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MeshEditManagerCreateBodyPrimitivePolyhedral Method (Int32, String, ListPoint, Single, Color)

Body 노드 생성 - Primitive Polyhedral

Namespace:  VIZCore3D.NET.Manager
Assembly:  VIZCore3D.NET (in VIZCore3D.NET.dll) Version: 2.8.24.1104 (2.8.24.1104)
Syntax
C#
public int CreateBodyPrimitivePolyhedral(
	int nodeIndex,
	string name,
	List<Point> point,
	float height,
	Color color
)

Parameters

nodeIndex
Type: SystemInt32
부모 노드 인덱스
name
Type: SystemString
생성할 노드의 이름
point
Type: System.Collections.GenericListPoint
2D Point List
height
Type: SystemSingle
Height
color
Type: System.DrawingColor
Color

Return Value

Type: Int32
노드(BODY) 아이디
Examples
C#
// 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 */
            );

    {
        List<Point> point = new List<Point>();

        point.Add(new Point(100, 0));
        point.Add(new Point(600, 0));
        point.Add(new Point(600, -600));
        point.Add(new Point(0, -600));
        point.Add(new Point(0, -100));
        point.Add(new Point(100, -100));

        vizcore3d.MeshEdit.CreateBodyPrimitivePolyhedral(
            partNode.Index      /* Parent Node Index */
            , point             /* Point */
            , 300.0f            /* Height */
            , Color.Orange      /* Color */
            );
    }
}
See Also