public PositionNormalTexturedX2 CreateLong(float xvalue, float yvalue, float zvalue, float nxvalue, float nyvalue, float nzvalue, float u, float v) { PositionNormalTexturedX2 temp = new PositionNormalTexturedX2(); temp.X = xvalue; temp.Y = yvalue; temp.Z = zvalue; temp.Nx = nxvalue; temp.Ny = nyvalue; temp.Nz = nzvalue; temp.Tu = u; temp.Tv = v; Coordinates result = Coordinates.CartesianToSpherical2(Vector3d.Create(Nx, Ny, Nz)); temp.Tu1 = (float)((result.Lng + 180.0) / 360.0); temp.Tv1 = (float)(1 - ((result.Lat + 90.0) / 180.0)); return temp; }
public static PositionNormalTexturedX2 Create2UV(Vector3d pos, Vector3d nor, double u, double v, double u1, double v1) { PositionNormalTexturedX2 temp = new PositionNormalTexturedX2(); temp.X = pos.X; temp.Y = pos.Y; temp.Z = pos.Z; temp.Nx = nor.X; temp.Ny = nor.Y; temp.Nz = nor.Z; temp.Tu = u; temp.Tv = v; temp.Tu1 = u1; temp.Tv1 = v1; return temp; }
// // Summary: // Initializes a new instance of the PositionNormalTexturedX2 // class. // // Parameters: // xvalue: // Floating-point value that represents the x coordinate of the position. // // yvalue: // Floating-point value that represents the y coordinate of the position. // // zvalue: // Floating-point value that represents the z coordinate of the position. // // nxvalue: // Floating-point value that represents the nx coordinate of the vertex normal. // // nyvalue: // Floating-point value that represents the ny coordinate of the vertex normal. // // nzvalue: // Floating-point value that represents the nz coordinate of the vertex normal. // // u: // Floating-point value that represents the PositionNormalTexturedX2.#ctor() // component of the texture coordinate. // // v: // Floating-point value that represents the PositionNormalTexturedX2.#ctor() // component of the texture coordinate. public static PositionNormalTexturedX2 CreateLong2UV(float xvalue, float yvalue, float zvalue, float nxvalue, float nyvalue, float nzvalue, float u, float v, float u1, float v1) { PositionNormalTexturedX2 temp = new PositionNormalTexturedX2(); temp.X = xvalue; temp.Y = yvalue; temp.Z = zvalue; temp.Nx = nxvalue; temp.Ny = nyvalue; temp.Nz = nzvalue; temp.Tu = u; temp.Tv = v; temp.Tu1 = u1; temp.Tv1 = v1; return temp; }
public static PositionNormalTexturedX2 Create(Vector3d pos, Vector3d nor, double u, double v) { PositionNormalTexturedX2 temp = new PositionNormalTexturedX2(); temp.X = pos.X; temp.Y = pos.Y; temp.Z = pos.Z; temp.Nx = nor.X; temp.Ny = nor.Y; temp.Nz = nor.Z; temp.Tu = u; temp.Tv = v; Coordinates result = Coordinates.CartesianToSpherical2(nor); temp.Tu1 = (float)((result.Lng + 180.0) / 360.0); temp.Tv1 = (float)(1 - ((result.Lat + 90.0) / 180.0)); return temp; }