/// <summary> /// 为了旋转战斗,两个场地还是要用两个模型 /// </summary> /// <param name="x"></param> /// <param name="r"></param> /// <param name="terrain"></param> public Terrain3D(double z, double r, TerrainType terrain) { MeshGeometry3D mesh = new MeshGeometry3D(); Point3D p3d = new Point3D(); p3d.Y = 0; for (int i = 0; i < 17; i++) { p3d.X = SX[i] * r; p3d.Z = SZ[i] * r + z; mesh.Positions.Add(p3d); } mesh.TextureCoordinates = TEXTURE_COORDINATES; mesh.TriangleIndices = TRIANGLE_INDICES; Model = new GeometryModel3D(mesh, GetMaterial(terrain)); }
static Material GetMaterial(TerrainType terrain) { return new DiffuseMaterial(Brushes.Blue); }
public TerrainBG(TerrainType terrain) { }