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BuildShadedRelief ( IEnumerable |
Builds shaded relief.
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BuildShadedRelief ( IEnumerable |
Builds shaded relief.
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GetLuminosity ( Triangle triangle, double lightX, double lightY, double lightZ, double zFactor ) : double |
Calculates luminosity of the triangle.
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메소드 | 설명 | |
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mergeTriangles ( List |
public BuildShadedRelief ( IEnumerable |
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surfacePoints | IEnumerable |
A 3D-coordinates defining source |
lightX | double | An X component of the light vector |
lightY | double | A Y component of the light vector |
lightZ | double | A Z component of the light vector |
zFactor | double | A value at which to multiply z-values for luminosity calculation |
luminosityLevelNumber | int | A number of resoluted luminosity levels |
리턴 | LightenedPolygon[] |
public BuildShadedRelief ( IEnumerable |
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triangles | IEnumerable |
An object that enumerates triangles defining surface. All triangle coordinates should be instances of the MapAround.Geometry.Coordinate3D. |
lightX | double | An X component of the light vector |
lightY | double | A Y component of the light vector |
lightZ | double | A Z component of the light vector |
zFactor | double | A value at which to multiply z-values for luminosity calculation |
luminosityLevelNumber | int | A number of resoluted luminosity levels |
리턴 | LightenedPolygon[] |
public static GetLuminosity ( Triangle triangle, double lightX, double lightY, double lightZ, double zFactor ) : double | ||
triangle | Triangle | A triangle |
lightX | double | An X component of the light vector |
lightY | double | A Y component of the light vector |
lightZ | double | A Z component of the light vector |
zFactor | double | A value at which to multiply z-values for luminosity calculation |
리턴 | double |