Esempio n. 1
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        }                                 // centroid indices, sorted by distance from center

        public Plate(int[] vertexToPlate, IGeometry geometry, PlatePhysicsTraits traits, int plateIndex, int startIndex, ref Random rand)
        {
            this.geometry      = geometry;
            this.startIndex    = startIndex;
            this.vertexToPlate = vertexToPlate;
            this.plateIndex    = plateIndex;
            this.Traits        = traits;
            Corners            = new List <int>();

            allIndices = new List <int>(6);
            allIndices.Add(startIndex);
            outerIndices = new List <int>(6);
            outerIndices.Add(startIndex);
            hue = rand.Next(500) / 500.0f;
            Vector4 color = NextColor(0);

            geometry.Mesh.SetColor(startIndex, ref color);
            vertexToPlate[startIndex] = plateIndex;
        }
Esempio n. 2
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        private void InitializePlates()
        {
            // Initialize vertexToPlate array to a value that isn't a valid plate index
            VertexToPlates = new int[geometry.Mesh.Length];
            for (int i = 0; i < geometry.Mesh.Length; ++i)
            {
                VertexToPlates[i] = -1;
            }
            borders.Clear();

            for (int plateIndex = 0; plateIndex < GetPlates().Length; ++plateIndex)
            {
                int plate = -1;
                do
                {
                    int vertexIndex = rand.Next(geometry.Mesh.Length);
                    // prevent 2 plates spawning at the same vertex.
                    plate = VertexToPlates[vertexIndex];
                    if (plate == -1)
                    {
                        var traits = new PlatePhysicsTraits();
                        traits.Pivot = new Vector3(rand.Next(100) - 50, rand.Next(100) - 50, rand.Next(100) - 50);
                        traits.Pivot.Normalize();
                        traits.Center = geometry.Mesh.GetPosition(vertexIndex);
                        if (Vector3.Dot(traits.Center, traits.Pivot) < 0)
                        {
                            traits.Pivot *= -1.0f;                                                 // Ensure pivot is at least in the same hemisphere as the plate center.
                        }
                        traits.CenterRotation = (rand.Next(200) - 100) * (float)Math.PI / 6000.0f; // -3 -> 3 degrees
                        traits.PivotRotation  = (rand.Next(200) - 100) * (float)Math.PI / 6000.0f;
                        traits.Elevation      = 0.0f;

                        GetPlates()[plateIndex] = new Plate(VertexToPlates, geometry, traits, plateIndex, vertexIndex, ref rand);
                        break;
                    }
                } while (plate != -1);
            }
        }