public override void Run(string path) { SU.EntitiesRef entities = SUHelper.Initialize(); SU.GeometryInputRef geometry = new SU.GeometryInputRef(); SU.GeometryInputCreate(geometry); foreach (SU.Point3D p in points) { SU.Point3D pc = p; pc.x *= SU.MetersToInches; pc.y *= SU.MetersToInches; pc.z *= SU.MetersToInches; SU.GeometryInputAddVertex(geometry, pc); } SU.LoopInputRef loop = new SU.LoopInputRef(); SU.LoopInputCreate(loop); SU.LoopInputAddVertexIndex(loop, 0); SU.LoopInputAddVertexIndex(loop, 1); SU.LoopInputAddVertexIndex(loop, 2); SU.LoopInputAddVertexIndex(loop, 3); long faceIndex; SU.GeometryInputAddFace(geometry, loop, out faceIndex); SU.EntitiesFill(entities, geometry, true); SUHelper.Finalize(path + @"\PlainQuad.skp"); }
public override void Run(string path) { SU.EntitiesRef entities = SUHelper.Initialize(); SU.GeometryInputRef geometry = new SU.GeometryInputRef(); SU.GeometryInputCreate(geometry); foreach (SU.Point3D p in points) { SU.Point3D pc = p; pc.x *= SU.MetersToInches; pc.y *= SU.MetersToInches; pc.z *= SU.MetersToInches; SU.GeometryInputAddVertex(geometry, pc); } SU.LoopInputRef loop = new SU.LoopInputRef(); SU.LoopInputCreate(loop); SU.LoopInputAddVertexIndex(loop, 0); SU.LoopInputAddVertexIndex(loop, 1); SU.LoopInputAddVertexIndex(loop, 2); SU.LoopInputAddVertexIndex(loop, 3); long faceIndex; SU.GeometryInputAddFace(geometry, loop, out faceIndex); SU.MaterialRef material = new SU.MaterialRef(); SU.MaterialCreate(material); SU.MaterialSetName(material, "Pure Red"); SU.MaterialSetColor(material, new SU.Color { red = 0xFF, alpha = 0xFF }); SU.MaterialInput materialInput = new SU.MaterialInput(); materialInput.materialRef = material; SU.GeometryInputFaceSetFrontMaterial(geometry, 0, materialInput); SU.EntitiesFill(entities, geometry, true); SUHelper.Finalize(path + @"\RedQuad.skp"); }
internal static void Pack(Model model, SU.EntitiesRef entitiesRef, IList <Face> faces) { SU.GeometryInputRef geometryInputRef = new SU.GeometryInputRef(); SU.GeometryInputCreate(geometryInputRef); int vertexIndex = 0; foreach (Face face in faces) { face.Pack(model, geometryInputRef, ref vertexIndex); } if (faces.Count > 0) { SU.EntitiesFill(entitiesRef, geometryInputRef, true); } SU.GeometryInputRelease(geometryInputRef); }
public override void Run(string path) { SU.EntitiesRef entities = SUHelper.Initialize(); SU.GeometryInputRef geometry = new SU.GeometryInputRef(); SU.GeometryInputCreate(geometry); foreach (SU.Point3D p in points) { SU.Point3D pc = p; pc.x *= SU.MetersToInches; pc.y *= SU.MetersToInches; pc.z *= SU.MetersToInches; SU.GeometryInputAddVertex(geometry, pc); } SU.LoopInputRef loop = new SU.LoopInputRef(); SU.LoopInputCreate(loop); SU.LoopInputAddVertexIndex(loop, 0); SU.LoopInputAddVertexIndex(loop, 1); SU.LoopInputAddVertexIndex(loop, 2); SU.LoopInputAddVertexIndex(loop, 3); long faceIndex; SU.GeometryInputAddFace(geometry, loop, out faceIndex); SU.MaterialRef material = new SU.MaterialRef(); SU.MaterialCreate(material); SU.MaterialSetName(material, "Placeholder"); SU.TextureRef texture = new SU.TextureRef(); SU.TextureCreateFromFile( texture, "PlaceHolderRGBY.png", SU.MetersToInches, SU.MetersToInches); SU.MaterialSetTexture(material, texture); SU.MaterialInput materialInput = new SU.MaterialInput(); materialInput.materialRef = material; materialInput.numUVCoords = 4; materialInput.materialRef = material; materialInput.SetUVCoords( new SU.Point2D(0, 0), new SU.Point2D(1, 0), new SU.Point2D(1, .5), new SU.Point2D(0, .5)); materialInput.SetVertexIndices(0, 1, 2, 3); SU.GeometryInputFaceSetFrontMaterial(geometry, faceIndex, materialInput); loop = new SU.LoopInputRef(); SU.LoopInputCreate(loop); SU.LoopInputAddVertexIndex(loop, 3); SU.LoopInputAddVertexIndex(loop, 2); SU.LoopInputAddVertexIndex(loop, 4); SU.LoopInputAddVertexIndex(loop, 5); SU.GeometryInputAddFace(geometry, loop, out faceIndex); materialInput = new SU.MaterialInput(); materialInput.materialRef = material; materialInput.numUVCoords = 4; materialInput.materialRef = material; materialInput.SetUVCoords( new SU.Point2D(0, .5), new SU.Point2D(1, .5), new SU.Point2D(1, 1), new SU.Point2D(0, 1)); materialInput.SetVertexIndices(3, 2, 4, 5); SU.GeometryInputFaceSetFrontMaterial(geometry, faceIndex, materialInput); SU.EntitiesFill(entities, geometry, true); SUHelper.Finalize(path + @"\TwoQuadsSeamslessTexture.skp"); }
