/// <summary> /// Emit a vertex to OBJ. The first vertex listed /// in the file has index 1, and subsequent ones /// are numbered sequentially. /// </summary> static void EmitVertex(StreamWriter s, PointInt p) { s.WriteLine(_mtl_vertex, ObjExportUtil.RealString(p.X), ObjExportUtil.RealString(p.Y), ObjExportUtil.RealString(p.Z)); }
/// <summary> /// Add the vertices of the given triangle to our /// vertex lookup dictionary and emit a triangle. /// </summary> void StoreTriangle(MeshTriangle triangle) { for (int i = 0; i < 3; ++i) { XYZ p = triangle.get_Vertex(i); PointInt q = new PointInt(p); _triangles.Add(_vertices.AddVertex(q)); } }
/// <summary> /// Emit a vertex to OBJ. The first vertex listed /// in the file has index 1, and subsequent ones /// are numbered sequentially. /// </summary> static void EmitVertex( StreamWriter s, PointInt p) { s.WriteLine(_mtl_vertex, p.X, p.Y, p.Z); }