本文整理汇总了C#中System.Windows.Media.Media3D.Point3DCollection.Clear方法的典型用法代码示例。如果您正苦于以下问题:C# Point3DCollection.Clear方法的具体用法?C# Point3DCollection.Clear怎么用?C# Point3DCollection.Clear使用的例子?那么, 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System.Windows.Media.Media3D.Point3DCollection
的用法示例。
在下文中一共展示了Point3DCollection.Clear方法的15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: Generate
/// <summary>
/// Sets the coordinates of all the individual lines in the visual.
/// </summary>
/// <param name="args">
/// The <c>DependencyPropertyChangedEventArgs</c> object associated
/// with the property-changed event that resulted in this method
/// being called.
/// </param>
/// <param name="lines">
/// The <c>Point3DCollection</c> to be filled.
/// </param>
/// <remarks>
/// <para>
/// Classes that derive from <c>WireBase</c> override this
/// method to fill the <c>lines</c> collection.
/// It is custmary for implementations of this method to clear
/// the <c>lines</c> collection first before filling it.
/// Each pair of successive members of the <c>lines</c>
/// collection indicate one straight line.
/// </para>
/// <para>
/// The <c>WireLine</c> class implements this method by
/// clearing the <c>lines</c> collection and then adding
/// <c>Point1</c> and <c>Point2</c> to the collection.
/// </para>
/// </remarks>
protected override void Generate(DependencyPropertyChangedEventArgs args,
Point3DCollection lines)
{
lines.Clear();
lines.Add(Point1);
lines.Add(Point2);
}
示例2: Triangulate
protected override void Triangulate(DependencyPropertyChangedEventArgs args,
Point3DCollection vertices,
Vector3DCollection normals,
Int32Collection indices,
PointCollection textures)
{
vertices.Clear();
normals.Clear();
indices.Clear();
textures.Clear();
MeshGeometry3D mesh = MeshGenerator.Geometry;
foreach (Point3D vertex in mesh.Positions)
vertices.Add(vertex);
foreach (Vector3D normal in mesh.Normals)
normals.Add(normal);
foreach (int index in mesh.TriangleIndices)
indices.Add(index);
foreach (Point texture in mesh.TextureCoordinates)
textures.Add(texture);
}
示例3: Triangulate
protected override void Triangulate(
DependencyPropertyChangedEventArgs args,
Point3DCollection vertices,
Vector3DCollection normals,
Int32Collection indices,
PointCollection textures)
{
// Clear all four collections.
vertices.Clear();
normals.Clear();
indices.Clear();
textures.Clear();
// Convert TextGeometry to series of closed polylines.
PathGeometry path =
TextGeometry.GetFlattenedPathGeometry(0.001,
ToleranceType.Relative);
foreach (PathFigure fig in path.Figures)
{
list.Clear();
list.Add(fig.StartPoint);
foreach (PathSegment seg in fig.Segments)
{
if (seg is LineSegment)
{
LineSegment lineseg = seg as LineSegment;
list.Add(lineseg.Point);
}
else if (seg is PolyLineSegment)
{
PolyLineSegment polyline = seg as PolyLineSegment;
for (int i = 0; i < polyline.Points.Count; i++)
list.Add(polyline.Points[i]);
}
}
// Figure is complete. Post-processing follows.
if (list.Count > 0)
{
// Remove last point if it's the same as the first.
if (list[0] == list[list.Count - 1])
list.RemoveAt(list.Count - 1);
// Convert points to Y increasing up.
for (int i = 0; i < list.Count; i++)
{
Point pt = list[i];
pt.Y = 2 * Origin.Y - pt.Y;
list[i] = pt;
}
// For each figure, process the points.
ProcessFigure(list, vertices, normals, indices, textures);
}
}
}
示例4: Generate
/// <summary>
/// Sets the coordinates of all the individual lines in the visual.
/// </summary>
/// <param name="args">
/// The <c>DependencyPropertyChangedEventArgs</c> object associated
/// with the property-changed event that resulted in this method
/// being called.
/// </param>
/// <param name="lines">
/// The <c>Point3DCollection</c> to be filled.
/// </param>
/// <remarks>
/// <para>
/// Classes that derive from <c>WireBase</c> override this
/// method to fill the <c>lines</c> collection.
/// It is custmary for implementations of this method to clear
/// the <c>lines</c> collection first before filling it.
