private GeometricObject init_drawing() { idx_uc3dBuffer = 0; if (gobj_drawing != null && !gobj_drawing.initialized) { gobj_drawing.Begin(); } return(gobj_drawing); }
void Sphere(GeometricObject obj) { var fcl = new Color(0.5f, 0.5f, 0.5f, 1.0f); var stacks = 20; var slices = 2 * stacks; var radius = 1.0f; obj.Begin(); obj.SetSphereStacks(stacks); obj.SetSphereSlices(slices); obj.SetSphereRadius(radius); obj.SetSphereFrontColor(fcl); obj.AddSphere(Vector3.zero); obj.End(); }
// see https://en.wikipedia.org/wiki/Enneper_surface void Enneper(GeometricObject obj) { System.Func <int, int, Vector3> f = (r, c) => { var o = new Vector3(); var u = (float)r / 10f; var v = (float)c / 10f; o.x = u * (1f - u * u + v * v) / 3f; o.y = v * (1f - v * v + u * u) / 3f; o.z = (u * u - v * v) / 3f; return(o * 0.5f); }; var alpha = 1.0f; var pcl = new Color(1.0f, 1.0f, 1.0f, alpha); var fcl = new Color(0.5f, 0.5f, 1.0f, alpha); var bcl = new Color(0.5f, 0.5f, 0.0f, alpha); var rows = 51; var cols = 51; var idxs = new int[rows, cols]; var points = new List <Vector3> (); points.Clear(); for (var r = -rows / 2; r <= rows / 2; r++) { for (var c = -cols / 2; c <= cols / 2; c++) { idxs [rows / 2 + r, cols / 2 + c] = points.Count; points.Add(f(r, c)); } } obj.Begin(); obj.SetPointFrontColor(pcl); for (var r = 0; r < rows; r++) { for (var c = 0; c < cols; c++) { obj.AddPoint(points [idxs[r, c]]); } } obj.SetMeshFrontColor(fcl); obj.SetMeshBackColor(bcl); obj.AddMesh(rows, cols, points, idxs); obj.End(); }
// see https://en.wikipedia.org/wiki/Torus_knot void TorusKnot(GeometricObject obj) { System.Func <float, Vector3> f = (phi) => { var o = new Vector3(); var p = 3f; var q = 8f; var r = Mathf.Cos(q * phi) + 2f; o.x = r * Mathf.Sin(p * phi); o.y = r * Mathf.Cos(p * phi); o.z = -Mathf.Sin(q * phi); return(o); }; var alpha = 1.0f; var n = 1200; var frontColors = new List <Color32> (); var points = new List <Vector3> (); frontColors.Clear(); for (var i = 0; i < n; ++i) { var hue = (float)i / n; var cl = Color.HSVToRGB(hue, 1f, 1f); cl.a = alpha; frontColors.Add(cl); } points.Clear(); for (var i = 0; i < n; ++i) { var w = 2f * Mathf.PI * (float)i / n; points.Add(f(w)); } obj.Begin(); obj.SetLineRadius(0.3f); obj.SetLineTopology(Pen.Topology.Close); obj.AddLine(points, frontColors); obj.End(); }