SlimMathVector3ToVertex(transform.TranslationVector);
        }
Exemple #10
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 /// <summary>
 /// Initializes a new instance of the <see cref="Vertex"/> struct.
 /// </summary>
 /// <param name="vertex">The vertex.</param>
 public Vertex(Vertex vertex)
 {
     X = vertex.X;
     Y = vertex.Y;
     Z = vertex.Z;
 }
Exemple #11
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 /// <summarY>
 /// Find the Vector product (cross product) of two vectors.
 /// </summarY>
 /// <param name="rhs">The right hand side of the equation.</param>
 /// <returns>The Cross Product.</returns>
 public Vertex VectorProduct(Vertex rhs)
 {
     return new Vertex((Y * rhs.Z) - (Z * rhs.Y), (Z * rhs.X) - (X * rhs.Z),
         (X * rhs.Y) - (Y * rhs.X));
 }
Exemple #12
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 /// <summarY>
 /// This finds the Scalar Product (Dot Product) of two vectors.
 /// </summarY>
 /// <param name="rhs">The right hand side of the equation.</param>
 /// <returns>A Scalar Representing the Dot-Product.</returns>
 public float ScalarProduct(Vertex rhs)
 {
     return X * rhs.X + Y * rhs.Y + Z * rhs.Z;
 }
Exemple #13
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        /// <summary>
        /// This is part of the shadow casting code, it does a shadowpass for the
        /// polygon using the specified light.
        /// </summary>
        /// <param name="gl">The OpenGL object.</param>
        /// <param name="light">The light casting the shadow.</param>
        /// <param name="visibleArray">An array of bools.</param>
        protected virtual void DoShadowPass(OpenGL gl, Vertex lightPos, bool[] visibleArray)
        {
            //	Go through each face.
            for(int i = 0; i < faces.Count; i++)
            {
                //	Get a reference to the face.
                Face face = faces[i];

                //	Is the face visible...
                if(visibleArray[i])
                {
                    //	Go through each edge...
                    for(int j = 0; j < face.Indices.Count; j++)
                    {
                        //	Get the neighbour of this edge.
                        int neighbourIndex = face.neighbourIndices[j];

                        //	If there's no neighbour, or the neighbour ain't visible, it's
                        //	an edge...
                        if(neighbourIndex == -1 || visibleArray[neighbourIndex] == false )
                        {
                            //	Get the edge vertices.
                            Vertex v1 = vertices[face.Indices[j].Vertex];
                            Vertex v2 = vertices[face.Indices[(j+1)%face.Indices.Count].Vertex];

                            //	Create the two distant vertices.
                            Vertex v3 = (v1 - lightPos) * 100;
                            Vertex v4 = (v2 - lightPos) * 100;

                            //	Draw the shadow volume.
                            gl.Begin(OpenGL.TRIANGLE_STRIP);
                            gl.Vertex(v1);
                            gl.Vertex(v1 + v3);
                            gl.Vertex(v2);
                            gl.Vertex(v2 + v4);
                            gl.End();
                        }
                    }
                }
            }
        }
Exemple #14
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        /// <summary>
        /// This creates a polygon from a height map (any picture). Black is low, 
        /// and the colors are high (the lighter the color, the higher the surface).
        /// </summary>
        /// <param name="filename">Path of the image file.</param>
        /// <param name="xPoints">Number of points along X.</param>
        /// <param name="yPoints">Number of points along Y.</param>
        /// <returns>True if sucessful, false otherwise.</returns>
        public virtual bool CreateFromMap(string filename, int xPoints, int yPoints)
        {
            //	Try and load the image file.
            System.Drawing.Bitmap map = new System.Drawing.Bitmap(filename);
            if(map.Size.IsEmpty)
                return false;

            //	Set the descriptive name.
            Name = "Map created from '" + filename + "'";

            //	Get points.
            for(int y=0; y < yPoints; y++)
            {
                int yValue = (map.Height / yPoints) * y;

                for(int x=0; x < xPoints; x++)
                {
                    int xValue = (map.Width / xPoints) * x;

                    //	Get the pixel.
                    System.Drawing.Color col = map.GetPixel(xValue, yValue);

                    float xPos = (float)x / (float)xPoints;
                    float yPos = (float)y / (float)yPoints;

                    //	Create a control point from it.
                    Vertex v = new Vertex(xPos, 0, yPos);

                    //	Add the 'height', based on color.
                    v.Y = (float)col.R / 255.0f + (float)col.G / 255.0f +
                        (float)col.B / 255.0f;

