AddPrimitiveDish
Overloads
| Name | Description |
|---|---|
| AddPrimitiveDish(int bodyIndex, List<float> radius, int numberSide, int numberSlice, Matrix3D matrix, Color color, bool rebuildData) | Body 노드에 Dish Primitive 생성 |
AddPrimitiveDish(int bodyIndex, List<float> radius, int numberSide, int numberSlice, Matrix3D matrix, Color color, bool rebuildData)
public int AddPrimitiveDish(int bodyIndex, List<float> radius, int numberSide, int numberSlice, Matrix3D matrix, Color color, bool rebuildData)
Body 노드에 Dish Primitive 생성
Parameters
| Name | Type | Description |
|---|---|---|
| bodyIndex | int | 바디(Body) 노드 인덱스 |
| radius | List<float> | Radius : [0] Bottom Radius, [1] Top Radius |
| numberSide | int | Number Side : Default (12). 6 ~ 36 |
| numberSlice | int | Number Slice : Default (12). 숫자가 높을수록 고품질 형상 생성 |
| matrix | Matrix3D | Matrix |
| color | Color | Color |
| rebuildData | bool | 데이터 재구성 여부 |
Returns
| Type | Description |
|---|---|
| int | 노드(BODY) 아이디 |
Examples
// VIZCore3D.NET Control
private VIZCore3D.NET.VIZCore3DControl vizcore3d;
public void Example()
{
// New Empty Model
int index = vizcore3d.Model.NewEmptyModel("MODEL");
string assemblyName = "ASSEMBLY";
VIZCore3D.NET.Data.Node assemblyNode =
vizcore3d.Structure.CreateNode(
index /* Parent Node Index */
, VIZCore3D.NET.Data.NodeKind.ASSEMBLY /* Node Kind */
, assemblyName /* Node Name */
);
string partName = "PART";
VIZCore3D.NET.Data.Node partNode =
vizcore3d.Structure.CreateNode(
assemblyNode.Index /* Parent Node Index */
, VIZCore3D.NET.Data.NodeKind.PART /* Node Kind */
, partName /* Node Name */
);
string bodyName = "BODY";
int bodyId =
vizcore3d.Structure.CreateBody(
partNode.Index /* Parent Node Index */
, bodyName /* Node Name */
);
int bodyIndex = vizcore3d.Object3D.GetBodyIndex(bodyId);
{
int numberSide = 12;
int numberSlice = 12;
List<float> radius = new List<float>();
radius.Add(20); // Bottom Radius
radius.Add(10); // Top Radius
VIZCore3D.NET.Data.Matrix3D matrix = new VIZCore3D.NET.Data.Matrix3D();
matrix.Identity();
//matrix.SetRotateX(vizcore3d.View.DegreesToRadians(45.0f));
//matrix.SetTranslate(1000, 0, 0, false);
vizcore3d.MeshEdit.AddPrimitiveDish(
bodyIndex /* Body Node Index */
, radius /* Radius */
, numberSide /* Number of Side */
, numberSlice /* Number Of Slice */
, matrix /* Matrix */
, Color.Green /* Color */
, false /* Rebuild Data */
);
}
vizcore3d.Structure.RebuildData();
}