/// <summary>
        /// Actualiza la posicion de los vertices que componen las tapas
        /// </summary>
        private void updateDraw()
        {
            if (this.vertices == null)
                this.vertices = new CustomVertex.PositionColored[END_CAPS_VERTEX_COUNT + 4]; //4 para los bordes laterales

            int color = this.color.ToArgb();
            Vector3 zeroVector = this.center;

            //matriz que vamos a usar para girar el vector de dibujado
            float angle = FastMath.TWO_PI / (float)END_CAPS_RESOLUTION;
            Vector3 upVector = this.halfHeight;
            Matrix rotationMatrix = Matrix.RotationAxis(new Vector3(0, 1, 0), angle);

            //vector de dibujado
            Vector3 n = new Vector3(this.radius, 0, 0);

            //array donde guardamos los puntos dibujados
            Vector3[] draw = new Vector3[END_CAPS_VERTEX_COUNT];

            for (int i = 0; i < END_CAPS_VERTEX_COUNT / 2; i += 2)
            {
                //vertice inicial de la tapa superior
                draw[i] = zeroVector + upVector + n;
                //vertice inicial de la tapa inferior
                draw[END_CAPS_VERTEX_COUNT / 2 + i] = zeroVector - upVector + n;

                //rotamos el vector de dibujado
                n.TransformNormal(rotationMatrix);

                //vertice final de la tapa superior
                draw[i + 1] = zeroVector + upVector + n;
                //vertice final de la tapa inferior
                draw[END_CAPS_VERTEX_COUNT / 2 + i + 1] = zeroVector - upVector + n;
            }

            for (int i = 0; i < END_CAPS_VERTEX_COUNT; i++)
                this.vertices[i] = new CustomVertex.PositionColored(draw[i], color);
        }
Пример #2
0
        private void updateDraw()
        {
            //vectores utilizados para el dibujado
            Vector3 upVector = new Vector3(0, 1, 0);
            Vector3 n = new Vector3(1, 0, 0);

            int capsResolution = END_CAPS_RESOLUTION;

            //matriz de rotacion del vector de dibujado
            float angleStep = FastMath.TWO_PI / (float)capsResolution;
            Matrix rotationMatrix = Matrix.RotationAxis(-upVector, angleStep);
            float angle = 0;

            //transformacion que se le aplicara a cada vertice
            Matrix transformation = this.Transform;
            float bcInverseRadius = 1 / this.boundingCylinder.Radius;

            //arrays donde guardamos los puntos dibujados
            Vector3[] topCapDraw = new Vector3[capsResolution];
            Vector3[] bottomCapDraw = new Vector3[capsResolution];

            //variables temporales utilizadas para el texture mapping
            float u;

            for (int i = 0; i < capsResolution; i++)
            {
                //establecemos los vertices de las tapas
                topCapDraw[i] = upVector + (n * this.topRadius * bcInverseRadius);
                bottomCapDraw[i] = -upVector + (n * this.bottomRadius * bcInverseRadius);

                u = angle / FastMath.TWO_PI;

                //triangulos de la cara lateral (strip)
                this.sideTrianglesVertices[2 * i] = new CustomVertex.PositionColoredTextured(topCapDraw[i], color, u, 0);
                this.sideTrianglesVertices[2 * i + 1] = new CustomVertex.PositionColoredTextured(bottomCapDraw[i], color, u, 1);

                //rotamos el vector de dibujado
                n.TransformNormal(rotationMatrix);
                angle += angleStep;
            }

            //cerramos la cara lateral
            this.sideTrianglesVertices[2 * capsResolution] = new CustomVertex.PositionColoredTextured(topCapDraw[0], color, 1, 0);
            this.sideTrianglesVertices[2 * capsResolution + 1] = new CustomVertex.PositionColoredTextured(bottomCapDraw[0], color, 1, 1);
        }
Пример #3
0
        /// <summary>
        /// Actualiza la posicion de los vertices que componen las tapas
        /// </summary>
        private void updateDraw()
        {
            if (this.vertices == null)
                this.vertices = new CustomVertex.PositionColored[END_CAPS_VERTEX_COUNT + 4]; //4 para los bordes laterales

            int color = this.color.ToArgb();

