コード例 #1
0
        void IMouseHandler.canvas_MouseMove(object sender, GLMouseEventArgs e)
        {
            if (this.mouseDownFlag &&
                ((e.Button & this.lastBindingMouseButtons) != GLMouseButtons.None) &&
                (e.X != lastPosition.x || e.Y != lastPosition.y))
            {
                IViewCamera camera = this.camera;
                if (camera == null)
                {
                    return;
                }

                vec3    back         = this.back;
                vec3    right        = this.right;
                vec3    up           = this.up;
                GUISize bound        = this.bound;
                ivec2   downPosition = this.lastPosition;
                {
                    float deltaX  = -this.HorizontalRotationFactor * (e.X - downPosition.x) / (float)bound.Width;
                    float cos     = (float)Math.Cos(deltaX);
                    float sin     = (float)Math.Sin(deltaX);
                    vec3  newBack = new vec3(
                        back.x * cos + right.x * sin,
                        back.y * cos + right.y * sin,
                        back.z * cos + right.z * sin);
                    back  = newBack;
                    right = up.cross(back);
                    back  = back.normalize();
                    right = right.normalize();
                }
                {
                    float deltaY  = this.VerticalRotationFactor * (e.Y - downPosition.y) / (float)bound.Height;
                    float cos     = (float)Math.Cos(deltaY);
                    float sin     = (float)Math.Sin(deltaY);
                    vec3  newBack = new vec3(
                        back.x * cos - up.x * sin,
                        back.y * cos - up.y * sin,
                        back.z * cos - up.z * sin);
                    back = newBack;
                    up   = back.cross(right);
                    back = back.normalize();
                    up   = up.normalize();
                }

                //camera.Position = camera.Target +
                //    back * (float)((camera.Position - camera.Target).length());
                rootNode.RotationAxis = up;
                camera.UpVector       = up;
                this.back             = back;
                this.right            = right;
                this.up           = up;
                this.lastPosition = e.Location;

                IGLCanvas canvas = this.canvas;
                if (canvas != null && canvas.RenderTrigger == RenderTrigger.Manual)
                {
                    canvas.Repaint();
                }
            }
        }
コード例 #2
0
        /// <summary>
        /// Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
        /// </summary>
        /// <param name="m">The m.</param>
        /// <param name="angleDegree">Angle in Degree.</param>
        /// <param name="v">The v.</param>
        /// <returns></returns>
        public static mat4 rotate(mat4 m, float angleDegree, vec3 v)
        {
            float c = (float)Math.Cos(angleDegree * Math.PI / 180.0);
            float s = (float)Math.Sin(angleDegree * Math.PI / 180.0);

            vec3 axis = v.normalize();
            vec3 temp = (1.0f - c) * axis;

            mat4 rotate = mat4.identity();

            rotate[0, 0] = c + temp[0] * axis[0];
            rotate[0, 1] = 0 + temp[0] * axis[1] + s * axis[2];
            rotate[0, 2] = 0 + temp[0] * axis[2] - s * axis[1];

            rotate[1, 0] = 0 + temp[1] * axis[0] - s * axis[2];
            rotate[1, 1] = c + temp[1] * axis[1];
            rotate[1, 2] = 0 + temp[1] * axis[2] + s * axis[0];

            rotate[2, 0] = 0 + temp[2] * axis[0] + s * axis[1];
            rotate[2, 1] = 0 + temp[2] * axis[1] - s * axis[0];
            rotate[2, 2] = c + temp[2] * axis[2];

            mat4 result = mat4.identity();

            result[0] = m[0] * rotate[0][0] + m[1] * rotate[0][1] + m[2] * rotate[0][2];
            result[1] = m[0] * rotate[1][0] + m[1] * rotate[1][1] + m[2] * rotate[1][2];
            result[2] = m[0] * rotate[2][0] + m[1] * rotate[2][1] + m[2] * rotate[2][2];
            result[3] = m[3];
            return(result);
        }
コード例 #3
0
        void IMouseHandler.canvas_MouseMove(object sender, MouseEventArgs e)
        {
            if (this.mouseDownFlag &&
                ((e.Button & this.lastBindingMouseButtons) != MouseButtons.None) &&
                (e.X != lastPosition.X || e.Y != lastPosition.Y))
            {
                IViewCamera camera = this.camera;
                if (camera == null)
                {
                    return;
                }

