示例#1
0
        public RocketModel(IVertexCoder <Vertex> coder)
        {
            SimpleMesh mesh = new SimpleMesh();

            mesh.AddRange(Compose(new Triangle(
                                      new Vector3(0, 0, 1),
                                      new Vector3(1f / 3, -1f / 3, 1f / 3),
                                      new Vector3(1f / 3, 1f / 3, 1f / 3)
                                      )));
            mesh.AddRange(Compose(Mesh.Quad(
                                      new Vector3(1f / 3, -1f / 3, 1f / 3),
                                      new Vector3(1f / 3, -1f / 3, -1),
                                      new Vector3(1f / 3, 1f / 3, -1),
                                      new Vector3(1f / 3, 1f / 3, 1f / 3)
                                      )));
            mesh.AddRange(Compose(new Triangle(
                                      new Vector3(1f / 3, 0, -1f / 3),
                                      new Vector3(1f / 3, 0, -1f),
                                      new Vector3(2f / 3, 0, -1f)
                                      )));
            mesh.AddRange(Mesh.Quad(
                              new Vector3(1f / 3, -1f / 3, -1f),
                              new Vector3(-1f / 3, -1f / 3, -1f),
                              new Vector3(-1f / 3, 1f / 3, -1f),
                              new Vector3(1f / 3, 1f / 3, -1f)
                              ));
            _bfr = mesh.ToBuffer(coder);
        }
示例#2
0
        public SphereModel(IVertexCoder <Vertex> coder, int bups)
        {
            List <Triangle> triangles = new List <Triangle> {
                new Triangle(new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1))
            };

            for (int i = 0; i < bups; i++)
            {
                for (int j = triangles.Count - 1; j >= 0; j--)
                {
                    triangles.AddRange(triangles[j].BreakUp());
                    triangles.RemoveAt(j);
                }
            }

            int octant = triangles.Count;

            for (int i = 1; i <= 3; i++)
            {
                float sin = (float)Math.Sin(i * (float)Math.PI / 2);
                float cos = (float)Math.Cos(i * (float)Math.PI / 2);
                for (int j = octant - 1; j >= 0; j--)
                {
                    Triangle self = triangles[j];
                    Triangle rot  = self.RotateZ(sin, cos);
                    triangles.Add(rot);
                    if (i == 1)
                    {
                        triangles.Add(self.FlipZ());
                    }
                    triangles.Add(rot.FlipZ());
                }
            }

            SimpleMesh mesh = new SimpleMesh();

            mesh.AddRange(triangles.Select(i => new Engine.Geometry.Triangle(i.A, i.B, i.C)));
            _indices = mesh.ToBuffer(coder);
        }