CreateBodyPrimitivePyramid
Overloads
| Name | Description |
|---|---|
| CreateBodyPrimitivePyramid(int nodeIndex, string name, SizeF bottom, SizeF top, SizeF offset, float height, Matrix3D matrix, Color color, int systemType) | Body 노드 생성 - Primitive Pyramid |
CreateBodyPrimitivePyramid(int nodeIndex, string name, SizeF bottom, SizeF top, SizeF offset, float height, Matrix3D matrix, Color color, int systemType)
public int CreateBodyPrimitivePyramid(int nodeIndex, string name, SizeF bottom, SizeF top, SizeF offset, float height, Matrix3D matrix, Color color, int systemType)
Body 노드 생성 - Primitive Pyramid
Parameters
| Name | Type | Description |
|---|---|---|
| nodeIndex | int | 부모 노드 인덱스 |
| name | string | 생성할 노드의 이름 |
| bottom | SizeF | Size Of Bottom |
| top | SizeF | Size Of Top |
| offset | SizeF | Size Of Offset |
| height | float | Height |
| matrix | Matrix3D | Matrix |
| color | Color | Color |
| systemType | int | System Type : 0(TRIBON), 1(AVEVA MARINE : Default) |
Returns
| Type | Description |
|---|---|
| int | 생성된 노드(BODY) 아이디 |
Examples
// VIZCore3D.NET Control
private VIZCore3D.NET.VIZCore3DControl vizcore3d;
private 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";
SizeF bottom = new SizeF(30, 40);
SizeF top = new SizeF(10, 20);
SizeF offset = new SizeF(2.5f, 4.5f);
float height = 50;
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);
int bodyId = vizcore3d.MeshEdit.CreateBodyPrimitivePyramid(
partNode.Index /* Parent Node Index */
, bodyName /* Node Name */
, bottom /* Bottom Of Size */
, top /* Top Of Size */
, offset /* Offset Of Size */
, height /* Height */
, matrix /* Matrix */
, Color.Green /* Color */
, 1 /* System Type */
);
}