Esempio n. 1
0
        public Cube()
        {
            //顶面两个三角形,可以看到的面所以顺时针(顺时针)方向
            triangels[0] = new Triangle3D(a, b, c);
            triangels[1] = new Triangle3D(a, c, d);

            //下面两个三角形,不能看到所以逆时针(左右坐标)方向
            triangels[2] = new Triangle3D(e, h, f);
            triangels[3] = new Triangle3D(f, h, g);

            //正面 , 顺时针方向
            triangels[4] = new Triangle3D(d, c, g);
            triangels[5] = new Triangle3D(d, g, h);

            //背面,逆时针方向
            triangels[6] = new Triangle3D(a, e, b);
            triangels[7] = new Triangle3D(b, e, f);

            //右面,顺时针方向
            triangels[8] = new Triangle3D(b, f, c);
            triangels[9] = new Triangle3D(c, f, g);

            //左面,逆时针
            triangels[10] = new Triangle3D(a, d, h);
            triangels[11] = new Triangle3D(a, h, e);
        }
Esempio n. 2
0
        //应用部分,-------从这里开始保存原始顶点
        private void Form1_Load(object sender, EventArgs e)
        {
            //初始化三角形的三个点(最初的点),最初特别小
            //,Vector4的最后一个分量1表示点(顶点),0的话表示分量,详细请看shader基础矩阵各种特性章节
            //在3D的矩阵空间里屏幕Y轴向上是取正值的,而屏幕里Y轴向上是负值,要以3D的为准所以这里取正值
            Vector4 a = new Vector4(0, 0.5, 0, 1);
            Vector4 b = new Vector4(0.5, -0.5, 0, 1);
            Vector4 c = new Vector4(-0.5, -0.5, 0, 1);

            //调用自定义的函数,把(顶点)存到原始顶点变量A,B,C
            t = new Triangle3D(a, b, c);

            //  t.Transform( m_scale ); //变换三角形顶点(缩放)
        }