Méthode | Description | |
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SetupElementIndices ( Polygon poly ) : void |
Sets up our list of element indices
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TextureCoords ( Polygon poly, Geometry g, bool doGeodesicDome = false ) : Vector3D[] |
Helper to generate a set of texture coordinates. ZZZ - make this a non-euclidean calc?
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TextureElements ( int numBaseTriangles, int LOD ) : int[] |
Grabs an array of indices into the coordinate array for TextureCoords. The array represents individual triangles (each set of 3 is one triangle).
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TextureHelper ( ) : System.Collections.Generic |
Méthode | Description | |
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CalcPointsUsingRecursion ( int level, Vector3D p1, Vector3D p2, Vector3D p3, Geometry g ) : Vector3D[] | ||
CalcPointsUsingTwoSegments ( Segment seg1, Segment seg2, int divisions, Geometry g ) : Vector3D[] | ||
CalcViaProjections ( Vector3D p1, Vector3D p2, Vector3D p3, int divisions, Geometry g ) : Vector3D[] | ||
FindClosestPoint ( Vector3D v, Vector3D list ) : Vector3D | ||
SubdivideRadialInGeometry ( Segment radial, int divisions, Geometry g ) : Vector3D[] |
Equally subdivides a segment with a startpoint at the origin, in the respective geometry.
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SubdivideSegmentInGeometry ( Vector3D p1, Vector3D p2, int divisions, Geometry g ) : Vector3D[] |
Subdivides a segment from p1->p2 with the two endpoints not on the origin, in the respective geometry.
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TriangularNumber ( int n ) : int |
Returns the sum of all the integers up to and including n.
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public SetupElementIndices ( Polygon poly ) : void | ||
poly | Polygon | |
Résultat | void |
public static TextureCoords ( Polygon poly, Geometry g, bool doGeodesicDome = false ) : Vector3D[] | ||
poly | Polygon | |
g | Geometry | |
doGeodesicDome | bool | |
Résultat | Vector3D[] |
public static TextureElements ( int numBaseTriangles, int LOD ) : int[] | ||
numBaseTriangles | int | |
LOD | int | |
Résultat | int[] |
public TextureHelper ( ) : System.Collections.Generic | ||
Résultat | System.Collections.Generic |