                vec3  back         = this.back;
                vec3  right        = this.right;
                vec3  up           = this.up;
                Size  bound        = this.bound;
                Point downPosition = this.lastPosition;
                {
                    float deltaX  = -this.HorizontalRotationFactor * (e.X - downPosition.X) / bound.Width;
                    float cos     = (float)Math.Cos(deltaX);
                    float sin     = (float)Math.Sin(deltaX);
                    vec3  newBack = new vec3(
                        back.x * cos + right.x * sin,
                        back.y * cos + right.y * sin,
                        back.z * cos + right.z * sin);
                    back  = newBack;
                    right = up.cross(back);
                    back  = back.normalize();
                    right = right.normalize();
                }
                {
                    float deltaY  = this.VerticalRotationFactor * (e.Y - downPosition.Y) / bound.Height;
                    float cos     = (float)Math.Cos(deltaY);
                    float sin     = (float)Math.Sin(deltaY);
                    vec3  newBack = new vec3(
                        back.x * cos + up.x * sin,
                        back.y * cos + up.y * sin,
                        back.z * cos + up.z * sin);
                    back = newBack;
                    up   = back.cross(right);
                    back = back.normalize();
                    up   = up.normalize();
                }

                camera.Position = camera.Target +
                                  back * (float)((camera.Position - camera.Target).length());
                camera.UpVector   = up;
                this.back         = back;
                this.right        = right;
                this.up           = up;
                this.lastPosition = e.Location;

                if (this.canvas.RenderTrigger == RenderTrigger.Manual)
                {
                    this.canvas.Invalidate();
                }
            }
        }
コード例 #4
0
        private void PrepareCamera()
        {
            var camera = this.camera;

            if (camera != null)
            {
                vec3 back  = camera.Position - camera.Target;
                vec3 right = camera.UpVector.cross(back);
                vec3 up    = back.cross(right);

                this.back  = back.normalize();
                this.right = right.normalize();
                this.up    = up.normalize();
            }
        }
コード例 #5
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        public void MouseMove(int x, int y)
        {
            if (this.MouseDownFlag)
            {
                IViewCamera camera = this.Camera;
                if (camera == null)
                {
                    return;
                }

                vec3  back         = this.back;
                vec3  right        = this.right;
                vec3  up           = this.up;
                Size  bound        = this.bound;
                Point downPosition = this.downPosition;
                {
                    float deltaX  = -horizontalRotationFactor * (x - downPosition.X) / bound.Width;
                    float cos     = (float)Math.Cos(deltaX);
                    float sin     = (float)Math.Sin(deltaX);
                    vec3  newBack = new vec3(
                        back.x * cos + right.x * sin,
                        back.y * cos + right.y * sin,
                        back.z * cos + right.z * sin);
                    back  = newBack.normalize();
                    right = up.cross(back).normalize();
                }
                {
                    float deltaY  = verticalRotationFactor * (y - downPosition.Y) / bound.Height;
                    float cos     = (float)Math.Cos(deltaY);
                    float sin     = (float)Math.Sin(deltaY);
                    vec3  newBack = new vec3(
                        back.x * cos + up.x * sin,
                        back.y * cos + up.y * sin,
                        back.z * cos + up.z * sin);
                    back = newBack.normalize();
                    up   = back.cross(right).normalize();
                }

                camera.Position = camera.Target +
                                  back * (float)((camera.Position - camera.Target).Magnitude());
                camera.UpVector     = up;
                this.back           = back;
                this.right          = right;
                this.up             = up;
                this.downPosition.X = x;
                this.downPosition.Y = y;
            }
        }
コード例 #6
0
        /// <summary>
        /// Quaternion from a rotation angle and axis.
        /// </summary>
        /// <param name="angleDegree"></param>
        /// <param name="axis"></param>
        public Quaternion(float angleDegree, vec3 axis)
        {
            if (axis.x == 0.0f && axis.y == 0.0f && axis.z == 0.0f)
            {
                Debug.WriteLine("Quaternion with axis not well defined!");
            }

            vec3   normalized = axis.normalize();
            double radian     = angleDegree * Math.PI / 180.0;
            double halfRadian = radian / 2.0;

            this.w = (float)Math.Cos(halfRadian);
            float sin = (float)Math.Sin(halfRadian);