            //matriz que vamos a usar para girar el vector de dibujado
            float angle = FastMath.TWO_PI / (float)END_CAPS_RESOLUTION;
            Vector3 upVector = new Vector3(0, 1, 0);
            Matrix rotationMatrix = Matrix.RotationAxis(upVector, angle);

            //vector de dibujado
            Vector3 n = new Vector3(1, 0, 0);

            //array donde guardamos los puntos dibujados
            Vector3[] draw = new Vector3[this.vertices.Length];

            for (int i = 0; i < END_CAPS_VERTEX_COUNT / 2; i += 2)
            {
                //vertice inicial de la tapa superior
                draw[i] = upVector + n;
                //vertice inicial de la tapa inferior
                draw[END_CAPS_VERTEX_COUNT / 2 + i] = -upVector + n;

                //rotamos el vector de dibujado
                n.TransformNormal(rotationMatrix);

                //vertice final de la tapa superior
                draw[i + 1] = upVector + n;
                //vertice final de la tapa inferior
                draw[END_CAPS_VERTEX_COUNT / 2 + i + 1] = -upVector + n;
            }

            //rotamos y trasladamos los puntos, y los volcamos al vector de vertices
            Matrix transformation = this.transformation;
            for (int i = 0; i < END_CAPS_VERTEX_COUNT; i++)
                this.vertices[i] = new CustomVertex.PositionColored(Vector3.TransformCoordinate(draw[i], transformation), color);
        }
Пример #4
0
        /// <summary>
        /// The extract model as single mesh.
        /// </summary>
        /// <param name="path">The path.</param>
        /// <remarks></remarks>
        public void ExtractModelAsSingleMesh(string path)
        {
            int ndex = path.LastIndexOf('\\');
            string f**k = path.Remove(ndex + 1);

            

            string texturepath = f**k + "Textures\\";
            Directory.CreateDirectory(texturepath);
            List<string> names = new List<string>();
            string mtllib = this.Name + ".mtl";
            FileStream FS = new FileStream(f**k + mtllib, FileMode.Create);
            StreamWriter SW = new StreamWriter(FS);
            Panel p = new Panel();
            Renderer r = new Renderer();
            r.CreateDevice(p);
            for (int x = 0; x < this.Shaders.Shader.Length; x++)
            {
                string[] namesplit = this.Shaders.Shader[x].shaderName.Split('\\');
                string temps = namesplit[namesplit.Length - 1];
                names.Add(temps);
                this.Shaders.Shader[x].MakeTextures(ref r.device);

                TextureLoader.Save(
                    texturepath + temps + ".dds", ImageFileFormat.Dds, this.Shaders.Shader[x].MainTexture);
                if (x > 0)
                {
                    SW.WriteLine(string.Empty);
                }

                SW.WriteLine("newmtl " + temps);
                SW.WriteLine("Ka 1.000000 1.000000 1.000000");
                SW.WriteLine("Kd 1.000000 1.000000 1.000000");
                SW.WriteLine("Ks 1.000000 1.000000 1.000000");
                SW.WriteLine("Ns 0.000000");
                SW.WriteLine(@"map_Kd .\\Textures\\" + temps + ".dds");
            }

            SW.Close();
            FS.Close();

            

