public DX11VertexGeometry BoxLine(Box settings) { float sx = 0.5f * settings.Size.X; float sy = 0.5f * settings.Size.Y; float sz = 0.5f * settings.Size.Z; Vector3 s3 = new Vector3(sx, sy, sz); Vector4 size = new Vector4(sx, sy, sz, 1.0f); DX11VertexGeometry geom = new DX11VertexGeometry(device); geom.Tag = settings; geom.PrimitiveType = settings.PrimitiveType; geom.Topology = PrimitiveTopology.LineList; geom.VerticesCount = 24; geom.VertexSize = Pos4Vertex.VertexSize; geom.InputLayout = Pos4Vertex.Layout; geom.HasBoundingBox = true; geom.BoundingBox = new BoundingBox(-s3, s3); DataStream vertexstream = new DataStream(24 * Pos4Vertex.VertexSize, true, true); vertexstream.Position = 0; //Front Face vertexstream.Write <Vector4>(BoxData.BottomLeftFront.MulComp(size)); vertexstream.Write <Vector4>(BoxData.BottomRightFront.MulComp(size)); vertexstream.Write <Vector4>(BoxData.BottomRightFront.MulComp(size)); vertexstream.Write <Vector4>(BoxData.TopRightFront.MulComp(size)); vertexstream.Write <Vector4>(BoxData.TopRightFront.MulComp(size)); vertexstream.Write <Vector4>(BoxData.TopLeftFront.MulComp(size)); vertexstream.Write <Vector4>(BoxData.TopLeftFront.MulComp(size)); vertexstream.Write <Vector4>(BoxData.BottomLeftFront.MulComp(size)); //Back face vertexstream.Write <Vector4>(BoxData.BottomLeftBack.MulComp(size)); vertexstream.Write <Vector4>(BoxData.BottomRightBack.MulComp(size)); vertexstream.Write <Vector4>(BoxData.BottomRightBack.MulComp(size)); vertexstream.Write <Vector4>(BoxData.TopRightBack.MulComp(size)); vertexstream.Write <Vector4>(BoxData.TopRightBack.MulComp(size)); vertexstream.Write <Vector4>(BoxData.TopLeftBack.MulComp(size)); vertexstream.Write <Vector4>(BoxData.TopLeftBack.MulComp(size)); vertexstream.Write <Vector4>(BoxData.BottomLeftBack.MulComp(size)); //Connections vertexstream.Write <Vector4>(BoxData.BottomLeftFront.MulComp(size)); vertexstream.Write <Vector4>(BoxData.BottomLeftBack.MulComp(size)); vertexstream.Write <Vector4>(BoxData.TopLeftFront.MulComp(size)); vertexstream.Write <Vector4>(BoxData.TopLeftBack.MulComp(size)); vertexstream.Write <Vector4>(BoxData.TopRightFront.MulComp(size)); vertexstream.Write <Vector4>(BoxData.TopRightBack.MulComp(size)); vertexstream.Write <Vector4>(BoxData.BottomRightFront.MulComp(size)); vertexstream.Write <Vector4>(BoxData.BottomRightBack.MulComp(size)); var vbo = DX11VertexBuffer.CreateImmutable <Vector4>(device, vertexstream); geom.VertexBuffer = vbo.Buffer; vertexstream.Dispose(); return(geom); }
public DX11IndexedGeometry LoadFromMesh(Assimp.Mesh mesh, AssimpLoadInformation loadInfo, bool allowRawView = false) { uint[] inds = mesh.GetIndices(); if (inds.Length > 0 && mesh.VertexCount > 0) { int vertexsize; var layout = mesh.InputLayout(loadInfo, out vertexsize); BoundingBox bb; DataStream ds = mesh.LoadVertices(loadInfo, vertexsize, out bb); DX11IndexedGeometry geom = new DX11IndexedGeometry(device) { HasBoundingBox = true, BoundingBox = bb, IndexBuffer = DX11IndexBuffer.CreateImmutable(device, inds, allowRawView), InputLayout = layout, PrimitiveType = "AssimpModel", Tag = null, Topology = SharpDX.Direct3D.PrimitiveTopology.TriangleList, VertexBuffer = DX11VertexBuffer.CreateImmutable(device, mesh.VertexCount, vertexsize, ds, allowRawView) }; ds.Dispose(); return(geom); } return(null); }