                    //	Add this vertex to the vertices array.
                    Vertices.Add(v);
                }
            }

            //	Create faces for the polygon.
            for(int y=0; y < (yPoints-1); y++)
            {
                for(int x=0; x < (xPoints-1); x++)
                {
                    //	Create the face.
                    Face face = new Face();

                    //	Create vertex indicies.
                    int nTopLeft = (y * xPoints) + x;
                    int nBottomLeft = ((y + 1) * xPoints) + x;

                    face.Indices.Add(new Index(nTopLeft));
                    face.Indices.Add(new Index(nTopLeft + 1));
                    face.Indices.Add(new Index(nBottomLeft + 1));
                    face.Indices.Add(new Index(nBottomLeft));

                    // Add the face.
                    Faces.Add(face);
                }
            }

            return true;
        }
 /// <summary>
 /// Initializes a new instance of the <see cref="VerticesPair" />
 /// </summary>
 /// <param name="x">The X coordinate of the <see cref="Vertex" />.</param>
 /// <param name="y">The Y coordinate of the <see cref="Vertex" />.</param>
 /// <param name="offsetZ">The Z coordinate offset of the top <see cref="Vertex" />. The base <see cref="Vertex" /> has the offset "0".</param>
 /// <param name="addendum">The addendum to the <see cref="offsetZ" /> - to extend the axiliary geometry out of the solid body.</param>
 public VerticesPair(float x, float y, float offsetZ, float addendum)
 {
     Top = new Vertex(x, y, offsetZ + addendum);
     Base = new Vertex(x, y, 0 - addendum);
 }
Exemple #16
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        /// <summary>
        /// This function reads a polygon.
        /// </summary>
        /// <param name="reader"></param>
        /// <returns></returns>
        protected override object ReadData(BinaryReader reader)
        {
            //	Create a polygon.
            Polygon poly = new Polygon();

            //	Read a name chunk.
            CaligariName name = new CaligariName();
            name.Read(reader);
            poly.Name = name.name;

            //	Read the local axies.
            CaligariAxies axies = new CaligariAxies();
            axies.Read(reader);
            poly.Translate = axies.centre;
            //	poly.Rotate = axies.rotate;

            //	Read the position matrix.
            CaligariPosition pos = new CaligariPosition();
            pos.Read(reader);

            //	Read number of verticies.
            int verticesCount = reader.ReadInt32();

            //	Get them all
            for(int i=0; i<verticesCount; i++)
            {
                //	Read a vertex.
                Vertex vertex = new Vertex(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());

                //	Multiply it by the position matrix.
                vertex = vertex * pos.matrix;

                //	Add it.
                poly.Vertices.Add(vertex);
            }

            //	Read UV count.
            int uvsCount = reader.ReadInt32();

            //	Read all of the UVs
            for(int i=0; i<uvsCount; i++)
                poly.UVs.Add(new UV(reader.ReadInt32(), reader.ReadInt32()));

            //	Read faces count.
            int faces = reader.ReadInt32();

            //	Read each face.
            for(int f= 0; f<faces; f++)
            {
                Face face = new Face();
                poly.Faces.Add(face);

                //	Read face type flags.
                byte flags = reader.ReadByte();

                //	Read vertex count
                short verticesInFace = reader.ReadInt16();

                //	Do we read a material number?
                if((flags&0x08) == 0)	//	is it a 'hole' face?
                    reader.ReadInt16();

                //	Now read the indices, a vertex index and a uv index.
                for(short j=0; j<verticesInFace; j++)
                    face.Indices.Add(new Index(reader.ReadInt32(), reader.ReadInt32()));
            }

            //	Any extra stuff?
            if(header.minorVersion > 4)
            {
                //	read flags.
                reader.ReadChars(4);

                if((header.minorVersion > 5) && (header.minorVersion < 8))
                    reader.ReadChars(2);
            }

            //	Now that we've loaded the polygon, we triangulate it.
            poly.Triangulate();

            //	Finally, we update normals.
            poly.Validate(true);

            return poly;
        }
Exemple #17
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        protected override object LoadData(Stream stream)
        {
            //	We use a binary reader for this data.
            BinaryReader reader = new BinaryReader(stream, System.Text.Encoding.ASCII);

            //	Create a polygon.
            Polygon poly = new Polygon();