            this.x = sin * normalized.x;
            this.y = sin * normalized.y;
            this.z = sin * normalized.z;
        }
コード例 #7
0
        public AnnulusModel(float radius, float thickness, uint sliceCount, uint secondSliceCount)
        {
            {
                var positions = new vec3[sliceCount * secondSliceCount];
                int t         = 0;
                var y         = new vec3(0, 1, 0);
                for (int i = 0; i < sliceCount; i++)
                {
                    double di     = 2 * Math.PI * i / sliceCount;
                    var    center = new vec3(radius * (float)Math.Sin(di), 0, radius * (float)Math.Cos(di));
                    float  length = center.length();
                    center = center.normalize();
                    for (int j = 0; j < secondSliceCount; j++)
                    {
                        double dj = 2 * Math.PI * j / secondSliceCount;
                        positions[t++] = center * (length - thickness * (float)Math.Cos(dj))
                                         + y * (thickness * (float)Math.Sin(dj));
                    }
                }
                BoundingBox box = positions.Move2Center();
                this.positions = positions;
                this.modelSize = box.MaxPosition - box.MinPosition;
            }
            {
                var  indexes = new uint[sliceCount * (secondSliceCount * 3 + secondSliceCount * 3)];
                uint t       = 0;
                for (uint i = 0; i < sliceCount; i++)
                {
                    for (uint j = 0; j < secondSliceCount; j++)
                    {
                        indexes[t++] = i * secondSliceCount + j;
                        indexes[t++] = i * secondSliceCount + (j + 1) % secondSliceCount;
                        indexes[t++] = (i * secondSliceCount + secondSliceCount + (j + 1) % secondSliceCount) % (sliceCount * secondSliceCount);

                        indexes[t++] = i * secondSliceCount + j;
                        indexes[t++] = (i * secondSliceCount + secondSliceCount + (j + 1) % secondSliceCount) % (sliceCount * secondSliceCount);
                        indexes[t++] = (i * secondSliceCount + secondSliceCount + j) % (sliceCount * secondSliceCount);
                    }
                }
                this.indexes = indexes;
            }
        }
コード例 #8
0
ファイル: SphereModel.cs プロジェクト: bobbyzhu/CSharpGL
        /// <summary>
        ///
        /// </summary>
        /// <param name="radius"></param>
        /// <param name="latitudeParts">用纬线把地球切割为几块。</param>
        /// <param name="longitudeParts">用经线把地球切割为几块。</param>
        /// <returns></returns>
        internal SphereModel(float radius = 1.0f, int latitudeParts = 10, int longitudeParts = 40)
        {
            if (radius <= 0.0f || latitudeParts < 2 || longitudeParts < 3)
            {
                throw new Exception();
            }

            int vertexCount = (latitudeParts + 1) * (longitudeParts + 1);

            this.positions = new vec3[vertexCount];
            this.normals   = new vec3[vertexCount];
            this.colors    = new vec3[vertexCount];
            this.uv        = new vec2[vertexCount];

            int indexCount = (latitudeParts) * (2 * (longitudeParts + 1) + 1);

            this.indexes = new uint[indexCount];

            int index = 0;

            //// 把星球平铺在一个平面上
            //for (int i = 0; i < latitudeParts + 1; i++)
            //{
            //    double theta = (latitudeParts - i * 2) * Math.PI / 2 / latitudeParts;
            //    double y = radius * Math.Sin(theta);
            //    for (int j = 0; j < longitudeParts + 1; j++)
            //    {
            //        double x = radius * (i - latitudeParts / 2);
            //        double z = radius * (j - longitudeParts / 2);

            //        vec3 position = new vec3((float)x, (float)y, (float)z);
            //        this.positions[index] = position;

            //        this.normals[index] = position.normalize();

            //        this.colors[index] = colorGenerator(i, j);