/// Each pair of successive members of the <c>lines</c>
/// collection indicate one straight line.
/// </para>
/// </remarks>
protected override void Generate(DependencyPropertyChangedEventArgs args,
Point3DCollection lines)
{
lines.Clear();
if (Data == null)
return;
Transform3D xform = Data.Transform;
foreach (PathFigure3D fig in Data.Figures)
{
PathFigure3D figFlattened = fig.GetFlattenedPathFigure();
Point3D pointStart = xform.Transform(figFlattened.StartPoint);
foreach (PathSegment3D seg in figFlattened.Segments)
{
PolyLineSegment3D segPoly = seg as PolyLineSegment3D;
for (int i = 0; i < segPoly.Points.Count; i++)
{
lines.Add(pointStart);
Point3D point = xform.Transform(segPoly.Points[i]);
lines.Add(point);
pointStart = point;
}
}
}
}
示例5: Generate
/// <summary>
/// Sets the coordinates of all the individual lines in the visual.
/// </summary>
/// <param name="args">
/// The <c>DependencyPropertyChangedEventArgs</c> object associated
/// with the property-changed event that resulted in this method
/// being called.
/// </param>
/// <param name="lines">
/// The <c>Point3DCollection</c> to be filled.
/// </param>
/// <remarks>
/// <para>
/// Classes that derive from <c>WireBase</c> override this
/// method to fill the <c>lines</c> collection.
/// It is custmary for implementations of this method to clear
/// the <c>lines</c> collection first before filling it.
/// Each pair of successive members of the <c>lines</c>
/// collection indicate one straight line.
/// </para>
/// <para>
/// The <c>WireLines</c> class implements this method by
/// clearing the <c>lines</c> collection and then copying
/// its own <c>Lines</c> collection to it.
/// </para>
/// </remarks>
protected override void Generate(DependencyPropertyChangedEventArgs args,
Point3DCollection lines)
{
lines.Clear();
foreach (Point3D point in Lines)
lines.Add(point);
}
示例6: Generate
/// <summary>
/// Sets the coordinates of all the individual lines in the visual.
/// </summary>
/// <param name="args">
/// The <c>DependencyPropertyChangedEventArgs</c> object associated
/// with the property-changed event that resulted in this method
/// being called.
/// </param>
/// <param name="lines">
/// The <c>Point3DCollection</c> to be filled.
/// </param>
/// <remarks>
/// <para>
/// Classes that derive from <c>WireBase</c> override this
/// method to fill the <c>lines</c> collection.
/// It is custmary for implementations of this method to clear
/// the <c>lines</c> collection first before filling it.
/// Each pair of successive members of the <c>lines</c>
/// collection indicate one straight line.
/// </para>
/// <para>
/// The <c>WirePolyline</c> class implements this method by
/// clearing the <c>lines</c> collection and then breaking
/// down its <c>Points</c> collection into individual lines
/// and then adding the start and end points to the collection.
/// </para>
/// </remarks>
protected override void Generate(DependencyPropertyChangedEventArgs args,
Point3DCollection lines)
{
Point3DCollection points = Points;
lines.Clear();
for (int i = 0; i < points.Count - 1; i++)
{
lines.Add(points[i]);
lines.Add(points[i + 1]);
}
}
示例7: Triangulate
/// <summary>
///
/// </summary>
/// <param name="args"></param>
/// <param name="vertices"></param>
/// <param name="normals"></param>
/// <param name="indices"></param>
/// <param name="textures"></param>
protected override void Triangulate(
DependencyPropertyChangedEventArgs args,
Point3DCollection vertices,
Vector3DCollection normals,
Int32Collection indices,
PointCollection textures)
{
// Clear all four collections.
vertices.Clear();
normals.Clear();
indices.Clear();
textures.Clear();
// Fill the vertices, normals, and textures collections.
for (int stack = 0; stack <= Stacks; stack++)
{
double y = Length - stack * Length / Stacks;
for (int slice = 0; slice <= Slices; slice++)
{
double theta = slice * 2 * Math.PI / Slices;
double x = -Radius * Math.Sin(theta);
double z = -Radius * Math.Cos(theta);
normals.Add(new Vector3D(x, 0, z));
vertices.Add(new Point3D(x, y, z));
textures.Add(new Point((double)slice / Slices,
(double)stack / Stacks));
}
}
// Fill the indices collection.