            //	Read the translate, scale, rotate.
            poly.Translate.X = reader.ReadSingle();
            poly.Translate.Y = reader.ReadSingle();
            poly.Translate.Z = reader.ReadSingle();
            poly.Scale.X = reader.ReadSingle();
            poly.Scale.Y = reader.ReadSingle();
            poly.Scale.Z = reader.ReadSingle();
            poly.Rotate.X = reader.ReadSingle();
            poly.Rotate.Y = reader.ReadSingle();
            poly.Rotate.Z = reader.ReadSingle();

            //	Read number of verticies.
            int verticesCount = reader.ReadInt32();

            //	Get them all
            for(int i=0; i<verticesCount; i++)
            {
                //	Read a vertex.
                Vertex vertex = new Vertex(reader.ReadSingle(), reader.ReadSingle(), reader.ReadSingle());

                //	Add it.
                poly.Vertices.Add(vertex);
            }

            //	Read UV count.
            int uvsCount = reader.ReadInt32();

            //	Read all of the UVs
            for(int i=0; i<uvsCount; i++)
                poly.UVs.Add(new UV(reader.ReadInt32(), reader.ReadInt32()));

            //	Read faces count.
            int faces = reader.ReadInt32();

            //	Read each face.
            for(int f= 0; f<faces; f++)
            {
                Face face = new Face();
                poly.Faces.Add(face);

                //	Read index count
                int indices = reader.ReadInt32();

                //	Now read the indices, a vertex index and a uv index and a color index.
                for(int j=0; j<indices; j++)
                {
                    face.Indices.Add(new Index(reader.ReadInt32(), reader.ReadInt32()));
                    int colour = reader.ReadInt32(); //not used.
                }
            }

            //	Finally, we update normals.
            poly.Validate(true);

            return poly;
        }
Exemple #18
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 /// <summary>
 /// Constructs a new Keyframe
 /// </summary>
 /// <param name="time">Keyframe time</param>
 /// <param name="type">Keyframe type</param>
 /// <param name="transformation">Keyframe transformation</param>
 public Keyframe(float time, KeyframeType type, Vertex transformation)
 {
     this.time = time;
     this.type = type;
     transform = transformation;
 }
 /// <summary>
 /// Vertexes the pointer.
 /// </summary>
 /// <param name="gl">The gl.</param>
 /// <param name="size">The size.</param>
 /// <param name="type">The type.</param>
 /// <param name="stride">The stride.</param>
 /// <param name="pointer">The pointer.</param>
 public static void VertexPointer(this OpenGL gl, int size, uint type, int stride, Vertex[] pointer)
 {
     //  TODO debug this.
     var handle = GCHandle.Alloc(pointer, GCHandleType.Pinned);
     gl.VertexPointer(size, type, stride, handle.AddrOfPinnedObject());
     handle.Free();
 }
 private static Vertex OffsetLookAtCamera(float dx, float dy, float dz, Vertex pos)
 {
     return new Vertex(pos.X + dx, pos.Y + dy, pos.Z + dz);
 }
        public void setKeyframe(string boneName, int index, float time, int type, string transform)
        {
            KeyframeType typ = KeyframeType.Translation;
            if (type == 1) typ = KeyframeType.Rotation;
            string[] xyz = transform.Split(':');
            Vertex vertex;
            vertex = new Vertex(
                float.Parse(xyz[0]), float.Parse(xyz[1]), float.Parse(xyz[2]));
            foreach (Bone bone in model.Bones)
            {
                if (bone.Name == boneName)
                {
                    if (index > -1 && index < bone.Animation.Count)
                    {
                        bone.Animation[index].Time = time;
                        bone.Animation[index].Type = typ;
                        bone.Animation[index].Transformation = vertex;
                        bone.Translation = new Vertex();
                        bone.Rotation = new Vertex();

                        if (ModelUpdated != null)
                            ModelUpdated(this, new EventArgs());
                    }
                }
            }
        }
Exemple #22
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 public static SlimMath.Vector3 VertexToSlimMathVector3(Vertex vertex)
 {
     return new SlimMath.Vector3(vertex.X, vertex.Y, vertex.Z);
 }
Exemple #23
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 /// <summary>
 /// Constructs a new Keyframe
 /// </summary>
 /// <param name="type">Keyframe type</param>
 public Keyframe(KeyframeType type)
 {
     time = 0.0f;
     this.type = type;
     transform = new Vertex(0, 0, 0);
 }
Exemple #24
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 /// <summary>
 /// Calculate the distance between two specified 3D vectors.
 /// </summary>
 /// <param name="v1">The first of the two vectors</param>
 /// <param name="v2">The second of the two vectors</param>
 /// <returns>The distance between the two points</returns>
 public static float VertexDistance(Vertex v1, Vertex v2)
 {
     return (float)Math.Sqrt(Math.Pow(v1.X - v2.X, 2) + Math.Pow(v1.Y - v2.Y, 2) + Math.Pow(v1.Z - v2.Z, 2));
 }
Exemple #25
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        /// <summary>
        /// This function is cool, just stick in a set of points, it'll add them to the
        /// array, and create a face. It will take account of duplicate vertices too!
        /// </summary>
        /// <param name="vertexData">A set of vertices to make into a face.</param>
        public virtual void AddFaceFromVertexData(Vertex[] vertexData)
        {
            //	Create a face.
            Face newFace = new Face();

