Esempio n. 1
0
        public Cube4D(Vector3 origin1, Vector3 origin2, float size1, float size2)
        {
            // z negative (back) points
            var a1 = new Vector4(origin1.X - size1, origin1.Y - size1, origin1.Z - size1, 0);
            var a2 = new Vector4(origin2.X - size2, origin2.Y - size2, origin2.Z - size2, 1);

            var b1 = new Vector4(origin1.X - size1, origin1.Y + size1, origin1.Z - size1, 0);
            var b2 = new Vector4(origin2.X - size2, origin2.Y + size2, origin2.Z - size2, 1);

            var c1 = new Vector4(origin1.X + size1, origin1.Y - size1, origin1.Z - size1, 0);
            var c2 = new Vector4(origin2.X + size2, origin2.Y - size2, origin2.Z - size2, 1);

            var d1 = new Vector4(origin1.X + size1, origin1.Y + size1, origin1.Z - size1, 0);
            var d2 = new Vector4(origin2.X + size2, origin2.Y + size2, origin2.Z - size2, 1);

            // z positive (front) points
            var e1 = new Vector4(origin1.X - size1, origin1.Y - size1, origin1.Z + size1, 0);
            var e2 = new Vector4(origin2.X - size2, origin2.Y - size2, origin2.Z + size2, 1);

            var f1 = new Vector4(origin1.X - size1, origin1.Y + size1, origin1.Z + size1, 0);
            var f2 = new Vector4(origin2.X - size2, origin2.Y + size2, origin2.Z + size2, 1);

            var g1 = new Vector4(origin1.X + size1, origin1.Y - size1, origin1.Z + size1, 0);
            var g2 = new Vector4(origin2.X + size2, origin2.Y - size2, origin2.Z + size2, 1);

            var h1 = new Vector4(origin1.X + size1, origin1.Y + size1, origin1.Z + size1, 0);
            var h2 = new Vector4(origin2.X + size2, origin2.Y + size2, origin2.Z + size2, 1);

            /*
            var rand = new Random();
            a1 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            a2 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            b1 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            b2 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            c1 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            c2 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            d1 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            d2 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            e1 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            e2 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            f1 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            f2 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            g1 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            g2 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            h1 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            h2 *= (float)(rand.NextDouble() * 0.5 + 0.5);
            */

            // faces
            back = new Quad4D(c1, c2, d1, d2, a1, a2, b1, b2);
            front = new Quad4D(e1, e2, f1, f2, g1, g2, h1, h2);

            top = new Quad4D(f1, f2, b1, b2, h1, h2, d1, d2);
            bottom = new Quad4D(a1, a2, e1, e2, c1, c2, g1, g2);

            left = new Quad4D(a1, a2, b1, b2, e1, e2, f1, f2);
            right = new Quad4D(g1, g2, h1, h2, c1, c2, d1, d2);
        }
Esempio n. 2
0
        protected override void Initialize()
        {
            primitives[0] = new Cube3D(new Vector3(-2, 1, -4), new Vector3(4, 2, 5));
            primitives[1] = new Cube3D(new Vector3(-2, -1, -4), new Vector3(1, 2, 5));
            primitives[2] = new Cube3D(new Vector3(1, -1, -4), new Vector3(1, 2, 5));

            primitives[3] = new Quad4D(
                new Vector4(-1, -1, 1, 0), new Vector4(-1, -1, -4, 1),
                new Vector4(-1, 1, 1, 0), new Vector4(-1, 1, -4, 1),
                new Vector4(1, -1, 1, 0), new Vector4(1, -1, -4, 1),
                new Vector4(1, 1, 1, 0), new Vector4(1, 1, -4, 1)
                );

            camera = new Vector3(0, 0, 5);
            View = Matrix.CreateLookAt(camera, Vector3.Zero,
                Vector3.Up);
            Projection = Matrix.CreatePerspectiveFieldOfView(
                MathHelper.PiOver4, 4.0f / 3.0f, 1, 500);

            base.Initialize();
        }