public Cube(Ratchet.Math.vec3 Position, float Size) { _1 = new Quad3(new Ratchet.Math.vec3(Position.x, Position.y, Position.z), new Ratchet.Math.vec3(Position.x + Size, Position.y, Position.z), new Ratchet.Math.vec3(Position.x + Size, Position.y, Position.z + Size), new Ratchet.Math.vec3(Position.x, Position.y, Position.z + Size)); _2 = new Quad3(new Ratchet.Math.vec3(Position.x, Position.y + Size, Position.z), new Ratchet.Math.vec3(Position.x + Size, Position.y + Size, Position.z), new Ratchet.Math.vec3(Position.x + Size, Position.y + Size, Position.z + Size), new Ratchet.Math.vec3(Position.x, Position.y + Size, Position.z + Size)); _3 = new Quad3(new Ratchet.Math.vec3(Position.x, Position.y, Position.z), new Ratchet.Math.vec3(Position.x, Position.y + Size, Position.z), new Ratchet.Math.vec3(Position.x + Size, Position.y + Size, Position.z), new Ratchet.Math.vec3(Position.x + Size, Position.y, Position.z)); _4 = new Quad3(new Ratchet.Math.vec3(Position.x, Position.y, Position.z + Size), new Ratchet.Math.vec3(Position.x, Position.y, Position.z + Size), new Ratchet.Math.vec3(Position.x + Size, Position.y + Size, Position.z + Size), new Ratchet.Math.vec3(Position.x + Size, Position.y, Position.z + Size)); _5 = new Quad3(new Ratchet.Math.vec3(Position.x, Position.y, Position.z), new Ratchet.Math.vec3(Position.x, Position.y + Size, Position.z), new Ratchet.Math.vec3(Position.x, Position.y + Size, Position.z + Size), new Ratchet.Math.vec3(Position.x, Position.y, Position.z + Size)); _6 = new Quad3(new Ratchet.Math.vec3(Position.x + Size, Position.y, Position.z), new Ratchet.Math.vec3(Position.x + Size, Position.y + Size, Position.z), new Ratchet.Math.vec3(Position.x + Size, Position.y + Size, Position.z + Size), new Ratchet.Math.vec3(Position.x + Size, Position.y, Position.z + Size)); }
private void update_Tick(object sender, EventArgs e) { angle += 0.05; _CameraPosition = new Ratchet.Math.vec3((float)Math.Cos(angle) * 2.5f, 2.0f, (float)Math.Sin(angle) * 2.5f); }
public Triangle3(Ratchet.Math.vec3 p1, Ratchet.Math.vec3 p2, Ratchet.Math.vec3 p3) { this.p1 = new Ratchet.Math.vec4(p1, 1.0f); this.p2 = new Ratchet.Math.vec4(p2, 1.0f); this.p3 = new Ratchet.Math.vec4(p3, 1.0f); }
public Quad3(Ratchet.Math.vec3 p1, Ratchet.Math.vec3 p2, Ratchet.Math.vec3 p3, Ratchet.Math.vec3 p4) { t1 = new Triangle3(p1, p2, p3); t2 = new Triangle3(p1, p3, p4); }