            #region ExportBSPMeshes

            FS = new FileStream(path, FileMode.Create);
            SW = new StreamWriter(FS);
            SW.WriteLine("# ------------------------------------");
            SW.WriteLine("# Halo 2 BSP Mesh - Extracted with Entity");
            SW.WriteLine("# ------------------------------------");
            SW.WriteLine("mtllib " + mtllib);
            int vertcount = 0;

            for (int x = 0; x < this.BSPRawDataMetaChunks.Length; x++)
            {
                if (this.BSPRawDataMetaChunks[x].VerticeCount == 0)
                {
                    continue;
                }

                for (int y = 0; y < this.BSPRawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "v " + this.BSPRawDataMetaChunks[x].Vertices[y].X.ToString("R") + " " +
                                   this.BSPRawDataMetaChunks[x].Vertices[y].Y.ToString("R") + " " +
                                   this.BSPRawDataMetaChunks[x].Vertices[y].Z.ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPRawDataMetaChunks[x].Vertices.Count + " vertices");
                for (int y = 0; y < this.BSPRawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "vt " + this.BSPRawDataMetaChunks[x].UVs[y].X.ToString("R") + " " +
                                   (1 - this.BSPRawDataMetaChunks[x].UVs[y].Y).ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPRawDataMetaChunks[x].Vertices.Count + " texture vertices");
                for (int y = 0; y < this.BSPRawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "vn " + this.BSPRawDataMetaChunks[x].Normals[y].X.ToString("R") + " " +
                                   this.BSPRawDataMetaChunks[x].Normals[y].Y.ToString("R") + " " +
                                   this.BSPRawDataMetaChunks[x].Normals[y].Z.ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPRawDataMetaChunks[x].Vertices.Count + " normals");
                for (int y = 0; y < this.BSPRawDataMetaChunks[x].SubMeshInfo.Length; y++)
                {
                    SW.WriteLine("g " + x + "." + y);
                    // SW.WriteLine("s "+x.ToString()+"." + y.ToString());
                    SW.WriteLine("usemtl  " + names[this.BSPRawDataMetaChunks[x].SubMeshInfo[y].ShaderNumber]);

                    // int[] s***e = new int[100000];
                    int[] s***e = new int[this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount];
                    int s = 0;
                    if (this.BSPRawDataMetaChunks[x].FaceCount * 3 != this.BSPRawDataMetaChunks[x].IndiceCount)
                    {
                        int m = this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart;
                        bool dir = false;
                        short tempx;
                        short tempy;
                        short tempz;

                        do
                        {
                            // if (mode.EndOfIndices[x][j]>m+2){break;}
                            tempx = this.BSPRawDataMetaChunks[x].Indices[m];
                            tempy = this.BSPRawDataMetaChunks[x].Indices[m + 1];
                            tempz = this.BSPRawDataMetaChunks[x].Indices[m + 2];

                            if (tempx != tempy && tempx != tempz && tempy != tempz)
                            {
                                if (dir == false)
                                {
                                    s***e[s] = vertcount + tempx;
                                    s***e[s + 1] = vertcount + tempy;
                                    s***e[s + 2] = vertcount + tempz;
                                    s += 3;

                                    dir = true;
                                }
                                else
                                {
                                    s***e[s] = vertcount + tempx;
                                    s***e[s + 1] = vertcount + tempz;
                                    s***e[s + 2] = vertcount + tempy;
                                    s += 3;
                                    dir = false;
                                }

                                m += 1;
                            }
                            else
                            {
                                if (dir)
                                {
                                    dir = false;
                                }
                                else
                                {
                                    dir = true;
                                }

                                m += 1;
                            }
                        }
                        while (m <
                               this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart +
                               this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount - 2);
                    }
                    else
                    {
                        for (int u = 0; u < this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount; u++)
                        {
                            s***e[u] = vertcount +
                                        this.BSPRawDataMetaChunks[x].Indices[
                                            this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart + u];
                        }

                        s = this.BSPRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount;
                    }

                    for (int xx = 0; xx < s; xx += 3)
                    {
                        string temps = "f " + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + " " +
                                       (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + " " +
                                       (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1);
                        SW.WriteLine(temps);
                    }