public DX11VertexGeometry QuadLine(Quad settings) { Vector2 size = settings.Size; float sx = 0.5f * size.X; float sy = 0.5f * size.Y; DX11VertexGeometry geom = new DX11VertexGeometry(device); geom.Tag = settings; geom.PrimitiveType = settings.PrimitiveType; geom.Topology = PrimitiveTopology.LineStrip; geom.InputLayout = Pos4Vertex.Layout; geom.VerticesCount = 5; geom.VertexSize = Pos4Vertex.VertexSize; geom.HasBoundingBox = true; geom.BoundingBox = new BoundingBox(new Vector3(-sx, -sy, 0.0f), new Vector3(sx, sy, 0.0f)); Vector4[] verts = new Vector4[] { new Vector4(-sx, -sy, 0.0f, 1.0f), new Vector4(sx, -sy, 0.0f, 1.0f), new Vector4(sx, sy, 0.0f, 1.0f), new Vector4(-sx, sy, 0.0f, 1.0f), new Vector4(-sx, -sy, 0.0f, 1.0f) }; geom.VertexBuffer = DX11VertexBuffer.CreateImmutable <Vector4>(device, verts).Buffer; return(geom); }
public void CreateImmutable() { Vector3[] v = new Vector3[16]; DX11VertexBuffer vbo = DX11VertexBuffer.CreateImmutable <Vector3>(Device, v); Assert.IsNotNull(vbo.Buffer, "Buffer Is Null"); vbo.Dispose(); }
private DX11IndexedGeometry FromAppender(AbstractPrimitiveDescriptor descriptor, ListGeometryAppender appender, PrimitiveInfo info) { DX11IndexedGeometry geom = new DX11IndexedGeometry(device); geom.Tag = descriptor; geom.PrimitiveType = descriptor.PrimitiveType; geom.VertexBuffer = DX11VertexBuffer.CreateImmutable(device, appender.Vertices.ToArray()); geom.IndexBuffer = DX11IndexBuffer.CreateImmutable(device, appender.Indices.ToArray()); geom.InputLayout = Pos4Norm3Tex2Vertex.Layout; geom.Topology = PrimitiveTopology.TriangleList; geom.HasBoundingBox = info.IsBoundingBoxKnown; geom.BoundingBox = info.BoundingBox; return(geom); }
public DX11IndexedGeometry RoundRect(RoundRect settings) { Vector2 inner = settings.InnerRadius; float outer = settings.OuterRadius; int ires = settings.CornerResolution; DX11IndexedGeometry geom = new DX11IndexedGeometry(device); geom.PrimitiveType = settings.PrimitiveType; geom.Tag = settings; List <Pos4Norm3Tex2Vertex> vl = new List <Pos4Norm3Tex2Vertex>(); List <int> il = new List <int>(); int idx = 0; float ucy = Convert.ToSingle(inner.Y + outer); float ucx = Convert.ToSingle(inner.X + outer); float mx = ucx * 2.0f; float my = ucy * 2.0f; //Need 1 quad for center if (settings.EnableCenter) { idx = SetQuad(vl, il, 0.0f, 0.0f, inner.X, inner.Y, idx, mx, my); } //Need 2 quads up/down idx = SetQuad(vl, il, 0.0f, ucy, inner.X, (float)outer, idx, mx, my); idx = SetQuad(vl, il, 0.0f, -ucy, inner.X, (float)outer, idx, mx, my); //Need 2 quads left/right idx = SetQuad(vl, il, -ucx, 0.0f, (float)outer, inner.Y, idx, mx, my); idx = SetQuad(vl, il, ucx, 0.0f, (float)outer, inner.Y, idx, mx, my); float radius = (float)outer * 2.0f; //Add the 4 corners idx = SetSegment(vl, il, inner.X, inner.Y, 0.0f, radius, ires, idx, mx, my); idx = SetSegment(vl, il, -inner.X, inner.Y, 0.25f, radius, ires, idx, mx, my); idx = SetSegment(vl, il, -inner.X, -inner.Y, 0.5f, radius, ires, idx, mx, my); idx = SetSegment(vl, il, inner.X, -inner.Y, 0.75f, radius, ires, idx, mx, my); geom.VertexBuffer = DX11VertexBuffer.CreateImmutable <Pos4Norm3Tex2Vertex>(device, vl.ToArray()); geom.IndexBuffer = DX11IndexBuffer.CreateImmutable(device, il.ToArray()); geom.InputLayout = Pos4Norm3Tex2Vertex.Layout; geom.Topology = PrimitiveTopology.TriangleList; geom.HasBoundingBox = false; return(geom); }
