/// <summary> /// Constructor with Direction Values. /// </summary> /// <param name="direction">The Direction of the Vector.</param> public Vector(Float3 direction) : this(direction.X, direction.Y, direction.Z) { }
/// <summary> /// Fractures (splits) the HalfedgeMesh into many smaller Parts. /// </summary> /// <param name="position">The Position of the Fracture Point. The Fractures near this Point are smaller than the one's farther away.</param> /// <param name="numParts">The Number of Parts that should be generated from the existing HalfEdgeMesh.</param> /// <param name="closed">Indicates if the resulting HalfEdgeMeshes should be closed or not (default = false)</param> /// <returns>List of HalfEdgeMesh Objects that are parts of the original HalfEdgeMesh.</returns> public List <HalfEdgeMesh> Fracture(Float3 position = default(Float3), int numParts = -1, bool closed = false) { ///TODO implement return(null); }
/*/// <summary> * /// Default Constructor. * /// </summary> * public Vector() * { * _direction = new Float3(0, 0, 0); * _length = -1; * _lengthSquared = -1; * }*/ /// <summary> /// Constructor with Position Values. /// </summary> /// <param name="x">X Direction of the Vertex.</param> /// <param name="y">Y Direction of the Vertex.</param> /// <param name="z">Z Direction of the Vertex.</param> public Vector(float x, float y, float z) { _direction = new Float3(x, y, z); _length = -1; _lengthSquared = -1; }
/// <summary> /// Constructor with the HalfEdgeMesh and Position Values. /// </summary> /// <param name="triangleMesh">The HalfEdgeMesh this Vertex belongs to.</param> /// <param name="position">The Position of the Vertex.</param> /// <param name="textureCoordinate">The TextureCoordinate of the Vertex.</param> public Vertex(HalfEdgeMesh triangleMesh, Float3 position, Float3 textureCoordinate) : this(triangleMesh, position) { _textureCoordinate = textureCoordinate; }
/// <summary> /// Constructor with the HalfEdgeMesh and Position Values. /// </summary> /// <param name="triangleMesh">The HalfEdgeMesh this Vertex belongs to.</param> /// <param name="position">The Position of the Vertex.</param> /// <param name="textureCoordinate">The TextureCoordinate of the Vertex.</param> /// <param name="normal">The Normal of the Vertex.</param> public Vertex(HalfEdgeMesh triangleMesh, Float3 position, Float3 textureCoordinate, Vector normal) : this(triangleMesh, position, textureCoordinate) { _normal = normal; }
/// <summary> /// Constructor with Position and TextureCoordinate Values. /// </summary> /// <param name="position">The Position of the Vertex.</param> /// <param name="textureCoordinate">The TextureCoordinate of the Vertex.</param> /// <param name="normal">The Normal of the Vertex.</param> public Vertex(Float3 position, Float3 textureCoordinate, Vector normal) : this(position, textureCoordinate) { _normal = normal; }
/// <summary> /// Constructor with the HalfEdgeMesh and Position Values. /// </summary> /// <param name="triangleMesh">The HalfEdgeMesh this Vertex belongs to.</param> /// <param name="position">The Position of the Vertex.</param> public Vertex(HalfEdgeMesh triangleMesh, Float3 position) : this(position) { TriangleMesh = triangleMesh; }
/// <summary> /// Constructor with Position Values. /// </summary> /// <param name="position">The Position of the Vertex.</param> public Vertex(Float3 position) : this() { _position = position; }
/// <summary> /// Constructor with Position and TextureCoordinate Values. /// </summary> /// <param name="position">The Position of the Vertex.</param> /// <param name="textureCoordinate">The TextureCoordinate of the Vertex.</param> public Vertex(Float3 position, Float3 textureCoordinate) : this(position) { _textureCoordinate = textureCoordinate; }
/// <summary> /// Constructor with Position Values. /// </summary> /// <param name="x">X Position of the Vertex.</param> /// <param name="y">Y Position of the Vertex.</param> /// <param name="z">Z Position of the Vertex.</param> public Vertex(float x, float y, float z) : this() { _position = new Float3(x, y, z); }
/// <summary> /// Constructor with Position and TextureCoordinate Values. /// </summary> /// <param name="x">X Position of the Vertex.</param> /// <param name="y">Y Position of the Vertex.</param> /// <param name="z">Z Position of the Vertex.</param> /// <param name="u">U TextureCoordinate of the Vertex.</param> /// <param name="v">V TextureCoordinate of the Vertex.</param> /// <param name="w">W TextureCoordinate of the Vertex.</param> public Vertex(float x, float y, float z, float u, float v, float w) : this(x, y, z) { _textureCoordinate = new Float3(u, v, w); }
/// <summary> /// Constructor that uses an existing Double3 to create a new Double3. /// </summary> /// <param name="existing">Existing Double3.</param> public Float3(Float3 existing) : this(existing.X, existing.Y, existing.Z) { }
/// <summary> /// Constructor that is used by the Deserialization. /// </summary> /// <param name="info">The SerializationInfo.</param> /// <param name="context">The StreamingContext.</param> public Plane(SerializationInfo info, StreamingContext context) { _position = (Float3)info.GetValue("Position", typeof(Float3)); _normal = (Vector)info.GetValue("Normal", typeof(Vector)); }
/// <summary> /// Constructor with Position and Normal. /// </summary> /// <param name="position">The Position of the Origin of the Plane.</param> /// <param name="normal">The Normal of the Plane.</param> public Plane(Plane plane) { _position = new Float3(plane.Position); _normal = new Float3(plane.Normal); }
/// <summary> /// Constructor with Position and Normal. /// </summary> /// <param name="position">The Position of the Origin of the Plane.</param> /// <param name="normal">The Normal of the Plane.</param> public Plane(Float3 position, Float3 normal) { _position = position; _normal = normal; }
/// <summary> /// Default Constructor. /// </summary> public Plane() { _position = default(Float3); _normal = default(Float3); }