                    SW.WriteLine("# " + (s / 3) + " elements");
                }

                vertcount += this.BSPRawDataMetaChunks[x].VerticeCount;
            }

            #endregion

            SW.Close();
            FS.Close();

            #region ExportBSPPermutationMeshes

            FS = new FileStream(path.Substring(0, path.LastIndexOf('.')) + "-permutations.obj", FileMode.Create);
            SW = new StreamWriter(FS);
            SW.WriteLine("# ------------------------------------");
            SW.WriteLine("# Halo 2 BSP Permutation Mesh");
            SW.WriteLine("# ------------------------------------");
            SW.WriteLine("mtllib " + mtllib);
            vertcount = 0;

            for (int tx = 0; tx < this.PermutationInfo.Length; tx++)
            {
                int x = this.PermutationInfo[tx].sceneryIndex;
                if ((this.BSPPermutationRawDataMetaChunks[x].RawDataChunkInfo.Length == 0) ||
                    (this.BSPPermutationRawDataMetaChunks[x].VerticeCount == 0))
                {
                    continue;
                }

                for (int y = 0; y < this.BSPPermutationRawDataMetaChunks[x].VerticeCount; y++)
                {
                    Vector3 tv3 = new Vector3(
                        this.BSPPermutationRawDataMetaChunks[x].Vertices[y].X, 
                        this.BSPPermutationRawDataMetaChunks[x].Vertices[y].Y, 
                        this.BSPPermutationRawDataMetaChunks[x].Vertices[y].Z);
                    tv3.TransformCoordinate(this.PermutationInfo[tx].mat);
                    string temps = "v " + tv3.X.ToString("R") + " " + tv3.Y.ToString("R") + " " + tv3.Z.ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPPermutationRawDataMetaChunks[x].Vertices.Count + " vertices");
                for (int y = 0; y < this.BSPPermutationRawDataMetaChunks[x].VerticeCount; y++)
                {
                    string temps = "vt " + this.BSPPermutationRawDataMetaChunks[x].UVs[y].X.ToString("R") + " " +
                                   this.BSPPermutationRawDataMetaChunks[x].UVs[y].Y.ToString("R");
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPPermutationRawDataMetaChunks[x].Vertices.Count + " texture vertices");
                for (int y = 0; y < this.BSPPermutationRawDataMetaChunks[x].VerticeCount; y++)
                {
                    Vector3 tv3 = new Vector3(
                        this.BSPPermutationRawDataMetaChunks[x].Normals[y].X, 
                        this.BSPPermutationRawDataMetaChunks[x].Normals[y].Y, 
                        this.BSPPermutationRawDataMetaChunks[x].Normals[y].Z);
                    tv3.TransformNormal(this.PermutationInfo[tx].mat);
                    string temps = "vn " + tv3.X.ToString("R") + " " + tv3.Y.ToString("R") + " " + tv3.Z.ToString("R");
                    /*
                    string temps = "vn " + this.BSPPermutationRawDataMetaChunks[x].Normals[y].X.ToString()
                                   + " " + this.BSPPermutationRawDataMetaChunks[x].Normals[y].Y.ToString()
                                   + " " + this.BSPPermutationRawDataMetaChunks[x].Normals[y].Z.ToString();
                    */
                    SW.WriteLine(temps);
                }

                SW.WriteLine("# " + this.BSPPermutationRawDataMetaChunks[x].Vertices.Count + " normals");
                for (int y = 0; y < this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo.Length; y++)
                {
                    SW.WriteLine("g " + tx + "." + y);
                    SW.WriteLine(
                        "usemtl  " + names[this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].ShaderNumber]);

                    // int[] s***e = new int[100000];
                    int[] s***e = new int[this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount];

                    int s = 0;
                    if (this.BSPPermutationRawDataMetaChunks[x].FaceCount * 3 !=
                        this.BSPPermutationRawDataMetaChunks[x].IndiceCount)
                    {
                        int m = this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart;

