示例#1
0
        Mesh MakeMeshPot(Point3Ds ps)
        {
            Mesh mesh = new Mesh();

            Double[] vertexes      = new Double[12];
            Double[] normals       = new Double[12];
            Int32[]  indexes       = new Int32[6];
            Double[] textureCoords = new Double[8];

            //设置顶点坐标,每三个一组,对应坐标系的X,Y,Z数值
            // -0.661115958904828,-0.239472665266096,1646.15246582031
            double offsetX = 0;
            double offsetY = 0;
            double offsetZ = 0;

            vertexes[0] = ps.leftbottom().X + (ps.rightbottom().X - ps.leftbottom().X) / 10 + offsetX;
            vertexes[1] = ps.leftbottom().Y + (ps.rightbottom().Y - ps.leftbottom().Y) / 10 + offsetY;
            vertexes[2] = ps.leftbottom().Z + (ps.leftup().Z - ps.leftbottom().Z) / 10 * 8 + offsetZ;

            vertexes[3] = ps.leftup().X + (ps.rightup().X - ps.leftup().X) / 10 + offsetX;
            vertexes[4] = ps.leftup().Y + (ps.rightup().Y - ps.leftup().Y) / 10 + offsetY;
            vertexes[5] = ps.leftup().Z - (ps.leftup().Z - ps.leftbottom().Z) / 10 + offsetZ;

            vertexes[6] = ps.rightup().X - (ps.rightup().X - ps.leftup().X) / 10 + offsetX;
            vertexes[7] = ps.rightup().Y - (ps.rightup().Y - ps.leftup().Y) / 10 + offsetY;
            vertexes[8] = ps.rightup().Z - (ps.rightup().Z - ps.rightbottom().Z) / 10 + offsetZ;

            vertexes[9]  = ps.rightbottom().X - (ps.rightbottom().X - ps.leftbottom().X) / 10 + offsetX;
            vertexes[10] = ps.rightbottom().Y - (ps.rightbottom().Y - ps.leftbottom().Y) / 10 + offsetY;
            vertexes[11] = ps.rightbottom().Z + (ps.rightup().Z - ps.rightbottom().Z) / 10 * 8 + offsetZ;

            //设置顶点索引,用于绘制图形时应用
            indexes[0] = 0; indexes[1] = 1; indexes[2] = 2;
            indexes[3] = 0; indexes[4] = 2; indexes[5] = 3;

            //设置顶点的法向量方向,设置法向量可以突出Mesh的阴影效果,更加逼真。
            for (int i = 0; i < 12; i += 3)
            {
                normals[i] = 0; normals[i + 1] = 1; normals[i + 2] = 0;
            }

            mesh.Vertices = vertexes;
            mesh.Indexes  = indexes;

            return(mesh);
        }
示例#2
0
        Mesh MakeMeshPot(Point3Ds ps)
        {
            Mesh mesh = new Mesh();
            Double[] vertexes = new Double[12];
            Double[] normals = new Double[12];
            Int32[] indexes = new Int32[6];
            Double[] textureCoords = new Double[8];

            //设置顶点坐标,每三个一组,对应坐标系的X,Y,Z数值
            // -0.661115958904828,-0.239472665266096,1646.15246582031
            double offsetX = 0;
            double offsetY = 0;
            double offsetZ = 0;

            vertexes[0] = ps.leftbottom().X + (ps.rightbottom().X - ps.leftbottom().X) / 10 + offsetX;
            vertexes[1] = ps.leftbottom().Y + (ps.rightbottom().Y - ps.leftbottom().Y) / 10 + offsetY;
            vertexes[2] = ps.leftbottom().Z + (ps.leftup().Z - ps.leftbottom().Z) / 10 * 8 + offsetZ;

            vertexes[3] = ps.leftup().X + (ps.rightup().X - ps.leftup().X) / 10 + offsetX;
            vertexes[4] = ps.leftup().Y + (ps.rightup().Y - ps.leftup().Y) / 10 + offsetY;
            vertexes[5] = ps.leftup().Z - (ps.leftup().Z - ps.leftbottom().Z) / 10 + offsetZ;

            vertexes[6] = ps.rightup().X - (ps.rightup().X - ps.leftup().X) / 10 + offsetX;
            vertexes[7] = ps.rightup().Y - (ps.rightup().Y - ps.leftup().Y) / 10 + offsetY;
            vertexes[8] = ps.rightup().Z - (ps.rightup().Z - ps.rightbottom().Z) / 10 + offsetZ;

            vertexes[9] = ps.rightbottom().X - (ps.rightbottom().X - ps.leftbottom().X) / 10 + offsetX;
            vertexes[10] = ps.rightbottom().Y - (ps.rightbottom().Y - ps.leftbottom().Y) / 10 + offsetY;
            vertexes[11] = ps.rightbottom().Z + (ps.rightup().Z - ps.rightbottom().Z) / 10 * 8 + offsetZ;

            //设置顶点索引,用于绘制图形时应用
            indexes[0] = 0; indexes[1] = 1; indexes[2] = 2;
            indexes[3] = 0; indexes[4] = 2; indexes[5] = 3;

            //设置顶点的法向量方向,设置法向量可以突出Mesh的阴影效果,更加逼真。
            for (int i = 0; i < 12; i += 3)
            {
                normals[i] = 0; normals[i + 1] = 1; normals[i + 2] = 0;
            }

            mesh.Vertices = vertexes;
            mesh.Indexes = indexes;

            return mesh;
        }