/// <inheritdoc /> public override List <int> GenerateIndexList(int resolutionU, int resolutionV, int indexOffset = 0) { // The index list of a model tells the GPU between which vertices to draw triangles. Each three consecutive // indices constitute a single triangle. Since the Capsule vertex array consists of several lists stitched // together, the indices of the shaft and endCap will have shifted by some amount. Therefore, calculate // this index offset for all submodels: int indexOffset2 = indexOffset + Hemisphere.CalculateVertexCount(resolutionU, resolutionU / 4) - resolutionU; int indexOffset3 = indexOffset2 + Cylinder.CalculateVertexCount(resolutionU, resolutionV) - resolutionU; int indexOffset4 = indexOffset3 + Hemisphere.CalculateVertexCount(resolutionU, resolutionU / 4) - resolutionU; // Generate the startCap indices as normal: List <int> startCapList = startCap.GenerateIndexList(resolutionU, resolutionU / 4, indexOffset); // Generate a shaft, using the last ring of the startCap to begin with. This is done by subtracting // `resolutionU` from indexOffset2. This automatically stitches the gap between the start cap and the shaft: List <int> shaftList = shaft.GenerateIndexList(resolutionU, resolutionV - 1, indexOffset2); // Generate the endCap indices as normal: List <int> endCapList = endCap.GenerateIndexList(resolutionU, resolutionU / 4, indexOffset3); // The final ring between the endCap and the shaft must be generated manually: List <int> stitchList = new List <int>(resolutionU); // Add a ring of triangles: for (int i = 1; i < resolutionU - 1; i++) { int invertedI = resolutionU - i; stitchList.Add(indexOffset + invertedI + indexOffset4); stitchList.Add(indexOffset + (i + 1) + indexOffset3 - resolutionU); stitchList.Add(indexOffset + i + indexOffset3 - resolutionU); stitchList.Add(indexOffset + (invertedI - 1) + indexOffset4); stitchList.Add(indexOffset + (i + 1) + indexOffset3 - resolutionU); stitchList.Add(indexOffset + invertedI + indexOffset4); } // Stitch the end of the ring of triangles: stitchList.Add(indexOffset + 1 + indexOffset4); stitchList.Add(indexOffset + indexOffset3 - resolutionU); stitchList.Add(indexOffset + resolutionU - 1 + indexOffset3 - resolutionU); stitchList.Add(indexOffset + indexOffset4); stitchList.Add(indexOffset + indexOffset3 - resolutionU); stitchList.Add(indexOffset + 1 + indexOffset4); stitchList.Add(indexOffset + resolutionU - 1 + indexOffset4); stitchList.Add(indexOffset + 1 + indexOffset3 - resolutionU); stitchList.Add(indexOffset + indexOffset3 - resolutionU); stitchList.Add(indexOffset + indexOffset4); stitchList.Add(indexOffset + resolutionU - 1 + indexOffset4); stitchList.Add(indexOffset + indexOffset3 - resolutionU); return(startCapList.Concat(shaftList).Concat(endCapList).Concat(stitchList).ToList()); }
public override List <int> GenerateIndexList(int resolutionU, int resolutionV, int indexOffset = 0) { int indexOffset2 = indexOffset + Hemisphere.CalculateVertexCount(resolutionU, resolutionU / 4); int indexOffset3 = indexOffset + indexOffset2 + Cylinder.CalculateVertexCount(resolutionU, resolutionV); List <int> startCapList = startCap.GenerateIndexList(resolutionU, resolutionU / 4, indexOffset); List <int> shaftList = shaft.GenerateIndexList(resolutionU, resolutionV, indexOffset2); List <int> endCapList = endCap.GenerateIndexList(resolutionU, resolutionU / 4, indexOffset3); return(startCapList.Concat(shaftList).Concat(endCapList).ToList()); }