示例#1
0
        public static IntCollection Parse(string source)
        {
            IFormatProvider formatProvider = CultureInfo.InvariantCulture;
            var             th             = new TokenizerHelper(source, formatProvider);
            var             resource       = new IntCollection();

            while (th.NextToken())
            {
                var value = Convert.ToInt32(th.GetCurrentToken(), formatProvider);
                resource.Add(value);
            }

            return(resource);
        }
示例#2
0
        public static MeshGeometry3D GetRect(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3)
        {
            var positions       = new Vector3Collection();
            var triangleIndices = new HelixToolkit.Wpf.SharpDX.Core.IntCollection();

            var normals = new Vector3Collection();
            //private Vector3Collection tangents;
            //private Vector3Collection bitangents;
            var textureCoordinates = new Vector2Collection();

            var widthOrientation  = new Vector3(0, 0, 1);
            var heightOrientation = new Vector3(0, 1, 0);

            positions.Add(p0);
            positions.Add(p1);
            positions.Add(p2);
            positions.Add(p3);

            normals.Add(new Vector3(1, 0, 0));
            normals.Add(new Vector3(1, 0, 0));
            normals.Add(new Vector3(1, 0, 0));
            normals.Add(new Vector3(1, 0, 0));


            textureCoordinates.Add(new Vector2(0, 0));
            textureCoordinates.Add(new Vector2(1, 0));
            textureCoordinates.Add(new Vector2(1, 1));
            textureCoordinates.Add(new Vector2(0, 1));

            triangleIndices.Add(2);
            triangleIndices.Add(1);
            triangleIndices.Add(0);

            triangleIndices.Add(0);
            triangleIndices.Add(3);
            triangleIndices.Add(2);

            return(new MeshGeometry3D()
            {
                Positions = positions,
                Indices = triangleIndices,
                Normals = normals,
                TextureCoordinates = textureCoordinates
            });
        }
示例#3
0
        public static MeshGeometry3D GetRect(Vector3 center, float width, float height, Vector3 widthOrientation, Vector3 heightOrientation)
        {
            var positions       = new Vector3Collection();
            var triangleIndices = new HelixToolkit.Wpf.SharpDX.Core.IntCollection();

            var normals = new Vector3Collection();
            //private Vector3Collection tangents;
            //private Vector3Collection bitangents;
            var textureCoordinates = new Vector2Collection();

            positions.Add(center - widthOrientation * width / 2 - heightOrientation * height / 2);
            positions.Add(center + widthOrientation * width / 2 - heightOrientation * height / 2);
            positions.Add(center + widthOrientation * width / 2 + heightOrientation * height / 2);
            positions.Add(center - widthOrientation * width / 2 + heightOrientation * height / 2);

            normals.Add(new Vector3(1, 0, 0));
            normals.Add(new Vector3(1, 0, 0));
            normals.Add(new Vector3(1, 0, 0));
            normals.Add(new Vector3(1, 0, 0));

            textureCoordinates.Add(new Vector2(1, 1));
            textureCoordinates.Add(new Vector2(0, 1));
            textureCoordinates.Add(new Vector2(0, 0));
            textureCoordinates.Add(new Vector2(1, 0));

            triangleIndices.Add(2);
            triangleIndices.Add(1);
            triangleIndices.Add(0);

            triangleIndices.Add(0);
            triangleIndices.Add(3);
            triangleIndices.Add(2);

            return(new MeshGeometry3D()
            {
                Positions = positions,
                Indices = triangleIndices,
                Normals = normals,
                TextureCoordinates = textureCoordinates
            });
        }