/// 継承 メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool Init( int num ) { objTriangleMax = 1*6*2; Triangle = new DemoGame.GeometryTriangle[ objTriangleMax ]; objEntryPos = new Vector4[ objTriangleMax*3 ]; for( int i=0; i<objTriangleMax; i++ ){ Triangle[i] = new DemoGame.GeometryTriangle(); } EntryNum = 0; this.ShapeType = TypeId.Frustum; return( true ); }
/// 継承 メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool Init(int num) { objTriangleMax = 1 * 6 * 2; Triangle = new DemoGame.GeometryTriangle[objTriangleMax]; objEntryPos = new Vector4[objTriangleMax * 3]; for (int i = 0; i < objTriangleMax; i++) { Triangle[i] = new DemoGame.GeometryTriangle(); } EntryNum = 0; this.ShapeType = TypeId.Frustum; return(true); }
/// 継承 メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool Init(int num) { objTriangleMax = num * 4 + 4; Triangle = new DemoGame.GeometryTriangle[objTriangleMax]; objEntryPos = new Vector4[objTriangleMax * 3]; for (int i = 0; i < objTriangleMax; i++) { Triangle[i] = new DemoGame.GeometryTriangle(); } objDivisionNum = num; EntryNum = 0; this.ShapeType = TypeId.Fan; return(true); }
/// 継承 メソッド ///--------------------------------------------------------------------------- /// 初期化 public override bool Init( int num ) { objTriangleMax = num*4+4; Triangle = new DemoGame.GeometryTriangle[ objTriangleMax ]; objEntryPos = new Vector4[ objTriangleMax*3 ]; for( int i=0; i<objTriangleMax; i++ ){ Triangle[i] = new DemoGame.GeometryTriangle(); } objDivisionNum = num; EntryNum = 0; this.ShapeType = TypeId.Fan; return( true ); }