            //        index++;
            //    }
            //}

            for (int i = 0; i < latitudeParts + 1; i++)
            {
                double theta = (latitudeParts - i * 2) * Math.PI / 2 / latitudeParts;
                double y     = radius * Math.Sin(theta);
                for (int j = 0; j < longitudeParts + 1; j++)
                {
                    double x = radius * Math.Cos(theta) * Math.Sin(j * Math.PI * 2 / longitudeParts);
                    double z = radius * Math.Cos(theta) * Math.Cos(j * Math.PI * 2 / longitudeParts);

                    vec3 position = new vec3((float)x, (float)y, (float)z);
                    this.positions[index] = position;

                    this.normals[index] = position.normalize();

                    vec3 color = position.normalize();
                    if (color.x < 0)
                    {
                        color.x = -(color.x / 2);
                    }
                    if (color.y < 0)
                    {
                        color.y = -(color.y / 2);
                    }
                    if (color.z < 0)
                    {
                        color.z = -(color.z / 2);
                    }
                    this.colors[index] = color;
                    this.uv[index]     = new vec2((float)j / (float)longitudeParts, (float)i / (float)latitudeParts);

                    index++;
                }
            }

            // 索引
            index = 0;
            for (int i = 0; i < latitudeParts; i++)
            {
                for (int j = 0; j < longitudeParts + 1; j++)
                {
                    this.indexes[index++] = (uint)((longitudeParts + 1) * (i + 0) + j);
                    this.indexes[index++] = (uint)((longitudeParts + 1) * (i + 1) + j);
                }
                // use
                // GL.Enable(GL.GL_PRIMITIVE_RESTART);
                // GL.PrimitiveRestartIndex(uint.MaxValue);
                // GL.Disable(GL.GL_PRIMITIVE_RESTART);
                this.indexes[index++] = uint.MaxValue;
            }
        }
コード例 #9
0
ファイル: DiskModel.cs プロジェクト: KiwiPapa/some_c_projects
        public DiskModel(float radius, float holeRadius, float halfThickness, uint sliceCount, uint secondSliceCount)
        {
            float planeRadius = radius - holeRadius - halfThickness;

            uint[] outUpSphere   = new uint[sliceCount];
            uint[] outDownSphere = new uint[sliceCount];
            uint[] inUpSphere    = new uint[sliceCount];
            uint[] inDownSphere  = new uint[sliceCount];
            {
                var  positions = new vec3[sliceCount * ((secondSliceCount + 1) * 2)];
                uint t         = 0;
                var  y         = new vec3(0, 1, 0);
                for (int i = 0; i < sliceCount; i++)
                {
                    outUpSphere[i] = t;
                    double di     = 2 * Math.PI * i / sliceCount;
                    var    center = new vec3(radius * (float)Math.Sin(di), 0, radius * (float)Math.Cos(di));
                    center = center.normalize();
                    for (int j = 0; j < (secondSliceCount + 1); j++)
                    {
                        double dj = Math.PI / 2 + Math.PI * j / (secondSliceCount);
                        positions[t++] = center * ((radius + planeRadius) - halfThickness * (float)Math.Cos(dj))
                                         + y * (halfThickness * (float)Math.Sin(dj));
                    }
                    outDownSphere[i] = t - 1;
                }
                for (int i = 0; i < sliceCount; i++)
                {
                    inDownSphere[i] = t;
                    double di     = 2 * Math.PI * i / sliceCount;
                    var    center = new vec3(radius * (float)Math.Sin(di), 0, radius * (float)Math.Cos(di));
                    center = center.normalize();
                    for (int j = 0; j < (secondSliceCount + 1); j++)
                    {
                        double dj = Math.PI / 2 + Math.PI + Math.PI * j / (secondSliceCount);
                        positions[t++] = center * ((radius - planeRadius) - halfThickness * (float)Math.Cos(dj))
                                         + y * (halfThickness * (float)Math.Sin(dj));
                    }
                    inUpSphere[i] = t - 1;
                }

                BoundingBox box = positions.Move2Center();
                this.positions = positions;
                this.modelSize = box.MaxPosition - box.MinPosition;
            }
            {
                var indexes = new uint[(sliceCount * (secondSliceCount) * 2 * 3 * 2)
                                       + sliceCount * 2 * 3 + sliceCount * 2 * 3];
                uint t = 0;
                for (uint i = 0; i < sliceCount; i++)
                {
                    for (uint j = 0; j < secondSliceCount; j++)
                    {
                        indexes[t++] = outUpSphere[i] + j;
                        indexes[t++] = outUpSphere[i] + (j + 1);
                        indexes[t++] = outUpSphere[(i + 1) % sliceCount] + j + 1;

