示例#1
0
        private void BuildShapesAndTransformations()
        {
            inners = new LinearPath[2];

            startOrientation = new Quaternion[2];
            finalOrientation = new Quaternion[2];

            // Hexagon
            CompositeCurve c = CompositeCurve.CreateHexagon(5);

            c.Regen(0);
            inners[0] = new LinearPath(c.Vertices);
            inners[0].Reverse();

            startOrientation[0] = new Quaternion(Vector3D.AxisZ, 180 / 2.0);
            Transformation transf = new Translation(7, 0, 0) * new Rotation(Math.PI / 2, Vector3D.AxisZ);

            inners[0].TransformBy(transf);

            // Triangle
            inners[1] = new LinearPath(new Point3D[]
            {
                new Point3D(0, 0, 0),
                new Point3D(7, 0, 0),
                new Point3D(3.5, 7, 0),
                new Point3D(0, 0, 0)
            });

            inners[1].Reverse();
            transf = new Translation(23, 0, 0) * new Rotation(Math.PI / 3, Vector3D.AxisZ);
            startOrientation[1] = new Quaternion(Vector3D.AxisZ, 180 / 3.0);
            inners[1].TransformBy(transf);

            // Extrude the 2 inner profiles to build 2 shapes
            shapes = new Entity[2];

            devDept.Eyeshot.Entities.Region firstInnerReg = new devDept.Eyeshot.Entities.Region(inners[0], Plane.XY, false);

            shapes[0]             = firstInnerReg.ExtrudeAsMesh(4, 0.1, Mesh.natureType.Plain);
            shapes[0].ColorMethod = colorMethodType.byEntity;
            shapes[0].Color       = System.Drawing.Color.Green;

            devDept.Eyeshot.Entities.Region secondInnerReg = new devDept.Eyeshot.Entities.Region(inners[1], Plane.XY, false);

            shapes[1]             = secondInnerReg.ExtrudeAsMesh(4, 0.1, Mesh.natureType.Plain);
            shapes[1].ColorMethod = colorMethodType.byEntity;
            shapes[1].Color       = System.Drawing.Color.Gainsboro;


            // Save the original shapes for the animation
            originalShapes = new Entity[] { (Entity)shapes[0].Clone(), (Mesh)shapes[1].Clone() };

            LinearPath outer = new LinearPath(new Point3D[] { new Point3D(0, -10, 0),
                                                              new Point3D(30, -10, 0),
                                                              new Point3D(30, 10, 0),
                                                              new Point3D(0, 10, 0),
                                                              new Point3D(0, -10, 0) });

            devDept.Eyeshot.Entities.Region plate = new devDept.Eyeshot.Entities.Region(new ICurve[] { outer, inners[0], inners[1] }, Plane.XY, false);

            // Build a mesh with 2 holes
            Mesh m = plate.ExtrudeAsMesh(3, 0.1, Mesh.natureType.Plain);

            // Transform the mesh and the the 2 inner profiles, to position them in the exact place of the holes
            transf = new Translation(0, 3, 10) * new Rotation(Math.PI / 2, Vector3D.AxisX);
            m.TransformBy(transf);
            model1.Entities.Add(m, System.Drawing.Color.Brown);

            inners[0].TransformBy(transf);
            inners[1].TransformBy(transf);

            // Rotation quaternion of the 2 inners
            Quaternion q = new Quaternion(Vector3D.AxisX, 90);

            finalOrientation[0] = q * startOrientation[0];
            finalOrientation[1] = q * startOrientation[1];

            // Define a Transformation for the 2 shapes, and store the rotation Quaternion
            transf = new Translation(20, -25, 0) * new Rotation(Math.PI / 9, Vector3D.AxisZ);
            startOrientation[0] = new Quaternion(Vector3D.AxisZ, 180 / 9.0) * startOrientation[0];

            shapesTransform    = new Transformation[2];
            shapesTransform[0] = transf;

            transf              = new Translation(-10, -44, 0) * new Rotation(Math.PI / 5, Vector3D.AxisZ);
            shapesTransform[1]  = transf;
            startOrientation[1] = new Quaternion(Vector3D.AxisZ, 180 / 5.0) * startOrientation[1];

            if (comboBoxAnimation.SelectedIndex == 1)
            {
                // Block Reference Animation

                // Add the Blocks to the viewport and create the BlockReferences for the animation
                AddBlockDefinition(new Block("B1"), 0);
                AddBlockDefinition(new Block("B2"), 1);
            }
            else
            {
                // Transform the shapes
                shapes[0].TransformBy(shapesTransform[0]);
                shapes[1].TransformBy(shapesTransform[1]);
            }

            // Add the entities to the viewport
            model1.Entities.Add(shapes[0]);
            model1.Entities.Add(shapes[1]);
        }