for (int stack = 0; stack < Stacks; stack++)
{
for (int slice = 0; slice < Slices; slice++)
{
indices.Add((stack + 0) * (Slices + 1) + slice);
indices.Add((stack + 1) * (Slices + 1) + slice);
indices.Add((stack + 0) * (Slices + 1) + slice + 1);
indices.Add((stack + 0) * (Slices + 1) + slice + 1);
indices.Add((stack + 1) * (Slices + 1) + slice);
indices.Add((stack + 1) * (Slices + 1) + slice + 1);
}
}
}
示例8: Triangulate
/// <summary>
///
/// </summary>
/// <param name="args"></param>
/// <param name="vertices"></param>
/// <param name="normals"></param>
/// <param name="indices"></param>
/// <param name="textures"></param>
protected override void Triangulate(DependencyPropertyChangedEventArgs args,
Point3DCollection vertices,
Vector3DCollection normals,
Int32Collection indices,
PointCollection textures)
{
// Clear all four collections.
vertices.Clear();
normals.Clear();
indices.Clear();
textures.Clear();
double x, y, z;
int indexBase = 0;
// Front side.
// -----------
z = Depth / 2;
// Fill the vertices, normals, textures collections.
for (int stack = 0; stack <= Stacks; stack++)
{
y = Height / 2 - stack * Height / Stacks;
for (int slice = 0; slice <= Slices; slice++)
{
x = -Width / 2 + slice * Width / Slices;
Point3D point = new Point3D(x, y, z);
vertices.Add(point);
normals.Add(point - new Point3D(x, y, 0));
textures.Add(new Point((double)slice / Slices,
(double)stack / Stacks));
}
}
// Fill the indices collection.
for (int stack = 0; stack < Stacks; stack++)
{
for (int slice = 0; slice < Slices; slice++)
{
indices.Add((stack + 0) * (Slices + 1) + slice);
indices.Add((stack + 1) * (Slices + 1) + slice);
indices.Add((stack + 0) * (Slices + 1) + slice + 1);
indices.Add((stack + 0) * (Slices + 1) + slice + 1);
indices.Add((stack + 1) * (Slices + 1) + slice);
indices.Add((stack + 1) * (Slices + 1) + slice + 1);
}
}
// Rear side.
// -----------
indexBase = vertices.Count;
z = -Depth / 2;
// Fill the vertices, normals, textures collections.
for (int stack = 0; stack <= Stacks; stack++)
{
y = Height / 2 - stack * Height / Stacks;
for (int slice = 0; slice <= Slices; slice++)
{
x = Width / 2 - slice * Width / Slices;
Point3D point = new Point3D(x, y, z);
vertices.Add(point);
normals.Add(point - new Point3D(x, y, 0));
textures.Add(new Point((double)slice / Slices,
(double)stack / Stacks));
}
}
// Fill the indices collection.
for (int stack = 0; stack < Stacks; stack++)
{
for (int slice = 0; slice < Slices; slice++)
{
indices.Add(indexBase + (stack + 0) * (Slices + 1) + slice);
indices.Add(indexBase + (stack + 1) * (Slices + 1) + slice);
indices.Add(indexBase + (stack + 0) * (Slices + 1) + slice + 1);
indices.Add(indexBase + (stack + 0) * (Slices + 1) + slice + 1);
indices.Add(indexBase + (stack + 1) * (Slices + 1) + slice);
indices.Add(indexBase + (stack + 1) * (Slices + 1) + slice + 1);
}
}
// Left side.
// -----------
indexBase = vertices.Count;
x = -Width / 2;
//.........这里部分代码省略.........
示例9: Triangulate
protected override void Triangulate(DependencyPropertyChangedEventArgs args,
Point3DCollection vertices,
Vector3DCollection normals,
Int32Collection indices,
PointCollection textures)
{
vertices.Clear();
normals.Clear();
indices.Clear();
textures.Clear();
Point3D[,] faces = Faces;
PointCollection texturesBase = TextureCoordinates;
int indexTextures = 0;
for (int face = 0; face < faces.GetLength(0); face++)
{
Vector3D normal = Vector3D.CrossProduct(faces[face, 1] - faces[face, 0],
faces[face, 2] - faces[face, 0]);
// For faces that are triangles.