                        bool dir = false;
                        short tempx;
                        short tempy;
                        short tempz;

                        do
                        {
                            // if (mode.EndOfIndices[x][j]>m+2){break;}
                            tempx = this.BSPPermutationRawDataMetaChunks[x].Indices[m];
                            tempy = this.BSPPermutationRawDataMetaChunks[x].Indices[m + 1];
                            tempz = this.BSPPermutationRawDataMetaChunks[x].Indices[m + 2];

                            if (tempx != tempy && tempx != tempz && tempy != tempz)
                            {
                                if (dir == false)
                                {
                                    s***e[s] = vertcount + tempx;
                                    s***e[s + 1] = vertcount + tempy;
                                    s***e[s + 2] = vertcount + tempz;
                                    s += 3;

                                    dir = true;
                                }
                                else
                                {
                                    s***e[s] = vertcount + tempx;
                                    s***e[s + 1] = vertcount + tempz;
                                    s***e[s + 2] = vertcount + tempy;
                                    s += 3;
                                    dir = false;
                                }

                                m += 1;
                            }
                            else
                            {
                                if (dir)
                                {
                                    dir = false;
                                }
                                else
                                {
                                    dir = true;
                                }

                                m += 1;
                            }
                        }
                        while (m <
                               this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart +
                               this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount - 2);
                    }
                    else
                    {
                        for (int u = 0; u < this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount; u++)
                        {
                            s***e[u] = vertcount +
                                        this.BSPPermutationRawDataMetaChunks[x].Indices[
                                            this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceStart + u];
                        }

                        s = this.BSPPermutationRawDataMetaChunks[x].SubMeshInfo[y].IndiceCount;
                    }

                    for (int xx = 0; xx < s; xx += 3)
                    {
                        string temps = "f " + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + "/" + (s***e[xx] + 1) + " " +
                                       (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + "/" + (s***e[xx + 1] + 1) + " " +
                                       (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1) + "/" + (s***e[xx + 2] + 1);
                        SW.WriteLine(temps);
                    }

                    SW.WriteLine("# " + (s / 3) + " elements");
                }

                vertcount += this.BSPPermutationRawDataMetaChunks[x].VerticeCount;
            }

            SW.Close();
            FS.Close();

            #endregion
        }
Пример #5
0
        public override int Intersect( Vector3 rayPosition, Vector3 rayDirection, ref Object3DCommon obj, Matrix worldSpace )
        {
            Matrix myModelSpace = scalingMatrix * rotationMatrix * translationMatrix * worldSpace;

            // transform world space to object space
            Vector3 pickRayOriginTemp = new Vector3(rayPosition.X, rayPosition.Y, rayPosition.Z);
            Vector3 pickRayDirectionTemp = new Vector3(rayDirection.X,rayDirection.Y,rayDirection.Z);

            // convert ray from 3d space to model space
            pickRayOriginTemp.TransformCoordinate(Matrix.Invert(myModelSpace));
            pickRayDirectionTemp.TransformNormal (Matrix.Invert(myModelSpace));

            // check to see if I intersect
            int zDistance = CheckIntersect(pickRayOriginTemp,pickRayDirectionTemp);
            if (zDistance > 0)
            {
                obj = this;
            }

            if (_children != null)
            {
                foreach (Object3DCommon childObj in _children)
                {
                    int newZDistance = childObj.Intersect(rayPosition, rayDirection, ref obj, myModelSpace);
                    if (newZDistance > zDistance)
                    {
                        zDistance = newZDistance;
                    }
                }
            }

            return zDistance;
        }
        private void updateDraw()
        {
            //vectores utilizados para el dibujado
            Vector3 upVector = new Vector3(0, 1, 0);
            Vector3 n = new Vector3(1, 0, 0);

            int capsResolution = END_CAPS_RESOLUTION;