private DX11IndexedGeometry QuadTextured() { DX11IndexedGeometry geom = new DX11IndexedGeometry(this.device); float sx = 1.0f; float sy = 1.0f; Pos4Tex2Vertex[] vertices = new Pos4Tex2Vertex[] { new Pos4Tex2Vertex() { Position = new Vector4(-sx, sy, 0.0f, 1.0f), TexCoords = new Vector2(0, 0) }, new Pos4Tex2Vertex() { Position = new Vector4(sx, sy, 0.0f, 1.0f), TexCoords = new Vector2(1, 0) }, new Pos4Tex2Vertex() { Position = new Vector4(-sx, -sy, 0.0f, 1.0f), TexCoords = new Vector2(0, 1) }, new Pos4Tex2Vertex() { Position = new Vector4(sx, -sy, 0.0f, 1.0f), TexCoords = new Vector2(1, 1) }, }; int[] indices = new int[] { 0, 1, 3, 3, 2, 0 }; geom.VertexBuffer = DX11VertexBuffer.CreateImmutable(device, vertices);; geom.IndexBuffer = DX11IndexBuffer.CreateImmutable(device, indices); geom.InputLayout = Pos4Tex2Vertex.Layout; geom.VertexBuffer.InputLayout = geom.InputLayout; geom.Topology = PrimitiveTopology.TriangleList; geom.HasBoundingBox = true; geom.BoundingBox = new BoundingBox(new Vector3(-sx, -sy, 0.0f), new Vector3(sx, sy, 0.0f)); return(geom); }
public DX11IndexedGeometry Box(Box settings) { DX11IndexedGeometry geom = new DX11IndexedGeometry(device); geom.Tag = settings; geom.PrimitiveType = settings.PrimitiveType; DataStream vertexstream = new DataStream(24 * Pos4Norm3Tex2Vertex.VertexSize, true, true); vertexstream.Position = 0; var indexstream = new DataStream(36 * 4, true, true); float sx = 0.5f * settings.Size.X; float sy = 0.5f * settings.Size.Y; float sz = 0.5f * settings.Size.Z; Vector3 s3 = new Vector3(sx, sy, sz); Vector4 size = new Vector4(sx, sy, sz, 1.0f); this.WriteFrontFace(vertexstream, indexstream, size); this.WriteBackFace(vertexstream, indexstream, size); this.WriteRightFace(vertexstream, indexstream, size); this.WriteLeftFace(vertexstream, indexstream, size); this.WriteTopFace(vertexstream, indexstream, size); this.WriteBottomFace(vertexstream, indexstream, size); geom.VertexBuffer = DX11VertexBuffer.CreateImmutable(device, 24, Pos4Norm3Tex2Vertex.VertexSize, vertexstream); geom.IndexBuffer = DX11IndexBuffer.CreateImmutable(device, 36, indexstream, true); geom.InputLayout = Pos4Norm3Tex2Vertex.Layout; geom.VertexBuffer.InputLayout = geom.InputLayout; geom.Topology = PrimitiveTopology.TriangleList; geom.HasBoundingBox = true; geom.BoundingBox = new BoundingBox(-s3, s3); vertexstream.Dispose(); indexstream.Dispose(); return(geom); }
public DX11IndexedGeometry Segment(Segment settings) { SegmentBuilder builder = new SegmentBuilder(); ListGeometryAppender appender = new ListGeometryAppender(); PrimitiveInfo info = builder.GetPrimitiveInfo(settings); Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue); Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); builder.Construct(settings, (v, n, u) => { appender.AppendVertex(v, n, u); min = Vector3.Min(min, v); max = Vector3.Max(max, v); }, appender.AppendIndex); DX11IndexedGeometry geom = new DX11IndexedGeometry(device); geom.Tag = settings; geom.PrimitiveType = settings.PrimitiveType; geom.VertexBuffer = DX11VertexBuffer.CreateImmutable(device, appender.Vertices.ToArray()); geom.IndexBuffer = DX11IndexBuffer.CreateImmutable(device, appender.Indices.ToArray()); geom.InputLayout = Pos4Norm3Tex2Vertex.Layout; geom.Topology = PrimitiveTopology.TriangleList; geom.HasBoundingBox = true; geom.BoundingBox = new BoundingBox(min, max); return(geom); }
