Пример #1
0
        /// <summary>
        /// </summary>
        /// <param name="name">
        /// </param>
        /// <param name="xmin">
        /// </param>
        /// <param name="zmin">
        /// </param>
        /// <param name="xmax">
        /// </param>
        /// <param name="zmax">
        /// </param>
        /// <param name="subdivisions">
        /// </param>
        /// <param name="precision">
        /// </param>
        /// <param name="scene">
        /// </param>
        /// <param name="updatable">
        /// </param>
        /// <returns>
        /// </returns>
        public static Mesh CreateTiledGround(
            string name, double xmin, double zmin, double xmax, double zmax, SizeI subdivisions, SizeI precision, Scene scene, bool updatable = false)
        {
            var tiledGround = new Mesh(name, scene);
            var vertexData  = VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision);

            vertexData.applyToMesh(tiledGround, updatable);
            return(tiledGround);
        }
Пример #2
0
 public TiledGround(int id, Scene scene, int xmin, int zmin, int xmax, int zmax, SizeI subdivisions, SizeI precision, bool canBeRegenerated = false, Mesh mesh = null)
     : base(id, scene, VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision), canBeRegenerated, mesh)
 {
     this.xmin         = xmin;
     this.zmin         = zmin;
     this.xmax         = xmax;
     this.zmax         = zmax;
     this.subdivisions = subdivisions;
     this.precision    = precision;
 }
Пример #3
0
 public override VertexData _regenerateVertexData()
 {
     return(VertexData.CreateTiledGround(this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision));
 }