            //	Go through the vertices...
            foreach(Vertex v in vertexData)
            {
                //	Do we have this vertex already?
                int at = vertices.Find(0, v, 0.01f);

                //	Add the vertex, and index it.
                newFace.Indices.Add(new Index( (at == -1) ? vertices.Add(v) : at));
            }

            //	Add the face.
            faces.Add(newFace);
        }
Exemple #26
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        public virtual void Clamp(Vertex v)
        {
            float diff = v.X % size;
            if(diff > size/2) diff -=size;
            v.X -= diff;

            diff = v.Y % size;
            if(diff > size/2) diff -=size;
            v.Y -= diff;

            diff = v.Z % size;
            if(diff > size/2) diff -=size;
            v.Z -= diff;
        }
        public Keyframe createKeyframe(string boneName, float time, int type, string vector)
        {
            KeyframeType typ = KeyframeType.Translation;
            if (type == 2) typ = KeyframeType.Rotation;
            string[] xyz = vector.Split(':');
            Vertex vertex = new Vertex(
                float.Parse(xyz[0]), float.Parse(xyz[1]), float.Parse(xyz[2]));
            Keyframe keyframe = new Keyframe(time, typ, vertex);
            foreach (Bone bone in model.Bones)
            {
                if (bone.Name == boneName)
                {
                    bone.Animation.Add(keyframe);

                    if (ModelUpdated != null)
                        ModelUpdated(this, new EventArgs());

                    break;
                }
            }
            return keyframe;
        }
 /// <summary>
 /// Zoom the camera given a zoom factor.
 /// </summary>
 /// <param name="factor">The zoom factor</param>
 public void Zoom(float factor)
 {
     Vertex A = this.Target;
     Vertex B = initialPosition;
     Vertex magnitude = new Vertex(B.X - A.X, B.Y - A.Y, B.Z - A.Z);
     initialPosition = magnitude * factor;
     updateRotation();
 }
 /// <summary>
 /// Rotates this vertex around an axel
 /// </summary>
 /// <param name="n">The vertex to rotate</param>
 /// <param name="a">The amount to rotate by (angle)</param>
 /// <param name="v">The axel to rotate around</param>
 /// <returns></returns>
 public static Vertex RotateAroundAxis(this Vertex n, float a, Vertex v)
 {
     return v*(float) Math.Cos(a) +
            ( n * v.ScalarProduct(n) * (1 - (float) Math.Cos(a)) + (n.VectorProduct(v)*(float) Math.Sin(a)));
 }
        private static vec3 ToVec3(SharpGL.SceneGraph.Vertex vertex)
        {
            vec3 result = new vec3(vertex.X, vertex.Y, vertex.Z);

            return(result);
        }
Exemple #31
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 /// <summary>
 /// Initializes a new instance of the <see cref="Vertex"/> struct.
 /// </summary>
 /// <param name="vertex">The vertex.</param>
 public Vertex(Vertex vertex)
 {
     this.x = vertex.X;
     this.y = vertex.Y;
     this.z = vertex.Z;
 }
Exemple #32
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        public override void ReadData(Scene scene, BinaryReader stream)
        {
            //	Read number of vertices.
            short vertexCount = 0;
            vertexCount = stream.ReadInt16();

            //	Read each vertex and add it.
            for(short i = 0; i < vertexCount; i++)
            {
                Vertex v = new Vertex();
                v.X = stream.ReadSingle();
                v.Y = stream.ReadSingle();
                v.Z = stream.ReadSingle();
                vertices.Add(v);
            }
        }
Exemple #33
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 /// <summary>
 /// Construct a new empty keyframe
 /// (Defaulted to a type of Translation)
 /// </summary>
 public Keyframe()
 {
     time = 0.0f;
     type = KeyframeType.Translation;
     transform = new Vertex(0, 0, 0);
 }