public DX11IndexedGeometry SegmentZ(SegmentZ settings) { int res = settings.Resolution; float cycles = settings.Cycles; float phase = settings.Phase; float inner = settings.InnerRadius; float z = settings.Z; DX11IndexedGeometry geom = new DX11IndexedGeometry(device); geom.Tag = settings; geom.PrimitiveType = settings.PrimitiveType; int vcount = res * 2; int icount = (res - 1) * 6; float inc = Convert.ToSingle((Math.PI * 2.0 * cycles) / (res - 1.0)); float phi = Convert.ToSingle(phase * (Math.PI * 2.0)); List <Pos4Norm3Tex2Vertex> vlist = new List <Pos4Norm3Tex2Vertex>(); List <int> ilist = new List <int>(); Pos4Norm3Tex2Vertex innerv = new Pos4Norm3Tex2Vertex(); innerv.Normals = new Vector3(0.0f, 0.0f, 1.0f); Pos4Norm3Tex2Vertex outerv = new Pos4Norm3Tex2Vertex(); outerv.Normals = new Vector3(0.0f, 0.0f, 1.0f); Pos4Norm3Tex2Vertex[] vertices = new Pos4Norm3Tex2Vertex[res * 2]; #region Append front face for (int i = 0; i < res; i++) { float x = Convert.ToSingle(0.5 * inner * Math.Cos(phi)); float y = Convert.ToSingle(0.5 * inner * Math.Sin(phi)); innerv.Position = new Vector4(x, y, z, 1.0f); x = Convert.ToSingle(0.5 * Math.Cos(phi)); y = Convert.ToSingle(0.5 * Math.Sin(phi)); outerv.Position = new Vector4(x, y, z, 1.0f); vertices[i] = innerv; vertices[i + res] = outerv; phi += inc; } int indstep = 0; int[] indices = new int[icount]; for (int i = 0; i < res - 1; i++) { //Triangle from low to high indices[indstep] = i; indices[indstep + 1] = res + i; indices[indstep + 2] = i + 1; //Triangle from high to low indices[indstep + 3] = i + 1; indices[indstep + 4] = res + i; indices[indstep + 5] = res + i + 1; indstep += 6; } vlist.AddRange(vertices); ilist.AddRange(indices); #endregion #region Append Back Face //Second layer just has Z inverted for (int i = 0; i < res * 2; i++) { vertices[i].Position.Z = -vertices[i].Position.Z; vertices[i].Normals.Z = -vertices[i].Normals.Z; phi += inc; } //Here we also flip triangles for cull indstep = 0; int offset = res * 2; for (int i = offset; i < offset + res - 1; i++) { //Triangle from low to high indices[indstep] = i; indices[indstep + 2] = res + i; indices[indstep + 1] = i + 1; //Triangle from high to low indices[indstep + 3] = i + 1; indices[indstep + 5] = res + i; indices[indstep + 4] = res + i + 1; indstep += 6; } vlist.AddRange(vertices); ilist.AddRange(indices); #endregion //We need to append new set of indices, as we want nice normals #region Append Outer phi = Convert.ToSingle(phase * (Math.PI * 2.0)); for (int i = 0; i < res; i++) { float x = Convert.ToSingle(0.5 * Math.Cos(phi)); float y = Convert.ToSingle(0.5 * Math.Sin(phi)); innerv.Position = new Vector4(x, y, z, 1.0f); outerv.Position = new Vector4(x, y, -z, 1.0f); innerv.Normals = Vector3.Normalize(new Vector3(innerv.Position.X, innerv.Position.Y, 0.0f)); outerv.Normals = Vector3.Normalize(new