public ArrowBuilder(ConeBuilder cone, CylindreBuilder cylindre)
 {
     Shapes     = new ShapeBuilder <MeshVertex>[] { cone, cylindre };
     Transforms = new Matrix[2]
     {
         Matrix.RotationX(Numerics.PIover2) * Matrix.Translate(0, 0, 0.5f * cone.height + cylindre.height),
         Matrix.RotationX(Numerics.PIover2) * Matrix.Translate(0, 0, 0.5f * cylindre.height)
     };
 }
        public void Build()
        {
            DomeBuilder     domeBuilder     = new DomeBuilder(capStacks, capSlices, radius, false);
            CylindreBuilder cylindreBuilder = new CylindreBuilder(trunkStacks, trunkSlices, radius, height, true);

            vertices = new MeshVertex[2 * domeBuilder.Vertices.Length + cylindreBuilder.Vertices.Length];
            indices  = new ushort[2 * domeBuilder.Indices.Length + cylindreBuilder.Indices.Length];

            #region Create Top Cap

            for (int i = 0; i < domeBuilder.Vertices.Length; i++)
            {
                domeBuilder.Vertices[i].Position.Y += height * 0.5f;
            }

            Array.Copy(domeBuilder.Vertices, vertices, domeBuilder.Vertices.Length);
            Array.Copy(domeBuilder.Indices, indices, domeBuilder.Indices.Length);
            top = new ShapeLayer
            {
                PrimitiveCount = domeBuilder.Indices.Length / 3,
                StartIndex     = 0,
                StartVertex    = 0,
                VertexCount    = domeBuilder.Vertices.Length
            };
            #endregion

            int vIndex = domeBuilder.Vertices.Length;
            int iIndex = domeBuilder.Indices.Length;

            #region Create Bottom Cap
            for (int i = 0; i < domeBuilder.Indices.Length / 3; i++)
            {
                indices[iIndex++] = (ushort)(vIndex + domeBuilder.Indices[i * 3 + 2]);
                indices[iIndex++] = (ushort)(vIndex + domeBuilder.Indices[i * 3 + 1]);
                indices[iIndex++] = (ushort)(vIndex + domeBuilder.Indices[i * 3]);
            }

            for (int i = 0; i < domeBuilder.Vertices.Length; i++)
            {
                domeBuilder.Vertices[i].Position.Y *= -1;
                vertices[vIndex++] = domeBuilder.Vertices[i];
            }

            bottom = new ShapeLayer
            {
                PrimitiveCount = domeBuilder.Indices.Length / 3,
                StartIndex     = domeBuilder.Indices.Length,
                StartVertex    = domeBuilder.Vertices.Length,
                VertexCount    = domeBuilder.Vertices.Length
            };

            #endregion

            #region Trunk

            for (int i = 0; i < cylindreBuilder.Indices.Length; i++)
            {
                indices[iIndex++] = (ushort)(vIndex + cylindreBuilder.Indices[i]);
            }

            for (int i = 0; i < cylindreBuilder.Vertices.Length; i++)
            {
                vertices[vIndex++] = cylindreBuilder.Vertices[i];
            }

            cylindre = new ShapeLayer
            {
                PrimitiveCount = cylindreBuilder.Indices.Length / 3,
                StartIndex     = domeBuilder.Indices.Length * 2,
                StartVertex    = domeBuilder.Vertices.Length * 2,
                VertexCount    = cylindreBuilder.Vertices.Length
            };

            #endregion
        }