示例#1
0
文件: Mesh3D.cs 项目: Rahil627/Rise
        public static Mesh3D CreateCone(float radius, float height, int numSegments)
        {
            float lastx = 0;
            float lastz = 0;

            numSegments *= 2;
            if ((numSegments % 2) == 0)
            {
                numSegments++;
            }

            var mesh = new Mesh3D();

            mesh.AddVertex(new Vertex3D(new Vector3(0f, height / -2f, 0f), new Vector3(0f, -1f, 0f), new Vector2(0.5f, 0.5f)));

            for (int i = 0; i < numSegments; i++)
            {
                float pos = (Calc.Tau / (numSegments - 1)) * i;
                float x   = Calc.Sin(pos);
                float z   = Calc.Cos(pos);

                if ((i % 2) == 0)
                {
                    mesh.AddVertex(new Vertex3D(new Vector3(x * radius, height / -2f, z * radius), new Vector3(x, 0f, z), new Vector2(0.5f + z * 0.5f, 0.5f + x * 0.5f)));
                    mesh.AddVertex(new Vertex3D(new Vector3(x * radius, height / -2f, z * radius), new Vector3(0f, -1f, 0f), new Vector2(0.5f + z * 0.5f, 0.5f + x * 0.5f)));
                }
                else
                {
                    mesh.AddVertex(new Vertex3D(new Vector3(0f, height - height / 2f, 0f), new Vector3(0f, 1f, 0f), new Vector2(0.5f, 0.5f)));
                }

                lastx = x;
                lastz = z;
            }

            int vo = 4;

            for (int i = 1; i <= (numSegments - 1) / 2; i++)
            {
                mesh.AddIndices(vo, vo - 1, vo - 3);
                mesh.AddIndices(vo + 1, vo - 2, 0);
                vo += 3;
            }

            mesh.Update();
            return(mesh);
        }
示例#2
0
文件: Mesh3D.cs 项目: Rahil627/Rise
        public static Mesh3D CreateCylinder(float radius, float height, int segments, bool capped)
        {
            float lastx = 0f;
            float lastz = 0f;
            float lastv = 0f;

            ++segments;

            var mesh = new Mesh3D();

            if (capped)
            {
                mesh.AddVertex(new Vertex3D(new Vector3(0, 0 - (height / 2.0f), 0), new Vector3(0f, -1f, 0f), new Vector2(0.5f, 0.5f)));
                mesh.AddVertex(new Vertex3D(new Vector3(0, height - (height / 2.0f), 0), new Vector3(0f, 1f, 0f), new Vector2(0.5f, 0.5f)));
            }

            for (int i = 0; i < segments; i++)
            {
                float v   = i / (float)(segments - 1);
                float pos = (Calc.Tau / (segments - 1)) * i;
                float x   = Calc.Sin(pos);
                float z   = Calc.Cos(pos);
                mesh.AddVertex(new Vertex3D(new Vector3(x * radius, 0 - (height / 2.0f), z * radius), new Vector3(x, 0f, z), new Vector2(v, 0f)));
                mesh.AddVertex(new Vertex3D(new Vector3(x * radius, height - (height / 2.0f), z * radius), new Vector3(x, 0f, z), new Vector2(v, 1f)));
                if (capped)
                {
                    mesh.AddVertex(new Vertex3D(new Vector3(x * radius, 0 - (height / 2.0f), z * radius), new Vector3(0f, -1f, 0f), new Vector2((0.5f + z * 0.5f), (0.5f + x * 0.5f))));
                    mesh.AddVertex(new Vertex3D(new Vector3(x * radius, height - (height / 2.0f), z * radius), new Vector3(0f, 1f, 0f), new Vector2((0.5f + z * 0.5f), (0.5f + x * 0.5f))));
                }
                lastx = x;
                lastz = z;
                lastv = v;
            }


            int vo = 2;
            int vi = 1;

            if (capped)
            {
                vi = 3;
                vo = 6;
            }

            for (int i = 1; i <= segments - 1; i++)
            {
                mesh.AddIndices(vo, vo - vi, vo - vi - 1);
                mesh.AddIndices(vo, vo + 1, vo - vi);
                vo += 2;

                if (capped)
                {
                    mesh.AddIndices(vo, vo - vi - 1, 0);
                    mesh.AddIndices(1, vo - vi, vo + 1);
                    vo += 2;
                }
            }

            mesh.Update();
            return(mesh);
        }