Vector3(innerv.Position.X, innerv.Position.Y, 0.0f)); vertices[i] = innerv; vertices[i + res] = outerv; phi += inc; } indstep = 0; offset += (res * 2); for (int i = offset; i < offset + res - 1; i++) { //Triangle from low to high indices[indstep] = i; indices[indstep + 1] = res + i; indices[indstep + 2] = i + 1; //Triangle from high to low indices[indstep + 3] = i + 1; indices[indstep + 4] = res + i; indices[indstep + 5] = res + i + 1; indstep += 6; } vlist.AddRange(vertices); ilist.AddRange(indices); #endregion #region Append Inner phi = Convert.ToSingle(phase * (Math.PI * 2.0)); for (int i = 0; i < res; i++) { float x = Convert.ToSingle(0.5 * inner * Math.Cos(phi)); float y = Convert.ToSingle(0.5 * inner * Math.Sin(phi)); innerv.Position = new Vector4(x, y, z, 1.0f); outerv.Position = new Vector4(x, y, -z, 1.0f); innerv.Normals = -Vector3.Normalize(new Vector3(innerv.Position.X, innerv.Position.Y, 0.0f)); outerv.Normals = -Vector3.Normalize(new Vector3(innerv.Position.X, innerv.Position.Y, 0.0f)); vertices[i] = innerv; vertices[i + res] = outerv; phi += inc; } indstep = 0; offset += (res * 2); for (int i = offset; i < offset + res - 1; i++) { //Triangle from low to high indices[indstep] = i; indices[indstep + 2] = res + i; indices[indstep + 1] = i + 1; //Triangle from high to low indices[indstep + 3] = i + 1; indices[indstep + 5] = res + i; indices[indstep + 4] = res + i + 1; indstep += 6; } vlist.AddRange(vertices); ilist.AddRange(indices); #endregion #region Append Border //Append border low (quad) phi = Convert.ToSingle(phase * (Math.PI * 2.0)); float x2 = Convert.ToSingle(0.5 * inner * Math.Cos(phi)); float y2 = Convert.ToSingle(0.5 * inner * Math.Sin(phi)); float x3 = Convert.ToSingle(0.5 * Math.Cos(phi)); float y3 = Convert.ToSingle(0.5 * Math.Sin(phi)); Pos4Norm3Tex2Vertex q1 = new Pos4Norm3Tex2Vertex(); Pos4Norm3Tex2Vertex q2 = new Pos4Norm3Tex2Vertex(); Pos4Norm3Tex2Vertex q3 = new Pos4Norm3Tex2Vertex(); Pos4Norm3Tex2Vertex q4 = new Pos4Norm3Tex2Vertex(); q1.Position = new Vector4(x2, y2, z, 1.0f); q2.Position = new Vector4(x2, y2, -z, 1.0f); q3.Position = new Vector4(x3, y3, z, 1.0f); q4.Position = new Vector4(x3, y3, -z, 1.0f); Vector3 e1 = new Vector3(q2.Position.X - q1.Position.X, q2.Position.Y - q1.Position.Y, q2.Position.Z - q1.Position.Z); Vector3 e2 = new Vector3(q3.Position.X - q2.Position.X, q3.Position.Y - q2.Position.Y, q3.Position.Z - q2.Position.Z); Vector3 n = Vector3.Cross(e1, e2); q1.Normals = n; q2.Normals = n; q3.Normals = n; q4.Normals = n; vlist.Add(q1); vlist.Add(q2); vlist.Add(q3); vlist.Add(q4); offset += (res * 2); ilist.Add(offset); ilist.Add(offset + 1); ilist.Add(offset + 2); ilist.Add(offset + 2); ilist.Add(offset + 1); ilist.Add(offset + 3); offset += 4; //Totally crapply unoptimized, but phi can be negative phi = Convert.ToSingle(phase * (Math.PI * 2.0)); for (int i = 0; i < res - 1; i++) { phi += inc; } x2 = Convert.ToSingle(0.5 * inner * Math.Cos(phi)); y2 = Convert.ToSingle(0.5 * inner * Math.Sin(phi)); x3 = Convert.ToSingle(0.5 * Math.Cos(phi)); y3 = Convert.ToSingle(0.5 * Math.Sin(phi)); q1.Position = new Vector4(x2, y2, z, 1.0f); q2.Position = new Vector4(x2, y2, -z, 1.0f); q3.Position = new Vector4(x3, y3, z, 