static Predator() { var egg = new MeshBuilder(); egg.AddPyramid(new Point3D(0, 0, 0), 0.2, 0.4); eggGeometry = egg.ToMesh(); var child = new MeshBuilder(); child.AddBox(new Point3D(0, 0, 0.5), 1, 1, 1); child.AddSphere(new Point3D(0.2, 0.2, 1), 0.2, 12, 24); child.AddSphere(new Point3D(0.2, -0.2, 1), 0.2, 12, 24); childGeometry = child.ToMesh(); var creature = new MeshBuilder(); creature.AddBox(new Point3D(0, 0, 0.5), 1, 1, 1); creature.AddCone(new Point3D(0.2, 0.2, 1), new Vector3D(0, 0, 1), 0.16, 0.04, 0.3, false, true, 12); creature.AddCone(new Point3D(0.2, -0.2, 1), new Vector3D(0, 0, 1), 0.16, 0.04, 0.3, false, true, 12); creatureGeometry = creature.ToMesh(); var coffin = new MeshBuilder(); coffin.AddCylinder(new Point3D(0, 0, 0), new Point3D(0, 0, 0.25), 1, 12); deadGeometry = coffin.ToMesh(); maleMaterial = MaterialHelper.CreateMaterial(Brushes.Navy); femaleMaterial = MaterialHelper.CreateMaterial(Brushes.Violet); eggMaterial = MaterialHelper.CreateMaterial(Brushes.AntiqueWhite); deadMaterial = MaterialHelper.CreateMaterial(Brushes.Black); }
protected override MeshGeometry3D Tessellate() { double width = Columns*grid - margin*2; double length = Rows*grid - margin*2; double height = Height*plateThickness; var builder = new MeshBuilder(true, true); for (int i = 0; i < Columns; i++) for (int j = 0; j < Rows; j++) { var o = new Point3D((i + 0.5)*grid, (j + 0.5)*grid, height); builder.AddCone(o, new Vector3D(0, 0, 1), knobDiameter/2, knobDiameter/2, knobHeight, false, true, Divisions); builder.AddPipe(new Point3D(o.X, o.Y, o.Z - wallThickness), new Point3D(o.X, o.Y, wallThickness), knobDiameter, outerDiameter, Divisions); } builder.AddBox(new Point3D(Columns * 0.5 * grid, Rows * 0.5 * grid, height - wallThickness / 2), length, width, wallThickness, MeshBuilder.BoxFaces.All); builder.AddBox(new Point3D(margin + wallThickness / 2, Rows * 0.5 * grid, height / 2 - wallThickness / 2), length, wallThickness, height - wallThickness, MeshBuilder.BoxFaces.All ^ MeshBuilder.BoxFaces.Top); builder.AddBox( new Point3D(Columns * grid - margin - wallThickness / 2, Rows * 0.5 * grid, height / 2 - wallThickness / 2), length, wallThickness, height - wallThickness, MeshBuilder.BoxFaces.All ^ MeshBuilder.BoxFaces.Top); builder.AddBox(new Point3D(Columns * 0.5 * grid, margin + wallThickness / 2, height / 2 - wallThickness / 2), wallThickness, width, height - wallThickness, MeshBuilder.BoxFaces.All ^ MeshBuilder.BoxFaces.Top); builder.AddBox( new Point3D(Columns * 0.5 * grid, Rows * grid - margin - wallThickness / 2, height / 2 - wallThickness / 2), wallThickness, width, height - wallThickness, MeshBuilder.BoxFaces.All ^ MeshBuilder.BoxFaces.Top); return builder.ToMesh(); }
private void AddBranch(MeshBuilder mesh, Point3D p0, Vector3D direction, int p) { double angle = GetAngleBetween(direction, UpVector); bool isStem = angle < 10; double h = isStem ? 2.5 : 2; double r = (Level+1-p)*0.1; mesh.AddCone(p0, direction, r, r * 0.8, h, false, false, 12); var p1 = p0 + direction*h; if (p == Level) return; if (isStem) { var rightVector=direction.FindAnyPerpendicular(); var t0 = new RotateTransform3D(new AxisAngleRotation3D(rightVector, GetRandom(3))); AddBranch(mesh, p1, t0.Transform(direction), p + 1); var t1 = new RotateTransform3D(new AxisAngleRotation3D(rightVector, 95 + GetRandom(5))); var d1 = t1.Transform(direction); int nBranches = 5+GetRandom(2); for (int i = 0; i < nBranches; i++) { double a = 360.0 * i / nBranches + GetRandom(25); var t2 = new RotateTransform3D(new AxisAngleRotation3D(UpVector, a)); AddBranch(mesh, p1, t2.Transform(d1), p + 1); } } else { var rightVector=Vector3D.CrossProduct(direction, UpVector); var t1 = new RotateTransform3D(new AxisAngleRotation3D(rightVector, -5 + GetRandom(5))); var t2 = new RotateTransform3D(new AxisAngleRotation3D(UpVector, 45+GetRandom(10))); var t3 = new RotateTransform3D(new AxisAngleRotation3D(UpVector, -45 + GetRandom(10))); var d1 = t1.Transform(direction); AddBranch(mesh, p1, d1, p + 1); AddBranch(mesh, p1, t2.Transform(d1), p + 1); AddBranch(mesh, p1, t3.Transform(d1), p + 1); } }
protected override MeshGeometry3D Tessellate() { var builder = new MeshBuilder(); builder.AddCone(Origin, Normal, BaseRadius, TopRadius, Height, BaseCap, TopCap, ThetaDiv); return builder.ToMesh(); }