public static void VerifyDodecahedron() { // Get the points. Point3D A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T; G3.DodecahedronPoints( out A, out B, out C, out D, out E, out F, out G, out H, out I, out J, out K, out L, out M, out N, out O, out P, out Q, out R, out S, out T); // Verify the points. G3.VerifyPoints(A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T); // Verify the faces. G3.VerifyPolygon(E, D, C, B, A); G3.VerifyPolygon(A, B, G, K, F); G3.VerifyPolygon(A, F, O, J, E); G3.VerifyPolygon(E, J, N, I, D); G3.VerifyPolygon(D, I, M, H, C); G3.VerifyPolygon(C, H, L, G, B); G3.VerifyPolygon(K, P, T, O, F); G3.VerifyPolygon(O, T, S, N, J); G3.VerifyPolygon(N, S, R, M, I); G3.VerifyPolygon(M, R, Q, L, H); G3.VerifyPolygon(L, Q, P, K, G); G3.VerifyPolygon(P, Q, R, S, T); }
// Make a dodecahedron without texture coordinates or smoothing. public static void AddDodecahedron(this MeshGeometry3D mesh) { // Get the points. Point3D A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T; G3.DodecahedronPoints( out A, out B, out C, out D, out E, out F, out G, out H, out I, out J, out K, out L, out M, out N, out O, out P, out Q, out R, out S, out T); // Make the faces. mesh.AddPolygon(E, D, C, B, A); mesh.AddPolygon(A, B, G, K, F); mesh.AddPolygon(A, F, O, J, E); mesh.AddPolygon(E, J, N, I, D); mesh.AddPolygon(D, I, M, H, C); mesh.AddPolygon(C, H, L, G, B); mesh.AddPolygon(K, P, T, O, F); mesh.AddPolygon(O, T, S, N, J); mesh.AddPolygon(N, S, R, M, I); mesh.AddPolygon(M, R, Q, L, H); mesh.AddPolygon(L, Q, P, K, G); mesh.AddPolygon(P, Q, R, S, T); }