1.0f); q4.Position = new Vector4(x3, y3, -z, 1.0f); e1 = new Vector3(q2.Position.X - q1.Position.X, q2.Position.Y - q1.Position.Y, q2.Position.Z - q1.Position.Z); e2 = new Vector3(q3.Position.X - q2.Position.X, q3.Position.Y - q2.Position.Y, q3.Position.Z - q2.Position.Z); n = Vector3.Cross(e2, e1); q1.Normals = n; q2.Normals = n; q3.Normals = n; q4.Normals = n; vlist.Add(q1); vlist.Add(q2); vlist.Add(q3); vlist.Add(q4); ilist.Add(offset); ilist.Add(offset + 2); ilist.Add(offset + 1); ilist.Add(offset + 2); ilist.Add(offset + 3); ilist.Add(offset + 1); #endregion float minx = float.MaxValue, miny = float.MaxValue, minz = float.MaxValue; float maxx = float.MinValue, maxy = float.MinValue, maxz = float.MinValue; foreach (Pos4Norm3Tex2Vertex v in vlist) { minx = v.Position.X < minx ? v.Position.X : minx; miny = v.Position.Y < miny ? v.Position.Y : miny; minz = v.Position.Z < minz ? v.Position.Z : minz; maxx = v.Position.X > maxx ? v.Position.X : maxx; maxy = v.Position.Y > maxy ? v.Position.Y : maxy; maxz = v.Position.Z > maxz ? v.Position.Z : maxz; } geom.VertexBuffer = DX11VertexBuffer.CreateImmutable <Pos4Norm3Tex2Vertex>(device, vlist.ToArray()); geom.IndexBuffer = DX11IndexBuffer.CreateImmutable(device, ilist.ToArray()); geom.InputLayout = Pos4Norm3Tex2Vertex.Layout; geom.Topology = PrimitiveTopology.TriangleList; geom.HasBoundingBox = true; geom.BoundingBox = new BoundingBox(new Vector3(minx, miny, minz), new Vector3(maxx, maxy, maxz)); return(geom); }
public DX11IndexedGeometry Polygon2d(Polygon2d settings) { DX11IndexedGeometry geom = new DX11IndexedGeometry(device); geom.Tag = settings; geom.PrimitiveType = settings.PrimitiveType; int count = settings.Vertices.Length; Pos4Norm3Tex2Vertex[] verts = new Pos4Norm3Tex2Vertex[count + 1]; float cx = 0; float cy = 0; float x = 0, y = 0; float minx = float.MaxValue, miny = float.MaxValue; float maxx = float.MinValue, maxy = float.MinValue; for (int j = 0; j < count; j++) { verts[j + 1].Position = new Vector4(settings.Vertices[j].X, settings.Vertices[j].Y, 0.0f, 1.0f); verts[j + 1].Normals = new Vector3(0, 0, 1); verts[j + 1].TexCoords = new Vector2(0.0f, 0.0f); cx += x; cy += y; if (x < minx) { minx = x; } if (x > maxx) { maxx = x; } if (y < miny) { miny = y; } if (y > maxy) { maxy = y; } } verts[0].Position = new Vector4(cx / (float)count, cy / (float)count, 0.0f, 1.0f); verts[0].Normals = new Vector3(0, 0, 1); verts[0].TexCoords = new Vector2(0.5f, 0.5f); float w = maxx - minx; float h = maxy - miny; for (int j = 0; j < count; j++) { verts[0].TexCoords = new Vector2((verts[j + 1].Position.X - minx) / w, (verts[j + 1].Position.Y - miny) / h); } List <int> inds = new List <int>(); for (int j = 0; j < count - 1; j++) { inds.Add(0); inds.Add(j + 1); inds.Add(j + 2); } inds.Add(0); inds.Add(verts.Length - 1); inds.Add(1); geom.VertexBuffer = DX11VertexBuffer.CreateImmutable(device, verts); geom.IndexBuffer = DX11IndexBuffer.CreateImmutable(device, inds.ToArray()); geom.InputLayout = Pos4Norm3Tex2Vertex.Layout; geom.Topology = PrimitiveTopology.TriangleList; geom.HasBoundingBox = true; geom.BoundingBox = new BoundingBox() { Minimum = new Vector3(minx, miny, 0.0f), Maximum = new Vector3(maxx, maxy, 0.0f) }; return(geom); }