if (faces.GetLength(1) == 3)
{
int indexBase = vertices.Count;
for (int i = 0; i < 3; i++)
{
vertices.Add(faces[face, i]);
normals.Add(normal);
indices.Add(indexBase + i);
if (texturesBase != null && texturesBase.Count > 0)
{
textures.Add(texturesBase[indexTextures]);
indexTextures = (indexTextures + 1) % texturesBase.Count;
}
}
if (Slices > 1)
TriangleSubdivide(vertices, normals, indices, textures);
}
// For faces that are not triangles.
else
{
for (int i = 0; i < faces.GetLength(1) - 1; i++)
{
int indexBase = vertices.Count;
int num = faces.GetLength(1) - 1;
vertices.Add(faces[face, 0]);
vertices.Add(faces[face, i + 1]);
vertices.Add(faces[face, (i + 1) % num + 1]);
if (texturesBase != null && texturesBase.Count >= faces.GetLength(1))
{
textures.Add(texturesBase[indexTextures + 0]);
textures.Add(texturesBase[indexTextures + i + 1]);
textures.Add(texturesBase[indexTextures + (i + 1) % num + 1]);
}
normals.Add(normal);
normals.Add(normal);
normals.Add(normal);
indices.Add(indexBase + 0);
indices.Add(indexBase + 1);
indices.Add(indexBase + 2);
if (Slices > 1)
TriangleSubdivide(vertices, normals, indices, textures);
}
if (texturesBase != null && texturesBase.Count > 0)
indexTextures = (indexTextures + faces.GetLength(1)) % texturesBase.Count;
}
}
}
示例10: Generate
/// <summary>
///
/// </summary>
/// <param name="args"></param>
/// <param name="lines"></param>
protected override void Generate(DependencyPropertyChangedEventArgs args,
Point3DCollection lines)
{
Point3DCollection vertices = Positions;
Int32Collection indices = TriangleIndices;
lines.Clear();
if (vertices != null && vertices.Count > 0 &&
indices != null && indices.Count > 0)
{
// Check that this doesn't overflow !!!!!!
// -----------------------------------------
// Special logic if there are no indices !!!!
// -------------------------------------------
for (int i = 0; i < indices.Count; i += 3)
{
lines.Add(vertices[indices[i + 0]]);
lines.Add(vertices[indices[i + 1]]);
lines.Add(vertices[indices[i + 1]]);
lines.Add(vertices[indices[i + 2]]);
lines.Add(vertices[indices[i + 2]]);
lines.Add(vertices[indices[i + 0]]);
}
}
}
示例11: Triangulate
/// <summary>
///
/// </summary>
/// <param name="args">
/// The DependencyPropertyChangedEventArgs object originally
/// passed to the PropertyChanged handler that initiated this
/// recalculation.
/// </param>
/// <param name="vertices">
/// The Point3DCollection corresponding to the Positions property
/// of the MeshGeometry3D.
/// </param>
/// <param name="normals">
/// The Vector3DCollection corresponding to the Normals property
/// of the MeshGeometry3D.
/// </param>
/// <param name="indices">
/// The Int32Collection corresponding to the TriangleIndices
/// property of the MeshGeometry3D.
/// </param>
/// <param name="textures">
/// The PointCollection corresponding to the TextureCoordinates
/// property of the MeshGeometry3D.
/// </param>
protected override void Triangulate(DependencyPropertyChangedEventArgs args,
Point3DCollection vertices,
Vector3DCollection normals,
Int32Collection indices,
PointCollection textures)
{
// Clear all four collections.
vertices.Clear();
normals.Clear();
indices.Clear();
textures.Clear();
// Loop for outside (side = 1) and inside (side = -1).
for (int side = 1; side >= -1; side -= 2)
{
int offset = vertices.Count;
// Begin at the top end. Fill the collections.
for (int stack = 0; stack <= EndStacks; stack++)
{
double y = Length;
double radius = Radius + side * stack * Thickness / 2 / EndStacks;
int top = offset + (stack + 0) * (Slices + 1);
int bot = offset + (stack + 1) * (Slices + 1);
for (int slice = 0; slice <= Slices; slice++)
{
double theta = slice * 2 * Math.PI / Slices;
double x = -radius * Math.Sin(theta);
double z = -radius * Math.Cos(theta);
vertices.Add(new Point3D(x, y, z));
normals.Add(new Vector3D(0, side, 0));
textures.Add(new Point((double)slice / Slices,
Fold * stack / EndStacks));
if (stack < EndStacks && slice < Slices)
{
indices.Add(top + slice);
indices.Add(bot + slice);
indices.Add(top + slice + 1);
indices.Add(top + slice + 1);
indices.Add(bot + slice);
indices.Add(bot + slice + 1);
}
}
}
offset = vertices.Count;
// Length of the tube: Fill in the collections.