                        indexes[t++] = outUpSphere[i] + j;
                        indexes[t++] = outUpSphere[(i + 1) % sliceCount] + j + 1;
                        indexes[t++] = outUpSphere[(i + 1) % sliceCount] + j;
                    }
                }
                for (uint i = 0; i < sliceCount; i++)
                {
                    for (uint j = 0; j < secondSliceCount; j++)
                    {
                        indexes[t++] = inDownSphere[i] + j;
                        indexes[t++] = inDownSphere[i] + (j + 1);
                        indexes[t++] = inDownSphere[(i + 1) % sliceCount] + j + 1;

                        indexes[t++] = inDownSphere[i] + j;
                        indexes[t++] = inDownSphere[(i + 1) % sliceCount] + j + 1;
                        indexes[t++] = inDownSphere[(i + 1) % sliceCount] + j;
                    }
                }
                for (uint i = 0; i < sliceCount; i++)
                {
                    indexes[t++] = inUpSphere[i];
                    indexes[t++] = outUpSphere[i];
                    indexes[t++] = outUpSphere[(i + 1) % sliceCount];

                    indexes[t++] = inUpSphere[i];
                    indexes[t++] = outUpSphere[(i + 1) % sliceCount];
                    indexes[t++] = inUpSphere[(i + 1) % sliceCount];
                }
                for (uint i = 0; i < sliceCount; i++)
                {
                    indexes[t++] = inDownSphere[i];
                    indexes[t++] = outDownSphere[(i + 1) % sliceCount];
                    indexes[t++] = outDownSphere[i];

                    indexes[t++] = inDownSphere[i];
                    indexes[t++] = inDownSphere[(i + 1) % sliceCount];
                    indexes[t++] = outDownSphere[(i + 1) % sliceCount];
                }
                this.indexes = indexes;
            }
        }
コード例 #10
0
ファイル: SphereModel.cs プロジェクト: zogvm/CSharpGL
        /// <summary>
        ///
        /// </summary>
        /// <param name="radius"></param>
        /// <param name="latitudeParts">用纬线把地球切割为几块。</param>
        /// <param name="longitudeParts">用经线把地球切割为几块。</param>
        /// <param name="colorGenerator"></param>
        /// <returns></returns>
        internal SphereModel(float radius = 1.0f, int latitudeParts = 10, int longitudeParts = 40, Func <int, int, vec3> colorGenerator = null)
        {
            if (radius <= 0.0f || latitudeParts < 2 || longitudeParts < 3)
            {
                throw new Exception();
            }

            if (colorGenerator == null)
            {
                colorGenerator = defaultColorGenerator;
            }

            int vertexCount = (latitudeParts + 1) * (longitudeParts);

            this.positions = new vec3[vertexCount];
            this.normals   = new vec3[vertexCount];
            this.colors    = new vec3[vertexCount];

            int indexCount = (latitudeParts) * (2 * (longitudeParts + 1) + 1);

            this.indexes = new uint[indexCount];

            int index = 0;

            for (int i = 0; i < latitudeParts + 1; i++)
            {
                double theta = (latitudeParts - i * 2) * Math.PI / 2 / latitudeParts;
                double y     = radius * Math.Sin(theta);
                for (int j = 0; j < longitudeParts; j++)
                {
                    double x = radius * Math.Cos(theta) * Math.Sin(j * Math.PI * 2 / longitudeParts);
                    double z = radius * Math.Cos(theta) * Math.Cos(j * Math.PI * 2 / longitudeParts);

                    vec3 position = new vec3((float)x, (float)y, (float)z);
                    this.positions[index] = position;

                    this.normals[index] = position.normalize();

                    this.colors[index] = colorGenerator(i, j);

                    index++;
                }
            }

            // 索引
            index = 0;
            for (int i = 0; i < latitudeParts; i++)
            {
                for (int j = 0; j < (longitudeParts); j++)
                {
                    this.indexes[index++] = (uint)((longitudeParts) * (i + 0) + j);
                    this.indexes[index++] = (uint)((longitudeParts) * (i + 1) + j);
                }
                {
                    this.indexes[index++] = (uint)((longitudeParts) * (i + 0) + 0);
                    this.indexes[index++] = (uint)((longitudeParts) * (i + 1) + 0);
                }
                // use
                // GL.Enable(GL.GL_PRIMITIVE_RESTART);
                // GL.PrimitiveRestartIndex(uint.MaxValue);
                // GL.Disable(GL.GL_PRIMITIVE_RESTART);
                this.indexes[index++] = uint.MaxValue;
            }
        }
コード例 #11
0
ファイル: DiskModel.cs プロジェクト: winterlutos/CSharpGL
        public DiskModel(float radius, float holeRadius, float thickness, uint sliceCount, uint secondSliceCount)
        {
            uint upPlane, downPlane;

