Пример #1
0
        public void Initialize()
        {
            int stacks     = 32;
            int slices     = 32;
            var graphics   = Engine.Graphics;
            var components = new[]
            {
                new GlypComponent {
                    Id = X
                },
                new GlypComponent {
                    Id = Y
                },
                new GlypComponent {
                    Id = Z
                },
                new GlypComponent {
                    Id = SPHERE
                }
            };

            Components = components;

            CreateMarquer(Matrix.Identity,
                          components[SPHERE - 1],
                          new SphereBuilder(stacks, slices, radius),
                          sphereColor,
                          graphics,
                          0);

            var builder = new CylindreBuilder(stacks, slices, radius + 0.1f, thickness, true);

            //X
            CreateMarquer(Matrix.RotationZ(Numerics.PIover2),
                          components[X - 1],
                          builder,
                          new Color4(markersAlpha, 1, 0, 0),
                          graphics,
                          0.1f);

            //Y
            CreateMarquer(Matrix.Identity,
                          components[Y - 1],
                          builder,
                          new Color4(markersAlpha, 0, 1, 0),
                          graphics,
                          0.2f);

            //Z
            CreateMarquer(Matrix.RotationX(Numerics.PIover2),
                          components[Z - 1],
                          builder,
                          new Color4(markersAlpha, 0, 0, 1),
                          graphics,
                          0.3f);
        }
Пример #2
0
        public static Mesh CreateCylindre(int stacks, int slices, float radius, float height, bool open)
        {
            CylindreBuilder cylindre = new CylindreBuilder(stacks, slices, radius, height, open);

            return(CreateMesh(cylindre.Vertices, cylindre.Indices));
        }