for (int stack = 0; stack <= Stacks; stack++)
{
double y = Length - stack * Length / Stacks;
int top = offset + (stack + 0) * (Slices + 1);
int bot = offset + (stack + 1) * (Slices + 1);
for (int slice = 0; slice <= Slices; slice++)
{
double theta = slice * 2 * Math.PI / Slices;
double x = -(Radius + side * Thickness / 2) * Math.Sin(theta);
double z = -(Radius + side * Thickness / 2) * Math.Cos(theta);
vertices.Add(new Point3D(x, y, z));
normals.Add(new Vector3D(side * x, 0, side * z));
textures.Add(new Point((double)slice / Slices,
Fold + (1 - 2 * Fold) * stack / Stacks));
if (stack < Stacks && slice < Slices)
{
indices.Add(top + slice);
indices.Add(bot + slice);
indices.Add(top + slice + 1);
indices.Add(top + slice + 1);
//.........这里部分代码省略.........
示例12: Triangulate
// Define a plane consisting of two triangles.
protected override void Triangulate(DependencyPropertyChangedEventArgs args,
Point3DCollection vertices,
Vector3DCollection normals,
Int32Collection indices,
PointCollection textures)
{
vertices.Clear();
normals.Clear();
indices.Clear();
textures.Clear();
if (TextGeometry == null)
return;
Rect rect = TextGeometry.Bounds;
double top = 2 * Origin.Y - rect.Top;
double bot = 2 * Origin.Y - rect.Bottom;
// Define triangle vertices.
vertices.Add(new Point3D(rect.Left, top, Z));
vertices.Add(new Point3D(rect.Right, top, Z));
vertices.Add(new Point3D(rect.Left, bot, Z));
vertices.Add(new Point3D(rect.Right, bot, Z));
// Define texture coordinates.
textures.Add(new Point(0, 0));
textures.Add(new Point(1, 0));
textures.Add(new Point(0, 1));
textures.Add(new Point(1, 1));
// Define triangle indices.
indices.Add(0);
indices.Add(2);
indices.Add(1);
indices.Add(1);
indices.Add(2);
indices.Add(3);
}
示例13: Triangulate
/// <summary>
///
/// </summary>
/// <param name="args"></param>
/// <param name="vertices"></param>
/// <param name="normals"></param>
/// <param name="indices"></param>
/// <param name="textures"></param>
protected override void Triangulate(DependencyPropertyChangedEventArgs args,
Point3DCollection vertices,
Vector3DCollection normals,
Int32Collection indices,
PointCollection textures)
{
// Clear all four collections.
vertices.Clear();
normals.Clear();
indices.Clear();
textures.Clear();
// Begin at the top end. Fill the collections.
for (int stack = 0; stack <= EndStacks; stack++)
{
double y = Length;
double radius = stack * Radius / EndStacks;
int top = (stack + 0) * (Slices + 1);
int bot = (stack + 1) * (Slices + 1);
for (int slice = 0; slice <= Slices; slice++)
{
double theta = slice * 2 * Math.PI / Slices;
double x = -radius * Math.Sin(theta);
double z = -radius * Math.Cos(theta);
vertices.Add(new Point3D(x, y, z));
normals.Add(new Vector3D(0, 1, 0));
textures.Add(new Point((double)slice / Slices,
Fold * stack / EndStacks));
if (stack < EndStacks && slice < Slices)
{
if (stack != 0)
{
indices.Add(top + slice);
indices.Add(bot + slice);
indices.Add(top + slice + 1);
}
indices.Add(top + slice + 1);
indices.Add(bot + slice);
indices.Add(bot + slice + 1);
}
}
}
int offset = vertices.Count;
// Length of the cylinder: Fill in the collections.
