/// <summary> /// This is exposed so it can be called externally on a separate thread, then call this asteroid's constructor /// in the main thread once this returns /// </summary> public static ITriangleIndexed[] GetHullTriangles(double radius) { const int NUMPOINTS = 60; // too many, and it looks too perfect Exception lastException = null; Random rand = StaticRandom.GetRandomForThread(); for (int infiniteLoopCntr = 0; infiniteLoopCntr < 50; infiniteLoopCntr++) // there is a slight chance that the convex hull generator will choke on the inputs. If so just retry { try { double minRadius = radius * .9d; Point3D[] points = new Point3D[NUMPOINTS]; // Make a point cloud for (int cntr = 0; cntr < NUMPOINTS; cntr++) { points[cntr] = Math3D.GetRandomVector_Spherical(minRadius, radius).ToPoint(); } // Squash it Transform3DGroup transform = new Transform3DGroup(); transform.Children.Add(new ScaleTransform3D(.33d + (rand.NextDouble() * .66d), .33d + (rand.NextDouble() * .66d), 1d)); // squash it transform.Children.Add(new RotateTransform3D(new QuaternionRotation3D(Math3D.GetRandomRotation()))); // giving it a random rotation, since it's always squashed along the same axiis transform.Transform(points); // Get a hull that wraps those points ITriangleIndexed[] retVal = Math3D.GetConvexHull(points.ToArray()); // Get rid of unused points retVal = TriangleIndexed.Clone_CondensePoints(retVal); // Exit Function return(retVal); } catch (Exception ex) { lastException = ex; } } throw new ApplicationException(lastException.ToString()); }