/// <summary> /// </summary> /// <param name="name"> /// </param> /// <param name="xmin"> /// </param> /// <param name="zmin"> /// </param> /// <param name="xmax"> /// </param> /// <param name="zmax"> /// </param> /// <param name="subdivisions"> /// </param> /// <param name="precision"> /// </param> /// <param name="scene"> /// </param> /// <param name="updatable"> /// </param> /// <returns> /// </returns> public static Mesh CreateTiledGround( string name, double xmin, double zmin, double xmax, double zmax, SizeI subdivisions, SizeI precision, Scene scene, bool updatable = false) { var tiledGround = new Mesh(name, scene); var vertexData = VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision); vertexData.applyToMesh(tiledGround, updatable); return(tiledGround); }
public TiledGround(int id, Scene scene, int xmin, int zmin, int xmax, int zmax, SizeI subdivisions, SizeI precision, bool canBeRegenerated = false, Mesh mesh = null) : base(id, scene, VertexData.CreateTiledGround(xmin, zmin, xmax, zmax, subdivisions, precision), canBeRegenerated, mesh) { this.xmin = xmin; this.zmin = zmin; this.xmax = xmax; this.zmax = zmax; this.subdivisions = subdivisions; this.precision = precision; }
public override VertexData _regenerateVertexData() { return(VertexData.CreateTiledGround(this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision)); }