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CreateBodyPrimitiveDish

Overloads

NameDescription
CreateBodyPrimitiveDish(int nodeIndex, string name, List<float> radius, int numberSide, int numberSlice, Matrix3D matrix, Color color)Body 노드 생성 - Primitive Dish

CreateBodyPrimitiveDish(int nodeIndex, string name, List<float> radius, int numberSide, int numberSlice, Matrix3D matrix, Color color)

public int CreateBodyPrimitiveDish(int nodeIndex, string name, List&lt;float&gt; radius, int numberSide, int numberSlice, Matrix3D matrix, Color color)

Body 노드 생성 - Primitive Dish

Parameters

NameTypeDescription
nodeIndexint부모 노드 인덱스
namestring생성할 노드의 이름
radiusList<float>Radius : [0] Bottom Radius, [1] Top Radius
numberSideintNumber Side : Default (12). 6 ~ 36
numberSliceintNumber Slice : Default (12). 숫자가 높을수록 고품질 형상 생성
matrixMatrix3DMatrix
colorColorColor

Returns

TypeDescription
int생성된 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 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.CreateBodyPrimitiveDish(
partNode.Index /* Parent Node Index */
, bodyName /* Name */
, radius /* Radius */
, numberSide /* Number of Side */
, numberSlice /* Number Of Slice */
, matrix /* Matrix */
, Color.Green /* Color */
);
}
}