public override void Run(string path) { SU.EntitiesRef entities = SUHelper.Initialize(); // Create two Component Definitions. SU.ComponentDefinitionRef fanCD = new SU.ComponentDefinitionRef(); SU.ComponentDefinitionCreate(fanCD); SU.ComponentDefinitionSetName(fanCD, "Fan"); SU.ComponentDefinitionSetDescription(fanCD, "A six-bladed fan on the Y axis"); SU.ComponentDefinitionRef bladeCD = new SU.ComponentDefinitionRef(); SU.ComponentDefinitionCreate(bladeCD); SU.ComponentDefinitionSetName(bladeCD, "Fan Blade"); SU.ComponentDefinitionSetDescription(bladeCD, "Trapezoidal blade offset from axis"); // Add CDs to the model.) SU.ComponentDefinitionRef[] defs = new SU.ComponentDefinitionRef[2]; defs[0] = fanCD; defs[1] = bladeCD; SUHelper.ModelAddComponentDefinitions(defs); // The Fan CD only has instances of the blade, and no // geometry of its own. Create the blade geometry and // put it into the blade's entities. SU.GeometryInputRef bladeGeo = new SU.GeometryInputRef(); SU.GeometryInputCreate(bladeGeo); foreach (SU.Point3D p in bladePoints) { SU.Point3D pc; pc = p; pc.x *= SU.MetersToInches; pc.y *= SU.MetersToInches; pc.z *= SU.MetersToInches; SU.GeometryInputAddVertex(bladeGeo, pc); } SU.LoopInputRef loop = new SU.LoopInputRef(); SU.LoopInputCreate(loop); SU.LoopInputAddVertexIndex(loop, 0); SU.LoopInputAddVertexIndex(loop, 1); SU.LoopInputAddVertexIndex(loop, 2); SU.LoopInputAddVertexIndex(loop, 3); long faceIndex; SU.GeometryInputAddFace(bladeGeo, loop, out faceIndex); SU.EntitiesRef bladeEnts = new SU.EntitiesRef(); SU.ComponentDefinitionGetEntities(bladeCD, bladeEnts); SU.EntitiesFill(bladeEnts, bladeGeo, true); // Add six instances of the blade to the fan definition. for (int i = 0; i < 6; ++i) { AddBlade( i, fanCD, bladeCD, (15.0 / 360.0) * 2 * Math.PI, 2 * i * Math.PI / 6); } // Add one instance of the fan to the model. SU.ComponentInstanceRef fi = new SU.ComponentInstanceRef(); SU.ComponentDefinitionCreateInstance(fanCD, fi); SU.EntitiesAddInstance(entities, fi, null); SUHelper.Finalize(path + @"\SixQuadFan.skp"); }
public override void Run(string path) { SU.EntitiesRef entities = SUHelper.Initialize(); SU.GeometryInputRef geometry = new SU.GeometryInputRef(); SU.GeometryInputCreate(geometry); foreach (SU.Point3D p in parentPoints) { SU.Point3D pc = p; pc.x *= SU.MetersToInches; pc.y *= SU.MetersToInches; pc.z *= SU.MetersToInches; SU.GeometryInputAddVertex(geometry, pc); } SU.LoopInputRef loop = new SU.LoopInputRef(); SU.LoopInputCreate(loop); SU.LoopInputAddVertexIndex(loop, 0); SU.LoopInputAddVertexIndex(loop, 1); SU.LoopInputAddVertexIndex(loop, 2); SU.LoopInputAddVertexIndex(loop, 3); long faceIndex; SU.GeometryInputAddFace(geometry, loop, out faceIndex); SU.EntitiesFill(entities, geometry, false); // Now the child. SU.ComponentDefinitionRef cd = new SU.ComponentDefinitionRef(); SU.ComponentDefinitionCreate(cd); // Add CD to the model.) SU.ComponentDefinitionRef[] defs = new SU.ComponentDefinitionRef[1]; defs[0] = cd; // You leave this out and SketchUp will add the definitions to the model // itself when it opens the model. But it will prompt you on close to save // the "changes" it thinks that adding the definitions made. SUHelper.ModelAddComponentDefinitions(defs); // Get the CD's Entities. SU.EntitiesRef cdEnts = new SU.EntitiesRef(); SU.ComponentDefinitionGetEntities(cd, cdEnts); // Define a Geometry for the CD. geometry = new SU.GeometryInputRef(); SU.GeometryInputCreate(geometry); foreach (SU.Point3D p in childPoints) { SU.Point3D pc = p; pc.x *= SU.MetersToInches; pc.y *= SU.MetersToInches; pc.z *= SU.MetersToInches; SU.GeometryInputAddVertex(geometry, pc); } loop = new SU.LoopInputRef(); SU.LoopInputCreate(loop); SU.LoopInputAddVertexIndex(loop, 0); SU.LoopInputAddVertexIndex(loop, 1); SU.LoopInputAddVertexIndex(loop, 2); SU.LoopInputAddVertexIndex(loop, 3); SU.GeometryInputAddFace(geometry, loop, out faceIndex); // Fill the CD's Entities with the Geometry. SU.EntitiesFill(cdEnts, geometry, true); SU.ComponentDefinitionSetName(cd, "Quad in XY"); SU.ComponentDefinitionSetDescription(cd, "A flat square with normal on positive Z"); // Create an instance of the CD. SU.ComponentInstanceRef ci = new SU.ComponentInstanceRef(); SU.ComponentDefinitionCreateInstance(cd, ci); SU.ComponentInstanceSetName(ci, "Child Quad"); SU.EntitiesAddInstance(entities, ci, null); SUHelper.Finalize(path + @"\TwoQuadsParentChild.skp"); }