            //matriz de rotacion del vector de dibujado
            float angleStep = FastMath.TWO_PI / (float)capsResolution;
            Matrix rotationMatrix = Matrix.RotationAxis(-upVector, angleStep);
            float angle = 0;

            //transformacion que se le aplicara a cada vertice
            Matrix transformation = this.Transform;

            //arrays donde guardamos los puntos dibujados
            Vector3[] topCapDraw = new Vector3[capsResolution];
            Vector3[] bottomCapDraw = new Vector3[capsResolution];

            //Vector3 topCapCenter = Vector3.TransformCoordinate(upVector, transformation);
            //Vector3 bottomCapCenter = Vector3.TransformCoordinate(-upVector, transformation);
            Vector3 topCapCenter = upVector;
            Vector3 bottomCapCenter = -upVector;

            for (int i = 0; i < capsResolution; i++)
            {
                //establecemos los vertices de las tapas
                //topCapDraw[i] = Vector3.TransformCoordinate(upVector + n, transformation);
                //bottomCapDraw[i] = Vector3.TransformCoordinate(-upVector + n, transformation);
                topCapDraw[i] = upVector + n;
                bottomCapDraw[i] = -upVector + n;

                float u = angle / FastMath.TWO_PI;

                //triangulos de la cara lateral (strip)
                this.sideTrianglesVertices[2 * i] = new CustomVertex.PositionColoredTextured(topCapDraw[i], color, u, 0);
                this.sideTrianglesVertices[2 * i + 1] = new CustomVertex.PositionColoredTextured(bottomCapDraw[i], color, u, 1);

                //triangulos de la tapa superior (list)
                if (i > 0) this.capsTrianglesVertices[3 * i] = new CustomVertex.PositionColoredTextured(topCapDraw[i - 1], color, FastMath.Cos(angle - angleStep), FastMath.Sin(angle - angleStep));
                this.capsTrianglesVertices[3 * i + 1] = new CustomVertex.PositionColoredTextured(topCapDraw[i], color, FastMath.Cos(angle), FastMath.Sin(angle));
                this.capsTrianglesVertices[3 * i + 2] = new CustomVertex.PositionColoredTextured(topCapCenter, color, 0.5f, 0.5f);

                //triangulos de la tapa inferior (list)
                if (i > 0) this.capsTrianglesVertices[3 * i + 3 * capsResolution] = new CustomVertex.PositionColoredTextured(bottomCapDraw[i - 1], color, FastMath.Cos(angle - angleStep), FastMath.Sin(angle - angleStep));
                this.capsTrianglesVertices[3 * i + 1 + 3 * capsResolution] = new CustomVertex.PositionColoredTextured(bottomCapDraw[i], color, FastMath.Cos(angle), FastMath.Sin(angle)); ;
                this.capsTrianglesVertices[3 * i + 2 + 3 * capsResolution] = new CustomVertex.PositionColoredTextured(bottomCapCenter, color, 0.5f, 0.5f);

                //rotamos el vector de dibujado
                n.TransformNormal(rotationMatrix);
                angle += angleStep;
            }

            //cerramos la cara lateral
            this.sideTrianglesVertices[2 * capsResolution] = new CustomVertex.PositionColoredTextured(topCapDraw[0], color, 1, 0);
            this.sideTrianglesVertices[2 * capsResolution + 1] = new CustomVertex.PositionColoredTextured(bottomCapDraw[0], color, 1, 1);

            //cerramos la tapa superior
            this.capsTrianglesVertices[0] = new CustomVertex.PositionColoredTextured(topCapDraw[capsResolution - 1], color, FastMath.Cos(-angleStep), FastMath.Sin(-angleStep));

            //Cerramos la tapa inferior
            this.capsTrianglesVertices[3 * capsResolution] = new CustomVertex.PositionColoredTextured(bottomCapDraw[capsResolution - 1], color, FastMath.Cos(-angleStep), FastMath.Sin(-angleStep));
        }