本文整理汇总了C#中MeshBuilder.AddCylinder方法的典型用法代码示例。如果您正苦于以下问题:C# MeshBuilder.AddCylinder方法的具体用法?C# MeshBuilder.AddCylinder怎么用?C# MeshBuilder.AddCylinder使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类MeshBuilder
的用法示例。
在下文中一共展示了MeshBuilder.AddCylinder方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: UpdateVisuals
/// <summary>
/// Updates the visuals.
/// </summary>
protected void UpdateVisuals()
{
if (this.Mesh == null)
{
this.Content = null;
return;
}
var m = new Model3DGroup();
this.TriangleIndexToFaceIndex = new List<int>();
var faceGeometry = this.Mesh.ToMeshGeometry3D(
this.SharedVertices, this.ShrinkFactor, this.TriangleIndexToFaceIndex);
m.Children.Add(
new GeometryModel3D(faceGeometry, this.FaceMaterial) { BackMaterial = this.FaceBackMaterial });
// Add the nodes
if (this.VertexRadius > 0)
{
var gm = new MeshBuilder(false, false);
foreach (var p in this.Mesh.Vertices)
{
gm.AddSubdivisionSphere(p, this.VertexRadius, this.VertexResolution);
// gm.AddBox(p, VertexRadius, VertexRadius, VertexRadius);
}
m.Children.Add(new GeometryModel3D(gm.ToMesh(), this.VertexMaterial));
}
// Add the edges
if (this.EdgeDiameter > 0)
{
var em = new MeshBuilder(false, false);
//// int fi = 0;
foreach (var p in this.Mesh.Faces)
{
//// var n = this.Mesh.GetFaceNormal(fi++);
for (int i = 0; i < p.Length; i += 1)
{
var p0 = this.Mesh.Vertices[p[i]];
var p1 = this.Mesh.Vertices[p[(i + 1) % p.Length]];
em.AddCylinder(p0, p1, this.EdgeDiameter, 4);
}
}
m.Children.Add(new GeometryModel3D(em.ToMesh(), this.EdgeMaterial));
}
this.Content = m;
}
示例2: AppearanceChanged
private void AppearanceChanged()
{
var builder = new MeshBuilder(false, false);
foreach (var p1 in DistributePoles(this.Positions, this.PoleDistance))
{
var p2 = p1 + new Vector3D(0, 0, this.Height);
builder.AddCylinder(p1, p2, this.Diameter, 36);
}
this.postsModel.Geometry = builder.ToMesh();
var fenceBuilder = new MeshBuilder(false, true);
var w0 = 0d;
for (int i = 0; i + 1 < this.Positions.Count; i++)
{
var p0 = this.Positions[i];
var p1 = this.Positions[i + 1];
var p2 = this.Positions[i + 1] + new Vector3D(0, 0, this.Height);
var p3 = this.Positions[i] + new Vector3D(0, 0, this.Height);
var h = this.Height / this.MeshSize;
var dw = p0.DistanceTo(p1) / this.MeshSize;
fenceBuilder.AddQuad(
p0,
p1,
p2,
p3,
new Point(w0, h),
new Point(w0 + dw, h),
new Point(w0 + dw, 0),
new Point(w0, 0));
w0 += dw;
}
this.fenceModel.Geometry = fenceBuilder.ToMesh();
}