            uint[] upSphere   = new uint[sliceCount];
            uint[] downSphere = new uint[sliceCount];
            {
                var  positions = new vec3[sliceCount * secondSliceCount + sliceCount + sliceCount];
                uint t         = 0;
                var  y         = new vec3(0, 1, 0);
                for (int i = 0; i < sliceCount; i++)
                {
                    upSphere[i] = t;
                    double di     = 2 * Math.PI * i / sliceCount;
                    var    center = new vec3(radius * (float)Math.Sin(di), 0, radius * (float)Math.Cos(di));
                    float  length = center.length();
                    center = center.normalize();
                    for (int j = 0; j < secondSliceCount; j++)
                    {
                        double dj = Math.PI / 2 + Math.PI * j / (secondSliceCount - 1);
                        positions[t++] = center * (length - thickness * (float)Math.Cos(dj))
                                         + y * (thickness * (float)Math.Sin(dj));
                    }
                    downSphere[i] = t - 1;
                }
                upPlane = t;
                for (int i = 0; i < sliceCount; i++)
                {
                    double di = 2 * Math.PI * i / sliceCount;
                    positions[t++] = new vec3(holeRadius * (float)Math.Sin(di), thickness, holeRadius * (float)Math.Cos(di));
                }
                downPlane = t;
                for (int i = 0; i < sliceCount; i++)
                {
                    double di = 2 * Math.PI * i / sliceCount;
                    positions[t++] = new vec3(holeRadius * (float)Math.Sin(di), -thickness, holeRadius * (float)Math.Cos(di));
                }
                BoundingBox box = positions.Move2Center();
                this.positions = positions;
                this.modelSize = box.MaxPosition - box.MinPosition;
            }
            {
                var indexes = new uint[sliceCount * (secondSliceCount - 1) * 2 * 3
                                       + sliceCount * 2 * 3 + sliceCount * 2 * 3
                                       + sliceCount * 2 * 3];
                uint t = 0;
                for (uint i = 0; i < sliceCount; i++)
                {
                    for (uint j = 0; j < secondSliceCount - 1; j++)
                    {
                        indexes[t++] = i * secondSliceCount + j;
                        indexes[t++] = i * secondSliceCount + (j + 1) % secondSliceCount;
                        indexes[t++] = (i * secondSliceCount + secondSliceCount + (j + 1) % secondSliceCount) % (sliceCount * secondSliceCount);

                        indexes[t++] = i * secondSliceCount + j;
                        indexes[t++] = (i * secondSliceCount + secondSliceCount + (j + 1) % secondSliceCount) % (sliceCount * secondSliceCount);
                        indexes[t++] = (i * secondSliceCount + secondSliceCount + j) % (sliceCount * secondSliceCount);
                    }
                }
                for (uint i = 0; i < sliceCount; i++)
                {
                    indexes[t++] = upPlane + i;
                    indexes[t++] = upSphere[i];
                    indexes[t++] = upPlane + (i + 1) % sliceCount;

                    indexes[t++] = upPlane + (i + 1) % sliceCount;
                    indexes[t++] = upSphere[i];
                    indexes[t++] = upSphere[(i + 1) % sliceCount];
                }
                for (uint i = 0; i < sliceCount; i++)
                {
                    indexes[t++] = downPlane + i;
                    indexes[t++] = downPlane + (i + 1) % sliceCount;
                    indexes[t++] = downSphere[i];

                    indexes[t++] = downPlane + (i + 1) % sliceCount;
                    indexes[t++] = downSphere[(i + 1) % sliceCount];
                    indexes[t++] = downSphere[i];
                }
                for (uint i = 0; i < sliceCount; i++)
                {
                    indexes[t++] = upPlane + i;
                    indexes[t++] = upPlane + (i + 1) % sliceCount;
                    indexes[t++] = downPlane + i;

                    indexes[t++] = downPlane + i;
                    indexes[t++] = upPlane + (i + 1) % sliceCount;
                    indexes[t++] = downPlane + (i + 1) % sliceCount;
                }
                this.indexes = indexes;
            }
        }