コード例 #1
0
        /// <summary>
        /// Adds the circle.
        /// </summary>
        /// <param name="position">The position.</param>
        /// <param name="normal">The normal.</param>
        /// <param name="radius">The radius.</param>
        /// <param name="segments">The segments.</param>
        public void AddCircle(Vector3 position, Vector3 normal, float radius, int segments)
        {
            if (segments < 3)
            {
                throw new ArgumentNullException("too few segments, at least 3");
            }
            normal.Normalize();
            float sectionAngle = (float)(2.0 * Math.PI / segments);
            var   start        = new Vector3(radius, 0.0f, 0.0f);
            var   current      = new Vector3(radius, 0.0f, 0.0f);
            var   next         = new Vector3(0.0f, 0.0f, 0.0f);
            int   posStart     = positions.Count;

            positions.Add(current);
            int currIndex = posStart;

            for (int i = 1; i < segments; i++)
            {
                next.X  = radius * (float)Math.Cos(i * sectionAngle);
                next.Z  = radius * (float)Math.Sin(i * sectionAngle);
                current = next;
                positions.Add(current);
                lineListIndices.Add(currIndex);
                lineListIndices.Add(++currIndex);
            }

            lineListIndices.Add(currIndex);
            lineListIndices.Add(posStart);
            var axis      = Vector3.Cross(Vector3.UnitY, normal);
            var transform = Matrix.Translation(position);

            if (axis.LengthSquared() > 1e-6)
            {
                axis.Normalize();
                transform = Matrix.RotationAxis(axis, (float)Math.Acos(Vector3.Dot(Vector3.UnitY, normal))) * transform;
            }

            for (int i = posStart; i < positions.Count; ++i)
            {
                positions[i] = Vector3.TransformCoordinate(positions[i], transform);
            }
        }
コード例 #2
0
 public static global::SharpDX.Vector3 Normalized(this global::SharpDX.Vector3 vector)
 {
     vector.Normalize();
     return(vector);
 }