public FighterGeometry() { var nose = new Nose(0.5f, 0.6f, 26, 0.4f); var cockpitFuselage = new CockpitFuselage(nose, 1.2f, 1.2f, 3f); var mainFuselage = new MainFuselage(cockpitFuselage); var intake = new EngineIntake(cockpitFuselage); var underside = new Underside(intake); var canopy = new Canopy(0.65f, 0.5f, 3f, 16); var wing = new Wing(4.5f, 4.5f); var rear = new Rear(mainFuselage, underside); var tailFin = new TailFin(); var stabilizer = new Stabilizer(); var exhaust = new Exhaust(rear, 0.6f); var bottomFin = new BottomFin(); var path = exhaust.FlangeEndXSection; var graySlide = new Vec3(1f).Interpolate(new Vec3(0f), path.Vertices.Length); path.Vertices.Color(graySlide); Paths = EnumerableExt.Enumerate(path); Fighter = Composite.Create(Stacking.StackBackward(cockpitFuselage.Fuselage, mainFuselage.Fuselage) .Concat(EnumerableExt.Enumerate(intake.Intake, intake.Belly, underside.Geometry, canopy.Geometry, wing.Geometry, wing.Geometry.ReflectX(), rear.Geometry, exhaust.Geometry, exhaust.StabilizerFlange, exhaust.StabilizerFlange.ReflectX(), tailFin.Geometry, stabilizer.Geometry, stabilizer.Geometry.ReflectX(), bottomFin.Geometry, bottomFin.Geometry.ReflectX()))) .Smoothen(0.85f) .Center(); }
public CockpitFuselage(Nose nose, float length, float baseScale, float bend) { Fuselage = Extrusion.Extrude <V, P> (false, false, nose.XSection, nose.XSection.Transform(Mat.Translation <Mat4> (0f, 0, -length) * Mat.Scaling <Mat4> (1f, baseScale, baseScale))); Fuselage = Composite.Create(Stacking.StackBackward(nose.Cone, Fuselage)); XSection = Path <P, Vec3> .FromVecs( from v in Fuselage.Vertices.Furthest (Dir3D.Back) where v.position.Y >= -0.2f select v.position).Close(); var pivotPoint = XSection.Vertices.Furthest(Dir3D.Up).First().position; Fuselage = Fuselage.ManipulateVertices( Manipulators.Transform <V> (Mat.RotationX <Mat4> (bend.Radians()).RelativeTo(pivotPoint)) .Where(v => v.position.Z > pivotPoint.Z), true) .Color(_color); XSectionStart = XSection.Vertices.Furthest(Dir3D.Down + Dir3D.Left).Single(); XSection = XSection.RenumberNodes(XSection.Vertices.IndexOf(XSectionStart)).Open(); }