public MeshPoint AddPoint(float x, float y, float z, float u, float v, float nx, float ny, float nz) { int index = Points.Count; MeshPoint newPoint = new MeshPoint (x, y, z, u, v, nx, ny, nz, index); Points.Add (newPoint); return newPoint; }
void MakeQuad(MeshPoint lastMeshPoint, MeshPoint MeshPoint, MeshPoint lastTopMeshPoint, MeshPoint topMeshPoint) { AddTriangle (MeshPoint, lastMeshPoint, lastTopMeshPoint); AddTriangle (lastTopMeshPoint, topMeshPoint, MeshPoint); AddTriangle (lastTopMeshPoint, lastMeshPoint, MeshPoint); AddTriangle (MeshPoint, topMeshPoint, lastTopMeshPoint); }
public void AddTriangle(MeshPoint a, MeshPoint b, MeshPoint c) { Triangles.Add (a.Index); Triangles.Add (b.Index); Triangles.Add (c.Index); }
protected Vector3 NormalFromPts(MeshPoint a, MeshPoint b, MeshPoint c) { return NormalFromPts (a.Loc, b.Loc, c.Loc); }
protected Vector3 NormalFromPts(MeshPoint a, MeshPoint b, MeshPoint c) { return(NormalFromPts(a.Loc, b.Loc, c.Loc)); }
public void AddTriangle(MeshPoint a, MeshPoint b, MeshPoint c) { Triangles.Add(a.Index); Triangles.Add(b.Index); Triangles.Add(c.Index); }