for (int stack = 0; stack <= Stacks; stack++)
{
double y = Length - stack * Length / Stacks;
int top = offset + (stack + 0) * (Slices + 1);
int bot = offset + (stack + 1) * (Slices + 1);
for (int slice = 0; slice <= Slices; slice++)
{
double theta = slice * 2 * Math.PI / Slices;
double x = -Radius * Math.Sin(theta);
double z = -Radius * Math.Cos(theta);
vertices.Add(new Point3D(x, y, z));
normals.Add(new Vector3D(x, 0, z));
textures.Add(new Point((double)slice / Slices,
Fold + (1 - 2 * Fold) * stack / Stacks));
if (stack < Stacks && slice < Slices)
{
indices.Add(top + slice);
indices.Add(bot + slice);
indices.Add(top + slice + 1);
indices.Add(top + slice + 1);
indices.Add(bot + slice);
indices.Add(bot + slice + 1);
}
}
}
offset = vertices.Count;
// Finish with the bottom end. Fill the collections.
for (int stack = 0; stack <= EndStacks; stack++)
{
double y = 0;
double radius = (EndStacks - stack) * Radius / EndStacks;
int top = offset + (stack + 0) * (Slices + 1);
int bot = offset + (stack + 1) * (Slices + 1);
for (int slice = 0; slice <= Slices; slice++)
{
//.........这里部分代码省略.........
示例14: Generate
protected override void Generate(DependencyPropertyChangedEventArgs args,
Point3DCollection lines)
{
lines.Clear();
txtgen.Font = Font;
txtgen.FontSize = FontSize;
txtgen.Rounding = Rounding;
txtgen.Thickness = Thickness;
txtgen.BaselineDirection = BaselineDirection;
txtgen.Origin = Origin;
txtgen.UpDirection = UpDirection;
txtgen.VerticalAlignment = VerticalAlignment;
txtgen.HorizontalAlignment = HorizontalAlignment;
txtgen.Generate(lines, Text);
}
示例15: Triangulate
protected override void Triangulate(DependencyPropertyChangedEventArgs args,
Point3DCollection vertices,
Vector3DCollection normals,
Int32Collection indices,
PointCollection textures)
{
vertices.Clear();
normals.Clear();
indices.Clear();
textures.Clear();
// Front.
for (int iy = 0; iy <= Stacks; iy++)
{
double y = Origin.Y + Height - iy * Height / Stacks;
for (int ix = 0; ix <= Slices; ix++)
{
double x = Origin.X + ix * Width / Slices;
vertices.Add(new Point3D(x, y, Origin.Z + Depth));
}
}
// Back
for (int iy = 0; iy <= Stacks; iy++)
{
double y = Origin.Y + Height - iy * Height / Stacks;
for (int ix = 0; ix <= Slices; ix++)
{
double x = Origin.X + Width - ix * Width / Slices;
vertices.Add(new Point3D(x, y, Origin.Z));
}
}
// Left
for (int iy = 0; iy <= Stacks; iy++)
{
double y = Origin.Y + Height - iy * Height / Stacks;
for (int iz = 0; iz <= Slivers; iz++)
{
double z = Origin.Z + iz * Depth / Slivers;
vertices.Add(new Point3D(Origin.X, y, z));
}
}
// Right
for (int iy = 0; iy <= Stacks; iy++)
{
double y = Origin.Y + Height - iy * Height / Stacks;
for (int iz = 0; iz <= Slivers; iz++)
{
double z = Origin.Z + Depth - iz * Depth / Slivers;
vertices.Add(new Point3D(Origin.X + Width, y, z));
}
}
// Top
for (int iz = 0; iz <= Slivers; iz++)
{
double z = Origin.Z + iz * Depth / Slivers;
for (int ix = 0; ix <= Slices; ix++)
{
double x = Origin.X + ix * Width / Slices;
vertices.Add(new Point3D(x, Origin.Y + Height, z));
}
}
// Top
for (int iz = 0; iz <= Slivers; iz++)
{
double z = Origin.Z + Depth - iz * Depth / Slivers;
for (int ix = 0; ix <= Slices; ix++)
{
double x = Origin.X + ix * Width / Slices;
vertices.Add(new Point3D(x, Origin.Y, z));
}
}
for (int side = 0; side < 6; side++)
{
for (int iy = 0; iy <= Stacks; iy++)
{
double y = (double)iy / Stacks;
for (int ix = 0; ix <= Slices; ix++)
{
double x = (double)ix / Slices;
textures.Add(new Point(x, y));
}
}
}
// Front, back, left, right
for (int side = 0; side < 6; side++)
{
//.........这里部分代码省略.........